Last time I praised the fun worldbuilding of Control. If you’ve been reading this site for more than a month, then by now you know it’s time for me to pull a face-heel turn and start bitching about stuff.
Chopping Firewood

All Remedy gamesI haven’t played Quantum Break, but I hear this rule holds true for that game as well. draw from the same general template: A third-person protagonist with a gun, plus a superpower or two. Fights are frequent to the point of being constant.
The gameplay in Control is working very hard to thwart everything the environments are trying to accomplish. It’s difficult to enjoy that weird sense of isolation and dread you should feel when exploring a haunted space if there’s a stupid mook fight in every other room.
I think of the Remedy style combat as chopping firewood: You’re using a powerful weapon to break stuff, but it’s not exciting and the experience is very repetitive. It’s a routine chore the game designer gives you every couple of minutes to keep you busy. This is totally understandable in something like Bulletstorm, but in a world as interesting, complicated, and wonderfully realized as Control, it comes off as a nuisance.
Continue reading 〉〉 “Control Part 2: Chopping Firewood”
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