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amazon Control reviews
Control – Remedy Entertainment, the studio that is known for its abstract narrative, uses supernatural phenomena to build content, characters, and worlds in their titles.
Typically, Max Payne and Alan Wake have adopted this construction style and become the most successful titles of the company despite long years.
However, when Remedy Entertainment’s ambitions became larger with the Quantum Break project, this game became a heavy bomb despite possessing many bright ideas.
Not stopping that, learning from Quantum Break, the company continues to apply its content-building style to Control.
Right at the time of introduction, Control quickly created its charm, making its fans fidgety while bringing a very… bizarre world.
So, will Control once again become a “bomb” of Remedy Entertainment or bring about the breakthroughs that Max Payne and Alan Wake have done before?
You, Jesse Faden, enter the Federal Bureau of Control (FBC) to find out about his brother Dylan loss for many years.
While confused about Control’s background, an unexpected event happened: FBC operator Zachariah Trench committed suicide, Jesse entered his room and picked up the Service Weapon – one of the Objects of Power.
This inadvertently led Jesse to succeed in Trench and become the next FBC executive.
Then players will be swirled into a new problem happening in this building: repel the invasion of Hiss and protect the Oldest House – the headquarters of the FBC.
With a “dizzying” start, you’ll ask yourself a lot of questions: Why was Dylan taken away? What is Hiss? Why did Jesse get into this house?… However, these questions were left unanswered during the game but became more complicated as new characters were introduced.
Until the end of the game, Control gradually answers the player’s questions from the beginning of the game. Because of this, either the player will persevere and continue the game, or the player will feel frustrated, lose interest and delete the game!
To compensate for these gaps, Remedy incorporates many pieces of the past to the present through Jesse’s voice-over.
However, the studio overused this when any interactions between Jesse and the surroundings were shown with the voice acting, even when she did not trust others.
This makes the main character’s personality-less interesting and without any highlight because the player will lose the surprise for Jesse, always knowing what she wants to say and do.
Not only that, the characters in the game are a bit “dumb” when rarely expressing their feelings, in contrast to the voice – which is voiced quite well.
Jesse Faden’s face was sharp almost all the time, as if she were angry at something, even feeling guilty with a trembling voice. Emily Pope looks quite “awake” even with her surprised, serious lines … and a bit of a weird mouth movement!
At a glance, Control’s plot and background are very interesting: decoding the strange supernatural phenomena that are lingering in Oldest House, revealing the past of Jesse Faden, the connection between her and the organization.
However, Remedy was unable to tell this magical story just because of the narrative and the way to build the characters … oh!
Of course, bewilderment is not the only word to describe Control, because the game also makes you lost in a seemingly small space but it is winding and elusive.
First, to mention how to build the world of the game. To increase the authenticity and bring players into the game, the developer has removed the minimap completely and you have to completely rely on the road signs to get to where you want.
In theory, this is a very good idea. However, the way the game works is not good.
The player will have to be very attentive to listen and take notes on the character’s conversations to know where he needs to go because the game has no summary for players to read again.
Although some quests are marked on the map when the player chooses, not all of the quests will work and players will have to find their way until they find the entrance.
Worse still, you won’t be able to see a map of the entire area, only the floor you’re standing on. Hence, if there are any quests on the other floor… keep on digging!
Of course, during the route, you will not be able to go exactly the first time, sometimes you will hit a lot of barriers that you can only go through after reaching a certain level in the main quest service.
At this point, the second design error is revealed. The game is a too red light to show too many things on the game screen: Hiss – a strange force represented by the characteristic red smoke that prevents the player from moving, the enemy infected with Hiss possesses a protective ring red and red parts of the body, strange red light signaling prevention and even a red screen when you are low on blood.
At the beginning of the game, you will have to confront a room full of red light full of enemies, your task is to defeat all monsters in the room and purify the red zone, creating a safe area.
Then, the writer accidentally found a similar room while walking, strangely enough, Jesse quickly “die” in just two seconds when entering the room. After two attempts to enter and… die, the writer quickly gave up and found another way.
Sometimes, red corridors/rooms continue to appear but they are just light from the indicator lights with no sign of harm.
This will confuse players by not knowing when the red light appears, should you go in or should you avoid it? What does the game want to tell me through this?
Using too much glare also makes the player’s eyes uncomfortable, especially when you enter a red room, the enemy is also surrounded by a red shield and your screen is also red because of low blood.
All these combined will make you feel very uncomfortable and unable to play normally. Not only with the red color, but the fire effect in the side quest part is also extremely annoying when it comes to having a bright yellow particle effect that you definitely won’t want to get closer to!
where can you get a Control online
Control Ultimate Edition – PlayStation 4: Buy it now
Control PS4 – PlayStation 4: Buy it now
Frankly, Control owns a sketchy design of the gameplay and affects a lot of the user experience.
The fighting mechanism of the game at first was quite good: using superpowers to move and attack the enemy and then use a gun to finish them off. Besides, players are also allowed to freely change weapon stats or themselves with random drop accessories (mods) when destroying enemies and upgrading skill trees to enhance themselves.
However, after a few hours of playing, the player’s fighting style remains the same and remains the same despite spending a lot of points to upgrade to the skill tree, as well as attach a lot of accessories to the gun.
Although the Service Weapon can convert many guns into different types: pistols, shotguns, submachine guns, sniper rifles … except that the barrel of a gun is changed, the whole weapon retains the shape of a gun pistol.
Not only that, but the effects of these guns are not too different because you only use them when you run out of mana for your special ability.
Many times, just the basic Grip (pistol) is enough to help the player pass the screen gently. The weapon mods dropped in the game are not too special, most of them do not create too many highlights for you to feel the big change, especially with low-quality mods.
The only thing to look out for is the enhancement to the body, making it possible for the player to be more buffalo, more healing, faster mana recovery … And when you have found the enhancement that suits your style of play, you will not need to change much to play comfortably.
The small plus for Control that the player will probably feel is Jesse’s superpower: the ability to psychically lift objects/enemies, throw them and deal high damage.
The more you upgrade this ability, the more you will be able to control more types: rockets, low-blooded enemies … and increase the damage of the target a lot. Later, you can also create a ring of rock around your body to protect yourself.
This powerful superpower will completely overwhelm Jesse’s gun, even at the beginning of the game, throwing damage is already superior to shotgun damage.
When you upgrade your throw damage, you can finish off almost any enemy with just one hit. Plus the ragdoll physics system is quite well done, almost all players will use this skill to fight without using guns too much.
Next, another double-edged sword that the company put into the combat mechanic is that you cannot restore health and can only be restored by the Health Element drops when destroying enemies.
Theoretically, this is a pretty good idea, putting players in peril to create challenges and urge players to destroy more, high-risk enemies for higher rewards. The same thing has been applied quite successfully to Doom with the ability to heal when killing enemies.
However, Control refuses until you can only pick up Health Elements in a few translators, some enemies exploding will not spill health.
Besides, the game does not have a healer for players to use during an emergency and the ambulance types (weirdly, this is the Federal Control Bureau but not equipped with any medical equipment).
Besides Health Element, players can only restore health at temporary storage points – checkpoints (similar to Bonfire of Souls series, used to heal, save games, teleport, upgrade characters) but to access To get into these points, you must defeat all the surrounding monsters to activate them.
If you are low on health and you don’t think you can survive to find the new checkpoint, the only thing you can do is round back to the old point to recover.
However, the monsters in the game will reappear after a while, so sometimes the way back will be the door of death!