PC Gamer

Hands-on with Control, Remedy's most ambitious game yet

Robert Zak

As I levitate with almost complete freedom around the Brutalist atrium of the Central Research area—all clean concrete walkways broken up by formidable trees—I have a sense that this is finally the game that Remedy always wanted to make; the developer’s creative Promised Land.  Conversations around Remedy games usually revolve as much around their constraints and shortcomings as their weird brilliance and ambition, but Control feels like it doesn't have those same limitations.  A big part of that is the hub-based and more systemic structure of the game. Control has something of the immersive sim, encouraging you to explore rooms and areas you might otherwise miss to pick up new powers.

You can watch eerily over-saturated videos of scientists talking about dimensional fissures, and shuffle through documents that fill you in on the disaster that befell the place you’re exploring.  This place is the Oldest House, the headquarters of the FBC—a government division that investigates paranormal activity. You are new boss Jesse Faden, and it’s your first day on the job. The thing is, instead of being shown to your gold-plaqued desk and arranging a ‘Getting-to-know-you’ conference call, you arrive to find people floating eerily in the building’s vertiginous expanses—presumably dead—and black glitchy vortexes of violent energy swirling and crunching towards you.

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