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#anyway there's been disk horse on my dash for the last couple days and this is my take on it
aces-to-apples · 1 year
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Frankly I think Alistair being mildly shitty to that mage in Ostagar seems pretty in-character for the guy he is before the massive, life-altering trauma that is the Ostagar massacre wherein he sees all of his Grey Warden comrades, his beloved mentor/father figure, and his beloathed half-brother/convenient-target-of-projection absolutely torn to shreds by literal Thedas boogeymen. IIRC Morrigan and Flemeth both comment on his wack behavior after Ostagar and then by the time we get to Lothering Alistair just fully surrenders any and all responsibility (and, frankly, agency) to the player's Warden for the foreseeable future. It can then take anywhere from a couple IRL hours to the entire second act of the game for him to retake almost any amount of it back. And depending on the player's choices in dialogue, and especially whether or not they choose to romance him, we may only see flashes of that guy we met at Ostagar before he potentially morphs into almost someone else entirely (hardened!King!Alistair). All that to say, I don't actually think it's a useful criticism of "characterization" to bring up Alistair's glibness as compared to his behavior in the majority of the game because from where I'm standing (looking directly at his snottiness about Cailan, his complaints about being assigned to the Tower of Ishal, his Templar-esque focusing on Morrigan and Flemeth being apostates, his generally pretty brusque manner with the Warden recruits) it seems fairly in-line with the rest of his behavior at Ostagar.
#like seriously he's a bit of a dick (more than what becomes usual) while at ostagar#before his world is shattered and his brain (and personality) is completely rearranged by seeing everyone important to him slaughtered#he clings so hard to the warden as a lifeline that he kind of goes full-on fawning mode for a little bit there#just giving up the reins completely and following orders as (imo) a method of coping with massive loss and trauma#throughout the course of the game he recovers somewhat and goes back to being kind of a dick#and/or growing up pretty extensively and becoming a much better and more tolerant person as a whole#but the idea of him being a dick to a mage because he's being moved around like a chess piece rather than a person#by someone who should NOT have the authority to do that and that fuckin ANNOYS him and then this dude's getting all up in his face about it#as if this was HIS decision and then being accused of harassing this random ass dude he could not give less of a fuck about for funsies#and thus him going full obnoxious shithead teenager about it is somehow OUT of character?? for ALISTAIR??? wack#like nah bro i know we all love ali but our vision is being obscured by that love and also how sweet he is in a romance#just being besties with him unlocks an incredible amount of unfiltered BITCHINESS that is fully in-line with ostagar!alistair's shenanigans#dragon age: origins#alistair theirin#by apples#da meta#anyway there's been disk horse on my dash for the last couple days and this is my take on it
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billnoncipher · 6 years
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Wendip Week Prompt 2
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Just My Luck
By William Easley
(Not part of my normal continuity and written for the Wendip Week 2018 prompt 2, "Typical Pines Luck")
Before the Mystery Twins had been in Gravity Falls for more than the first three days of June 2015, Mabel had found a new boyfriend.
"A fawn?" Dipper asked. "Seriously? You're going with a baby deer?"
"No, silly!" Mabel, who was preening at the mirror, said. "F-a-U-n! As in part hunky boy, part goat!" She narrowed her eyes and whispered confidentially, "He doesn't wear pants!"
"Whoa, whoa, whoa!" Dipper said. "T.M.I! And also, no. No, you cannot date this guy, thing, whatever it is—"
"He's a faun," Mabel insisted. "And his name is Raymond."
"I don't care if he's a—Raymond? Raymond is a faun's name?"
"Yup," Mabel said, changing her earrings. "He's got the cutest little hoofs, and a twitchy little tail, and these two little curly horns."
"Yeah," Dipper said grimly. "I've read in mythology that fauns were always horny! Look, you know this guy's just gonna dump you for another girl. Or maybe another goat. Take my advice and give Raymond a wide berth!"
"You're not gonna spoil this for me, Dipper!" she said. She'd settled on earrings in the shape of little gold pine trees. "Anyway, we're just going to frisk in the meadow for a while. You can come along if you want. Hey, you could do the—"
"Don't even say it! I am not doing the 'Lamby Lamby' dance. Especially for a guy whose mom may have been one!"
Dipper told Wendy, whose response was, "Mabes can take care of herself, Dip. Besides, I give the relationship two days, tops. Just wait until they have a meal together!"
He had to chuckle. "Yeah, heh. I guess a faun would be pretty disgusting to watch eat."
"Um, right," Wendy said. "The faun . . . ri-i-ight."
Next he told Ford, who said, "That's interesting. The fauns rarely come down from the tablelands below the western cliffs. I'll have to ask her to collect a hair sample for DNA analysis."
And the last resort was Grunkle Stan, who shrugged. "Meh, she'll find out soon enough the guy don't have any money, and that'll be the end of that."
When Dipper collapsed groaning into a chair, his Grunkle gave him a sharp look. "What's the matter, kid? Scared a goat-guy's gonna elope with your sis?"
"Noooo," Dipper moaned, drawing it out. "It's just that—we've been here practically no time, and she's got a date already! I asked Wendy if she might want to go see a movie with me, and she told me, 'Wait until you're old enough to drive, and then we'll talk.'"
"So, ask somebody else," Stan suggested. "Plenty of seafood in the ocean, kid!"
"Wouldn't do any good," Dipper said. "I have terrible luck with girls."
"Give me a fr'instance," Stan said. "Maybe I can help."
"Aw," Dipper said, "there was this girl, Francine, at one of the school dances, and she wasn't dancing with anybody, so I walked over, got my nerve up, and asked if she wanted to dance. She said yes."
"See, you were in luck!"
"No, because when we walked out onto the floor, she stepped into a little pool of spilled punch and her heel skidded and she sprained her ankle! Just my luck!"
"Don't sound like hers was any too good, either," Stan said. "Come on, Dipper, that was one time!"
"Another time," Dipper said, "Mabel talked this girl, Ellen, into being open if I asked her on a date. I asked her to a movie for that coming weekend, and she said yes."
"Luck turned around, see?"
"No, it did not," Dipper said. "Because the movie was on Saturday, and on Friday her dad moved the whole family away. Turns out he was in witness protection, and somebody in the family let their real last name slip."
Stan's eyes narrowed. "Realllllly? Uh, what was the name?"
"Farghandahler," Dipper said.
"Never heard of 'em. Well, it was worth a shot," Stan said. "Kid, it sounds to me that you need a good-luck charm."
"Oh, come on," Dipper said. "I don't believe in horseshoes and rabbits' feet and all!"
"Got a point there," Stan conceded. "Horseshoes were invented so hicks could beat city folks at a stupid tossing game. And if a rabbit's foot brought luck, you wouldn't be able to buy any, 'cause every rabbit's got four of 'em! Nah, I'm thinkin' along the lines of an amulet. They really work. Sometimes."
Dipper remembered Gideon's amulet of telekinesis, which did seem to work. "Worth a shot," he mumbled.
"Come with me."
Grunkle Stan led him to the stock room. Though Soos was Mr. Mystery these days, and Melody was engaged to become Mrs. Mystery soon, Stan still kept a close eye on what the Shack offered. He fiddled around in a box and then came up with something shiny. "Aha! Knew we had half a dozen of these. OK, kid, I'm gonna make you a gift of the world's most powerful good-luck charm. It comes all the way from Niue!"
"Where . . . is that?" Dipper asked. He'd never heard of it.
"Ah, somewheres near Metuchen, I think. Anywhoo, this here is a five-dollar silver piece. No kiddin', real silver, so take care of it! Look at it. See these little insets? This here is a genuine four-leaf clover from County Cork, Ireland, blessed by a priest who's also a part-time leprechaun! And this is a miniature horseshoe, actually manufactured from a real shoe once worn by Man O'War, the luckiest horse that ever ran in the Derby! This is, uh, a preserved ladybug. Not killed, it died of old age, ya understand. Ladybugs are notoriously lucky!"
"What?" Dipper asked.
"C'mon, Dip, ya never heard of one's house actually burnin' down! And last this is a little figure of a lucky elephant. With all them on your side, your luck will turn right around! You'll see! If it don't work, double your money back."
"How . . . much are you charging me?" Dipper asked.
"Nothin'! It's a free gift! Take it before I change my mind. I could sell this dealy to a sucker for fifty bucks!"
Oh, well. The silver disk had been pierced for a thong, and Stan threw a rawhide one in for free. "Word of caution," he said. "The gals go nuts for a guy who wears a thong! Don't get yourself in trouble, kid—or them, either."
Dipper put the rawhide cord around his neck. What the heck, it would either work or it wouldn't.
And Gideon really had almost cut out his tongue with lamb shears that one time.
Strangely, that night Dipper had a vivid dream of a tourist couple parking in the Mystery Shack lot. They had a cute daughter about fourteen and a little baby not more than a year old. The weird thing was that they pulled their Grand Rover van into a slot, the dad and mom and daughter got out, and they turned to take a photo of the Shack and the totem pole—and the van rolled away backwards, because the dad had evidently not put it in Park. The mom screamed as the van rolled over the edge of the hill and then fell and rolled over and over down to the forest edge, where it collided hard with a tree.
And the baby was inside.
The next morning, while chatting with Wendy at the sales desk, Dipper glanced out the window and saw a maroon Grand Rover van—exactly like the one he'd dreamed of—just pulling into the lot. "Be right back," he said to Wendy and dashed outside.
He felt creeps all over his skin—the van was parking in the exact spot that he'd dreamed of. He sprinted across the lawn and leaped over the low fence just as the mom, dad, and teen daughter got out and the dad hefted a camera. The van started to roll. Dipper leaped into the driver's seat—the dad hadn't closed the door—and jammed on the brakes, while pulling on the emergency brake handle. The mom screamed.
The dad came running up, white-faced. "What happened?"
Dipper said, "It's OK, sir. I saw the van start rolling. I think you didn't put it in Park."
The mom opened the rear door and took the baby—a cheerful little one-year-old boy who had no idea he'd been in any peril—out of his baby seat. "He's OK," she said. "Bless you!"
The father was reaching for his wallet. "How much can it—"
"No, sir," Dipper said. "Just—I don't know, pay it forward. Help out somebody who's in trouble. And enjoy the Mystery Shack!"
The dad got behind the wheel, started the engine, and pulled the car back into the parking slot. He very carefully put it in Park and set the emergency brake.
Someone tapped on Dipper's shoulder. "You can take this, anyway," the teen girl—braids, freckles, really cute—said. And she hugged him and kissed him on the mouth. "Thanks for saving my baby brother!"
Dipper realized he had an audience. Wendy and Stan had come out on the porch. "Uh, you're welcome," Dipper said.
The girl took his hand and wrote something on his palm. "My email," she said. "Get in touch with me. My name's Laramie."
"O-OK," Dipper said.
He walked back to the Shack, where Grunkle Stan clapped him on the shoulder. "Lucky you spotted that!" he said. "Saved us from losin' some customers!"
Wendy, settling back behind the counter, asked, "You know that girl, Dipper?"
"Uh, no," he said. "Just saw their van start to roll and she was, I guess grateful or some deal."
"You mean this isn't gonna be a regular thing?"
"Gosh, no! They're probably from Canada or someplace. I'll never see her again."
Wendy grinned. "Just teasing, man. Good going."
Later that afternoon, because he really couldn't think of an excuse, he went with Mabel to meet Raymond. Raymond waited for Mabel in the bonfire clearing. He seemed skittish when he saw she was not alone, but then she introduced Dipper as her twin. "I'm Alpha, though," she confided.
Well, Raymond wasn't quite what Dipper had expected. True, he had curly little horns and a crown of curly black hair. True, his ears were pointed, and his eyes had strangely slit-like pupils. And he definitely had hoofs and a strange ankle joint. However, the fur on his legs and waist and, um, that general area, was six inches long, very fluffy and shaggy, and he might as well have been wearing pants.
And he talked normal. No baaas or godawful puns, no "I'm Mr. Satyr day night" or anything like that. He seemed interested that Mabel had a brother. He wanted to know where they were from, what Dipper liked to do, why they had come to the Falls, did they like the forest, would he like to see some secluded beautiful areas, and so on.
Mabel looked increasingly uncomfortable and finally reminded Raymond, "You were gonna show me that beautiful forest pool with a cascading creek leading into it. Dipper doesn't have time, sorry." And she led him off.
In about an hour she was back, looking mad. "You win," she said. "I broke up with Raymond. I hope you're happy!"
"Hey, I didn't do anything!" Dipper said.
"Yes, you did! Raymond asked me if you were attached. He wants to date you! Lucky!"
"Tell him I'm not into guys or goats. And especially not into guy-goat combos!" Dipper said. He was beginning to think that luck had its downside.
But he tested it. The next day he asked Wendy if she'd like to go see that movie on Friday night. "I'm still not old enough to drive," he said. "But I don't mind being driven."
She grinned. "OK, Dip, just this movie. But it's no big deal, understand? Just two friends going to see a three-D earthquake movie!"
"I understand," he said. "Just friends."
And then the next day Candy came over to visit Mabel and wound up telling Dipper he was really growing up to be a handsome guy, and she sat uncomfortably close to him. And a little later he went outside just to get away from her and found a wallet on the ground. 
He opened it and saw a drivers' license, the picture looking familiar—oh, yeah, a guy who'd gone out on the tour with a bunch of others. And speak of the devil, Soos came driving the tram back just then, and the very guy jumped off, looking anxious, and headed for his car, which he opened and checked—
"Excuse me, sir," Dipper said. "I just found this wallet. Is it yours?"
"Yes!" the guy said, looking relieved. "I must have dropped it while going out to the tram."
Dipper handed it over. "You might want to check to make sure everything's there."
The man did. "Yep, all the cards, all the money. Here you go, son." He held out a twenty.
Dipper shook his head. "I didn't want a reward, sir. My great-uncle co-owns this place, and he'd never want to make money from someone's misfortune." That was true, sort of. Of course, Stan didn't mind a bit if he made money from them any other way.
But the guy asked his name, went inside, and evidently praised him to Soos and Wendy, because they both gave him thumbs-up when he came back in. And Candy hugged him. "My Dipper is an honest and truthful man!" she announced.
Wendy raised an eyebrow at "my Dipper."
Still later, downtown at a convenience store, Dipper fed a dollar into a vending machine and bought the first and only scratch-off lottery ticket in his life so far. Back in the Shack, he scratched it off.
Yeah, it figured. He'd won $1,000.00. There was, of course, a catch. He gave the card to Stan. "I can't use it," he told his Grunkle. "You have to be eighteen or over."
"I'm eighteen or over," Stan pointed out. "I'll do somethin' nice for ya, kid." And he did. He went into town to cash in the ticket and brought Dipper back a candy bar.
That night, Dipper complained to Mabel about the amulet. "It's making me lucky," he said, "but not in any way that helps me out. And it's got you mad at me."
"I'm not mad," Mabel said. "Just disappointed that Raymond prefers you to me. That's not your fault. My irresistibility must've rubbed off on you a little." She picked up the candy bar. "You gonna eat this?"
"Don't like coconut. You can have it."
"Thanks, Brobro!"
Mabel bit into the candy bar and chipped a tooth. Fragment of coconut husk. Stan had to rush her to a dentist he knew who owed him a favor. She came back with a repaired tooth and a rueful, "You're lucky you didn't want the candy, Dipper!"
But the amulet didn't work with Wendy. The next morning, she said, "I gotta break our date, Dip. Sorry, man. My dad wants me to go with him and my brothers to visit my aunt this evening."
And without Wendy—meh. The kind of luck he was having just wasn't worth it. After some soul-searching, Dipper walked out to the Bottomless Pit and walked back a little lighter and amulet-free.
Just before quitting time, Wendy apologized again—but then the phone rang, and she answered it. "What? Oh, OK. No, tomorrow's even better. Sure. OK if I see a movie, then? Thanks, Dad!"
She hung up the phone. "Huh. My aunt called Dad and asked him to put off the visit, so our date's back on, unless you got someone else to see it with."
"No!" Dipper said. "Uh, no. No, I don't. Uh. If you want to go."
"Yeah, I guess so," Wendy said. "Guess you're in luck, Dipper."
Yeah, for a change, he guessed he really was in the best kind of luck. Seeing a three-D movie about an earthquake sitting next to a gorgeous redhead who made a practice of not dating anybody under the age of sixteen? But she would make one exception?
Hmm, maybe he shouldn't have tossed that amulet away so quickly . . . .
Nah. Typical Pines luck was better than anything it could dish up!
The End
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terryblount · 5 years
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Control Review
What is Control? What makes Control different from other Remedy games? What does it mean to control? Is controlling enjoyable or just another meaningless task. Would you dare to control? Do you like power over others? Do you believe in destiny? Would you attempt to kill yourself for answers or power? Well… Remedy did and they’ve done it gloriously. So did I and so will you. It’s the only way through.
You are a worm though time. The thunder song distorts you. Happiness comes. White pearls, but yellow and red in the eye. Through a mirror, inverted is made right. Leave your insides by the door. Push the fingers through the surface into the wet. You’ve always been the new you. You want this to be true. We stand around while you dream. You can almost hear our words but you forget. This happens more and more now. You gave us the permission in your regulations. We wait in the stains. The word that describes this is redacted. Repeat the word. The name of the sound. It resonates in your house. After the song, time for applause. We build you till nothing remains. The egg cracks and the truth will emerge out of you. You are home. You remind us of home. You’ve taken your boss with your boss with you. All hair must be eaten. Under the conceptual reality behind this reality you must want these waves to drag you away. After the song, time for applause. This cliché is death out of time, breaking the first the second the third the fourth wall, fifth wall, floor; no floor: you fall! How do you say “insane”? Hurts to be happy. An ear worm is a tune you can’t stop humming in a dream: “baby baby baby yeah”. Just plastic. So, safe and nothing to worry about. Ha ha, funny. The last egg breaks now. The hole in your room is a hole in you. You came and we let you in through the hole in you. You have always been here, the only child. A copy of a copy of a copy. Orange peel. The picture is you holding the picture. When you hear this you will know you’re in new you. You want to listen. You want to dream. You want to smile. You want to hurt. You don’t want to be.
Welcome to the Federal Bureau of Control, hold on to your hats, this ride is gonna be nuts!
Story-telling for the Mentally Insane
Before I explain what the hell is going on with the psycho bumble above, let me throw some story over you. You play as Jesse Faden, who visits a building – named “The Oldest House” – of the Federal Bureau of Control (F.B.C.). Soon after your arrival, you find the Bureau director dead with the murder weapon right beside him. Instead of running out of the room in panic, Jesse picks the “service weapon” and attempts to blow her brains out. Instead of the weapon killing her, however, she becomes the director. Just like that Jesse Faden is the newly appointed director of the F.B.C. and all the hanging portraits of the director are swapped with her face.
“They call me the director, but that’s not me.”
Jess after everyone accepts her naturally as the new director.
If you guys played any of Remedy’s games before, you should know how it tends to create complex stories. This time, the story of its latest game even more complicated. Actually… it’s bat shit crazy. My favorite game is probably Max Payne 2: The Fall of Max Payne and, in my opinion, the Max Payne games changed the third-person shooter landscape. Alan Wake was also pretty damn good; I loved its combat mechanics and its story was engaging. As for Quantum Break, there is only one thing to say… “mediocre” (insert Immortal Joe’s voice from Mad Max).
Only in this building an astray can be deadlier than a cigarette. Unless of course Riddick holds that astray.
The SCP Foundation
None of these stories can even scratch the story and lore of Control, which are balls to the wall insane. Control’s story is heavily inspired by the SCP Foundation (Secure, Contain, Protect). If you got some time to spend you should read some of their stuff as they are quite good. Basically “The SCP Foundation is a fictional organization documented by the web-based collaborative-fiction project of the same name”. The amount of stories is crazy and many of these little stories are exceptionally good.
When you are lost in the darkness, look for the light. It will guide you back, probably.
Jesse Faden the New Director of the Nuthouse
Jesse Faden is the only playable character, unfortunately, and let me tell you she is not that interesting. The voice actress is perfectly fine but her performance did not convince me, at all. Jesse has a very basic backstory and nothing in that story is convincing enough to make me believe how cool she is, especially when faced with the unknown scary and insane world she is in. In my opinion, she should be losing her mind from the second she arrived at the Bureau.
“A carousel horse, why kids stuff always so creepy?”
Jess trying to make sense of what the hell she’s actually seeing.
As I said, everything in “The Oldest House” is completely bonkers and Jesse’s behavior seems completely out of place. No sane person would react so logically in a situation like this. Do you remember Alan Wake? That guy was losing his marbles, as he should, in an incident which – compared to Control – feels like a walk in the park. Still, there were some rare and specific occasions when Jesse expressed her feelings by simply saying a “what the fuck”. Unfortunately, these parts are late in the game and also completely optional, so my point still stands.
What?!
Visuals & Controls
In case you don’t already know, I care very little about a game’s visuals. Thankfully John has already posted his performance analysis so I don’t really have to go into more technical details. I’ll just say that the game performs great on my system and that it looks pretty. I do not own an RTX card so I cannot comment on the ray tracing effects. But anyway, I had stable 60fps with everything on high and a couple of options like reflections on medium. I lowered those settings only because the visual difference did not justify the performance hit. Many players have reported several issues with the game, however it appears that I was lucky. The only issues I encountered was a teleport (which is not an obtainable skill) bug and an infinite loading screen, and both of them occurred only once.
Thankfully, the game’s controls were great. Imagine if a game called Control controlled badly. With a bit of remapping it plays wonderfully but why on God’s green earth there is no key for walking? Why oh why Remedy? An area movement restriction in specific locations, where you can bypass it with the sprint key, would be enough. Lastly, it’s unbelievable that there are no settings for motion blur and depth of field. Seriously now?
Hello Kevin! Ha ha ha! Seriously the lighting is amazing.
Audio, Music & Facial Animation
The audio in Control is superb on every level, and all sound effects have been masterfully implemented. Hell, I did not even get the usual audio glitches which I usually get from games by using earphones. The in-game music is minimal as you can only listen to music through radios or in a very specific room. There is only one scripted sequence with music and all the rest is ambient sounds with some very basic music tracks during fights. The voice acting is pretty good; not great, but good enough. Most of the voice actors are pretty convincing with some exceptions. One of these exception is Jesse; I really don’t like Jesse as I explained before. I like the facial animations overall but there were some dialogues, especially at the beginning, that didn’t impress me. On the other hand, Remedy emphasized Jesse’s lip movement to stand out, which looked really nice.
The Heart of the Game
The gameplay in Control is so – god – damn – good. Seriously, these kind of games are very rare these days. The only ones that come to my mind are Second Sight and, of course, Star Wars: The Force Unleashed. Those games did psychic powers justice but they got nothing on Control. Control is all about the gameplay, as all games should.
Is that an 8inch floppy disk? God damn I’m old. In case you didn’t know all videos in game are live-action. That’s how you utilize live-action footage. Do you hear me Quantum Break?
Mental Abilities & Destruction
You start with some basic abilities and along the way you get more and more (obviously by completing missions). There are several psychic abilities and some of them have secondary functions. The game features five such abilities; telekinesis, mind control, barrier (shield), melee (force push) and levitation. For example you can unlock an ability that lets you control two minds at the same time or move larger object like forklifts. You can literally grab and throw almost everything you see in the environment and even if there is nothing around you can still rip a concrete junk from the environment and throw it to someone’s face. It is so much fun. Now if I had to choose one power, that would be levitation. I loved levitating above the battlefield and raining destruction upon my enemies; it felt so satisfying. There is also a dash/evade ability (no roll thank god) but, sadly, it is not upgradable.
“Quack if you understand my words.”
Random Bureau agent contacting an interview with a subject.
Now regarding destruction… holy crap, it’s phenomenal. These might be the best destruction mechanics I have ever seen in a single player game. You can literally destroy almost everything and most destroyed objects stay there until you leave the area (something you rarely see in other games). Unfortunately, the bodies do disappear, however they disappear in a cool way. They do not vanish in a lame way as in other games, like Mass Effect: Andromeda for example. The bodies, kind of, evaporate and there is a believable reason behind that phenomenon. To be honest, I’d prefer if they stayed because without them you lose the feeling of success. At least the destroyed environments are still there to remind you what just happened.
Almost everything you break, stays broken. Even when you rip pieces from the floor.
Something I really loved in Control was dashing and watching everything around Jess getting pushed or destroyed by the “movement force“. When you hold an object with telekinesis you can see little pieces of the environment getting pulled in by the telekinesis force, which is super cool. Same goes for when levitating close to objects or structures.
The “Service Weapon”
Regarding the game’s arsenal, there is only one weapon and it is kinda of overkill since Jesse is already a weapon of annihilation. The “Service Weapon”, as it is called, is an Item of Power. These Items can only be used by specific individuals, like the director of the Bureau. Any other person who attempts to interact with such an item will most probably seize to exist in an instant. In the beginning, the weapon acts as a revolver. As you progress, though, you can give it other weapon forms with different characteristics.
“Yes yes, easy peasy!”
Ahti the janitor before sending Jess to lift the lock-down.
Just like the upgradable powers, the Service Weapon has five different forms; revolver, shotgun, machine gun, rifle and grenade launcher. While I tried all of them, I eventually settled on the machine gun and shotgun. Like I said, all of these are upgradable through weapon modifications and by crafting better versions of them. As such, the grenade launcher – for example – can be modified to have larger blast radius for instance. All mods have rarity levels and can be found in the game world. You can also craft mods but they are very expensive in rare resources and the same resources are used for upgrading the weapons.
Shooting Mechanics, Movement & Cover
If there is shooting involved, I always prefer playing in FPP (first person perspective). I am not a great fan of third person shooters, unless of course they are actually good. Thankfully, Control excels on this area, especially when there is no cover and the game pushes you to move around. All guns feel great and unique in terms of handling. If there was something I did not like, it was the shoulder swap; it’s different than what other games do and, unfortunately, it’s not that good. Still, and since this is not a slow paced shooter, I rarely used. And while there isn’t any cover system, you can still take cover and crouch behind things (you cannot “hug” a wall like Gears of War though).
I’ll give this guy the silver medal for his death expression, the gold was given to the guy with the busted radio in Resident Evil 2 Remake.
Standing still is not advisable, something that is also hinted during the loading screen tips. Enemies will rush you and they will use explosives in order to make you leg it. Of course you can play the game as you please. Personally, I used every tool in my disposal and tried to mix different powers which sometimes left me astound. The flow of the combat is amazing as you can shoot an enemy, dash and melee him, levitate and power slam to another, throw a forklift to someone else and use the shield to get some distance while you regain energy. All of these feel natural and blend in amazingly. Hats off to the people responsible for this combat system.
Perfect Balance with No Restrictions
Control does not have any ammunition for your weapon. Instead, every type of weapon has a fixed number of shots. The weapon recharges while not in use and if you use all shots there a slight time penalty (reloading). Same goes for your powers; there is only an energy gauge and nothing more. Just like the weapons, the energy bar replenishes while not using them and there is also a time penalty for using all your energy. The game is forcing you (in a good way) to use both your powers and weapons, without making it impossible to do as you please.
This is how the area map looks like. It can be confusing at the beginning, but you can open it while on the move.
Location (s), Exploration & Collectibles
There is only one location, “The Oldest House”. From start to finish you will be confined in that building. Of course this building is gigantic and you will venture into many different areas, where in many of them the rules of physics make no sense whatsoever. This might make the game a bit monotonous for some people but I did not mind that at all.
“I never liked flamingos, too..pink.”
Jess before facing the..latest pink epidemic
Exploring the federal building is fun and rewarding, even if the game never forces you to do so. There are tons of stuff to find and many of these are cleverly hidden away. There are even hidden places filled with easter eggs. You can find many collectibles that will give you a better insight into the game’s lore and you should probably read these if you want to understand what is going on. After all, the story is not straight forward and can be very complicated at times. Quite frankly these might be some of the most interesting collectibles I have ever read. I usually don’t like reading stuff when playing a game as I prefer something like audio logs. However, all it takes in Control is to read a couple of the documents; after that you will probably be hooked.
Side Missions, Enemies & A.I.
There are three types of side missions: missions given by specific characters, missions found by picking collectibles and ­time based missions with a random objective. None of these missions are mandatory; most of these missions are pretty basic, however, they give you the chance to obtain valuable resources. I did them all just because I couldn’t get enough of the combat. Now if you don’t fancy that, you can simply rush forward and only do the main missions. If you choose not to complete some of the side missions you might lose some important stuff. Some of these missions even hide a boss battle and believe me you will want to meet these “bosses”.
This is probably the creepiest thing I ever seen in a video game lately. Seriously it gave me goosebumps again while I was typing this. By the way this video was meant for children.
Speaking of bosses there are not many; if I remember correctly you only face one true boss in the main story but I do not want to give more details as we’ll be entering a “spoilers” area. The regular enemy (HISS) variation is not bad, but it could definitely be better. There is even one enemy who I did not manage to destroy no matter how hard I tried.
“Do you feel it? Something is coming.”
Jess getting the “feeling” while she walk into a dark corridor.
Remember that paranoid second paragraph of the review? Well, there are people floating all over the place, chanting that incantation all the frigging time. And I loved it. If you shoot they will stop for a second. If you shoot them, they will disappear but they will eventually re-appear. Whoever thought of that has my respect, because it changes the perspective and feeling of each room.
It think I run into Criss Angel’s family.
Unfortunately, the A.I. is nothing special. You can lure enemies in a corridor or you can bait them through corners. The A.I. is designed to challenge you when you are on the move. When things work as intended, the combat feels great. Still, the A. I. could be way more advanced than what we got.
Control
I will be honest; I adored this game even though it is not perfect. Jesse is totally unlikeable… at least until the very end. The voice acting is not always great and the facial animations of Jesse lack emotion, especially you compare them to Emily’s (except the first time you meet her; she is a bit creepy and not the good kind of creepy).
This is Emily and we really like her. We wish we could play her instead of Jesse.
The map is very Metroidvania and may not be very accessible to people that are not familiar with these type of games. There is also backtracking and I know that some of you hate that. Still, the good news here is that there is a fast travel mechanic. Moreover, you cannot manually save as the game saves automatically and every time you die you have to start over from the last checkpoint, which might be troublesome for some players. Lastly there is no difficulty levels and the game can be a bit hard at some points, especially if you haven’t upgraded your powers and weapons. On a side note, I would really love if they added a new game+ mode with increased difficulty in a future patch.
“Finally! No more quacking.”
Jess after she’s done with..it.
There are several things I did not fully explain or even mentioned in this review in order to avoid spoilers. There are many parts of the game that will probably surprise you or even leave you speechless, so I don’t want to take that away from you.
I also don’t know if you guys watched the promotional videos of the game but most gameplay videos did not represent the actual quality of the final game. My initial thought before playing the game was “god damn it this is gonna suck”. However, I am glad I was wrong because Control might be the best Remedy game to date.
Awesome weapon designs
Hundreds of collectables
Fitting music and sounds
Memorable boss battles
Superb psychic powers
Fluent combat system
Destruction & physics
Hours of exploration
Great performance
Compelling story
Interesting lore
Level design
Unlikable Protagonist
No difficulty setting
Some backtracking
No manual save
Map design
Exclusivity
                Computer Specs: CPU: i5 4440, GPU: Palit 1660Ti OC 6GB, RAM: G.Skill Ripjaws X 16GB HDD: Crucial 275GB MX300, OS: Win7, 1080p
Playtime: 20+ hours total. That’s a guess by the way, since Epic’s launcher has no timer.
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