manage wasn’t what i used to be waiting for. The developers of this 1/3-character psy-shooter were nattering approximately “bizarre fiction” and belabouring the sport’s literary inspirations. After telekinetically yeeting myself via it, however, i’ve located little insightful storytelling, just a trad conspiracy/thriller story, and plenty of colorful excuses as to how someone can unexpectedly broaden superpowers. however whilst it feels this enjoyable to raise an workplace chair with your mind and hoof it at a row of monster guards, I do not care that it’s the videogame equal of Warehouse thirteen. manage is likewise particularly humorous. those looking for a Lynchian labyrinth of hidden which means would possibly discover it right here in the event that they squint, but what i discovered became a stable comedy pastiche of the X-files, right down to a mysterious smoking guy. I would not want it to be whatever else.
you are Jesse Faden, a woman who has reputedly walked off the ny metropolis streets, and right into a brutalist government constructing that no different metropolis-dweller can see, notwithstanding it towering over the skyline. it’s the Federal Bureau of manipulate, and it is within the midst of a lockdown. A disastrous entity (which you name “the Hiss”) has regarded and is infecting the personnel, turning them into shooty monsters with heads that explode into blurry mist while you bullet them up.
You acquire this with a unique gun. Alice L has already long gone through a lot of the details about this Rubik’s cube of a firearm. basically, although, it’s a gun with many modes. It modifications form at your behest from pistol to shotgun to grenade launcher to snipey rail gun to rat-tat-tat-tat gadget gun. There are improvements, made with materials you find in bins, or which can be dropped via enemies. You discover attachments for the gun the equal way. some make the machine gun hearth faster, others control the spread of the shotty’s pellets, and so on.
What about while the gun runs out of bullets? properly, it’s when you begin using your superpowers. You discover your internal telepath quite early, and choose up new capabilities as you discover the transferring corridors of the Bureau’s building. quickly, fights take on a pattern of taking pictures at the Hissy boys till your gun runs out of ammo, then flinging bits of concrete at your foes at the same time as it reloads. Later, you will be doing short, blinky dodges, or lifting rubble up to use as a guard, or truly soaring in mid-air and brainwashing the nearest Hisspot so he fights for you.
This rhythm of dad-pop-fling-fling feels appropriate for maximum of the sport, but it additionally not often changes. there’s a playfulness to the fighting when each new ability indicates up, however i found myself tiring of the same repeated, 60-second formula by means of the stop of it all. the sport makes efforts to combine up this system through including more baddies – shieldy shootmen, flying flingers, explodey wobblecorpses – or setting fights in rooms with gaping insta-loss of life pits, however it hardly ever felt like an ok alternate of tempo.
certainly, fights in tighter quarters often sense cramped, and chuckable objects or small bits of geometry once in a while get for your manner as you strafe about, leading to a kind of mid-combat stickiness. it’s an rare problem, however one which contributes to the more and more frustrating nature of gun battles as the game is going on.
manage’s sense of repetitiveness is down to 3 small features. To refill your fitness bar, as an instance, you need to hoover up blue droplets that fall from enemies, which makes the instinct of falling again while you’re hurt counter-effective. You want to kill lots of Hissants, then whoosh out into the open and slurp up the health as you combat. plenty of final-ditch zooms to get health result in death and an stressful jaunt lower back thru the level, because when you die, you respawn again at the last manage factor (checkpoints you may also fast travel between). This makes repeated deaths an workout in navigating the most lately traversed couple of corridors time and again, and sometimes repeating skirmishes you’ve got already received.
I mention these troubles up-front, however recognise that maximum of the battles are enjoyable fling-fests. manage is a totally serviceable shooter. It feels good within the fingerbits, you recognize? And there are a lot of wobbly visual effects that make your powers sense like easy Hollywood excellent-nonsense. elevate a bench off the floor, and the paper and particles around it will float beside you too. Psychically punch a bathroom cubicle and it’ll shatter into beautiful splinters, the cistern crumbling beneath your intellectual rage. One psy-brawl takes place in a model city in which all the waist-high houses are manufactured from plywood. as the remaining Hisshead dies and the combat track fades away, the whole place is left as a mess of sawdust and smashed miniature bungalows.
the sport’s dud moments come every so often, but they do come. some optionally available quests lead to stressful puzzle bosses, along with one temper tantrum of a md who creates immediate loss of life pitfalls within the floor, in a fight in which you spend most of the time aiming upwards at a big weak point, unable to glance at what is under your ft. i finished bothering with aspect quests after some other bothersome paranormal boss involving floaty platforming and a bunch of exploding floaty-bads. I suppose I simply don’t charge the gradual-transferring levitate ability that fantastically.
There are a few other small irritations. The lighting fixtures does that mega-darken element whilst you step into a shadowy region, mimicking the shitness of human vision and making it momentarily hard to see. it’s a current visual effect i might be satisfied to telepathically hurl off a concrete skyscraper. and like I say, the combating gets a chunk frustrating. One scene has you traipsing around a continuously shifting inn, combating to rock track. however the tight quarters and lack of cowl in a variety of those rooms demands faster reflexes than maximum of the rest of the sport. Your thumbs and brain might be faster than vintage lumberfuck here [points to own face, slowly] so your combat mileage may vary. however to me it felt like an unwelcome spike in problem, just like the optionally available boss fights of before.
Of course, i have spoken loads approximately the shooty-bangs and flingy-florps, however very little approximately the chat-o-story. it’s in part a choice to keep spoilers from you, however additionally because the story, once you scratch away the “weird” stuff, is absolutely fairly rote. Scientists scienced too difficult, experiments have gone incorrect, the government is masking stuff up. standard. but as referred to above, i was pleasantly amazed at how much humour is buried in the sport, generally inside the paraphernalia you select up along the manner. There are humorous notes with big redacted patches of textual content, and studies movies providing the Bureau’s head scientist, Dr Darling, surrounded via antique knobular machines and big 60s laptop banks. these are regularly really worth a chortle, and have the same business enterprise-comedy tone because the docs from oddball Netflix show Maniac.
there’s also a darkly comedian and unnerving in-sport television display called the edge kids, presenting two puppets with a greater eerie presence than Bosco himself. I cherished stumbling throughout those creepiquins at the workplace’s tv units, and their first video left me nervously air-giggling like a gasping hyena.
And there is extra! it’s humorous whilst your new studies assistant Emily begins speakme with glee approximately knives manufactured from interdimensional rock (“consider the fight packages! Stabbing! slicing! Gouging!”) it’s humorous to examine lower back-and-forth memos between Bureau sellers complaining about the weird-ass assignments they have to do, like cataloguing a lifeless dog for data, or inspecting the contents of a thousand tiny containers (there is a human teeth in each field). at some stage in the story, Jesse has a right away line of verbal exchange to an otherworldly pyramid of untold intradimensional understanding, a being of endless geometry and mystery and intelligence. It tells you how to craft weapons.
This experience of humour saves the game from being a shrugging, dry successor to Psi-Ops: The Mindgate Conspiracy. it’s another reminder that self-focus is often necessary if you are making something inherently ridiculous. The serious facet of control’s tale is basically informed via internal monologue, collectible FMV films, and dream-flavoured cutscenes. The problem with the use of dream logic and indistinct sequences of flashing faces, however, is that similar to a dream, it quickly turns into unrooted and meaningless. you’ll possibly forget about control’s story by the time you brush your enamel tomorrow. but you will recollect the threshold children and Dr Darling.
basic, I had an awesome time, mainly while introducing the Hissyfit boys to giant desks at velocity. however by the time I reached the give up, via the sport’s twists and somersaults, i used to be also sort of happy it turned into completed. i’ll not be cleaning up the sidequests or indulging in extra Hiss-mopping responsibilities, because it seems like i’ve visible essentially all there is to look in this concrete workplace. Or at the least, enough to get the concept.
What i will praise quite is how manage indulges its own ludicrous nature every step of the manner. I can not overstate the reality that it is a humorous sport – funny enough that the humour keeps you going from combat to fight, looking now not for the source of your mysterious enemy, or for the answer to all of the sub-mysteries surrounding Jesse, however for the subsequent episode of the brink kids.