Free download "Control: 5 Years Later" (1:47:57) (2024)

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control what a looker but recording

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footage can be a pain I'd know

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especially in competitive multiplayer

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games like control or control where

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you're worrying if things are actually

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being recorded fiddling about with hot

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Keys In the Heat of the Moment then

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waiting through the Library of

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Alexandria to find the right clip

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somewhere in which will be the right

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moment today's sponsor is outplayed

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which does all that for you if it's

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interesting it records it automatically

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and you decide what's interesting so

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your time saved and just space and your

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frustration edit the clip right there in

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the app send it to your friends with a

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few clicks of your mouse out ples free

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links in the

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[Music]

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description fair warning this one's

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going to be weirder than usual 5 years

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have passed and controll has changed

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it's twice as big yet now a small part

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of Gaming's best connected universe and

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it has become the cult classic that it

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was always going to be control was

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always going to draw me back to see

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what's new and to give it a fairer truer

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and closer look control is about a woman

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who believes in Magic searching for a

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building that no one can see where she

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hopes to find an organization that

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doesn't exist because her imaginary

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friend told her to but Jesse is not

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crazy she watched the Federal Bureau of

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control take her brother when they were

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young and they saw something they

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weren't supposed to see a crack in the

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solid gray of ordinary life she was

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saved by her friend Polaris her formless

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guiding star and now Jesse wants to find

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her brother but deep down she just wants

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a way in to the freedom and wonder of

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the world of magic control begins with

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our foot in the door of the oldest house

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we're finally here what will we find do

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you like what you hear an escape from

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the mundane an entrance to a life of

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magic it's one of our oldest fantasies

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runs wide and deep it's when we've all

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indulged and it has come at just the

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right time the 21st century the New

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World of Concrete and glass where we are

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estranged from Magic We Are Scientists

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Skeptics and materialists we are distant

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from nature and though we might be

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fascinated by black holes for being the

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one thing in the universe that seems to

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break all the rules or radiation for its

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capacity to make monsters and behave

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like a curse magic does not feel as

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though it could be a part of this world

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so most takes on controls fantasy leave

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this world behind finding themselves

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somewhere older but not control control

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doesn't believe in Escape inside its

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Hogwarts the things that characterize

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Modern Life only intensify and the

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wondrous has given a home in our world

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the world that drove it out control

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Bridges the widening gap between reality

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and Magic it makes magic feel real

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plausible close for that it is one of

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the strongest and freshest takes on this

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old fantasy and among those were the

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most to say it is only minutes before

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Jesse finds what she came for there's an

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elevator that wasn't there at first the

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J Jor overhears her thoughts ATI the

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janitor is a friendly face in my book

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better than somebody with no face at all

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she stands now over the dead body of the

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last director of control while the board

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a pyramid who speaks in static convened

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in the astral plane votes her the new

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one and in a way that only half

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surprises her Jesse feels a profound

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sense of relief you know what I'm

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happy happy to be

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here the simplest thing that makes

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controls magic feel real is the control

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is really realistic as you can see in

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fact it's more realistic now than ever

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because 5 years on some of us can

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actually run the rate racing this was

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early RT 20 series Tech and you can tell

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the noise problem isn't exactly subtle

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in the blackest parts of the house but

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the growing pains seem like specks in

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the face of the fact that few games have

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ever benefited from real-time rate

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tracing as much as control in part

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because of its environments that are

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simple and mostly reflective and in part

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because of its unique interest in

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feeling real so the floors light up

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small details are given Dimension by

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shadows and flashing lights are spice to

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the spectacle of combat we gain drama of

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the red of the hiss piercing deeper a

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stronger contrast between light and dark

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or a vast gaping Shadow to emphasize the

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immensity of a thing and every window

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becomes a mirror but the reflections

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don't overwhelm the scene it is the

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difference between being alone in the

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hotline chamber and being surrounded by

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your ghostly Echo and the matter meets

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the standards set by the Light concrete

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wood glass skin sometimes there's a

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certain wax about the faces but these

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are materials with the kind of

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definition that by looking at them you

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know how they'd feel to touch there is a

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pronounced physicality to the house a

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Clarity of sense and I've seen it in

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other games but there's nothing quite

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like control because in the house it's

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not just Skin Deep the realism of

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Destruction this world was made to

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crumble in intricate detail even things

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you'd never expect a vast concrete table

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can be completely dismantled Rock by

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Rock punish the walls enough and a chunk

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may fall loose itself ask to be used as

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a bludgeon for a pillar or a desk or

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something seductively delicate dust

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makes clouds rains from shaken ceilings

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and repaints the floors lights flicker

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blinds bounce control convinces you it's

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real well mostly apparently the bureau

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makes their fax machines from adamantium

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and also certain kinds of desk and the

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bathroom sinks and the trash cans which

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never does feel right when they're

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standing next to something that can be

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broken that should be harder to break

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which they basically always are things

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don't land right either launch a fridge

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and it hits like a fridge let a fridge

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fall and it lands like it weighs

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£5 those problems considered I'd say the

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destruction is brought down to about a

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9.8 tragic the world becomes the central

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means by which control realizes its

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power fantasy do anything pretty much

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anywhere and the world will make it

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significant Miss and it still feels good

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cuz man at least you [__] up that

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guy's office in dividing the world into

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an endless array of physics objects

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Jesse's powers can have second order

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effects given the 5 years they've had to

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fix it it's a shame that there is still

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at times an awkward delay on evades

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destruction effects but the cool part is

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that when you evade things break and not

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just the things you evaded through also

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the things you evaded near suggesting

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the presence of a pressure wave levitate

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in anything light or loose below is

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pushed aside portraying a powerful

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downward Force launch and debris is

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drawn into a gravity well grounding

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launch in a physical reality it's cool

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and real and it's cool because it's real

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you don't feel like you're drawing on an

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authored force of convenience whose name

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is Magic you feel as if you're pulling

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on the strings of physics the forces we

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know and feel in our real lives and it

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is in this way control convinces us of

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magic it sells you on the force and the

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notion that if telekinesis really

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existed this is what it would be like

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yeah you should probably play this

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game in control magic is surrounded by

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everything magic isn't to highlight and

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heighten both extremes to make it known

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what about the modern world makes it

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hostile to Magic on the other hand to

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display what magic means in a modern

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context it's contrast that is control

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Central creative strategy but being real

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isn't the only thing that characterizes

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Modern Life the FBC after all is a place

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of science its biggest sector is the

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research sector where magic is proven

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repeatedly made legitimate by modern

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conceptions of legitimacy you see it was

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always real but they were hiding the

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truth from you much of control's law

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draws from Real World conceptions of

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Magic and real attempts of science to

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explain magical phenomena resonance

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entanglement synchronicity yian Notions

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of the collective unconscious it's the

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oldest trick in the book to make a

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fictional World feel plausible just so

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happens that the oldest house has more

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to gain from that trick than most the

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FBC is also a bureau a bureaucracy an

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institution based on routine protocol

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and hierarchy a manifestation of

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man-made power and it is power that

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paints the walls overwhelming Grays and

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whites plaques portraits and the Black

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Pyramid that booms down always from

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above brutalism vast masses of concrete

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that Define controls architecture that

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create an impression of weight and a

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movability it is hard to be intimidated

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when you're playing as Jesse feden and

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yet apparently not impossible it is the

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opposite of magic of what magic will

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twist it into bending its supposedly

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immovable walls into Spirals and circles

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moving the most solid thing like water a

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contrast that is both impressive and

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somewhat disturbing it's useful to

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control that the bureau don't use Tech

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mate any lighter than the 60s because

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back then Tech wasn't elegant it was

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large and cold and heavy a smartphone

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might as well be magic but a terminal

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that's a machine in its quainter spaces

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the FBC is an office a dream of white

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color workspace somewhere familiar to

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many a 24 Century Joe what is the

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opposite of that the Daydream the

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mystical Realm of the perpetually bored

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something that exists outside the rules

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un intimidated by the notion of a boss

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and here they are chaos red represented

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as a fluid co-workers hang possessed

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chanting an endless meaningless

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incantation they got what they dreamed

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for for magic to invade and lift them

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from routine sometimes it's you who

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makes the image complete the graceful

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floating that characterizes levitate

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makes Jesse the Counterpoint to her

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surroundings join the possessed relieve

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the weight of order the bureau forms a

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violent contrast with the forces it

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seeks to control even when that force is

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you a battle Illustrated in every frame

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of play as clear from a glance as from

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the story itself controls art is like

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art man meaningful in many of the ways

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art in a gallery is Meaningful as it

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describes a deep human truth and

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provokes us to think perhaps about the

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fragility of our systems of power maybe

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about our estrangement at the hands of

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Modern Life from the spirit from Magic

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in the oldest house every magical thing

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must take on a bureaucratic identity

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incomprehensibility is represented with

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sensor keys and the sound of a bad

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signal runes become signs rituals become

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protocols magical wisdom is written on

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Post-it notes and bulletin boards gods

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and Kings given corporate titles

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director and board all the tenets of

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corporate graphic design echoed and

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controls minimalism this extends to the

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spaces themselves dead letters an office

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but only in the foreground only in name

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and purpose beneath that it's a church

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with arches an altar and desks like pews

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a symmetry maintained throughout this is

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a mail room but really it's a cedral

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computers or monoliths the hallways are

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less subtle they look like the gateways

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to an ancient tomb whether Grand or

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granular you're drawn to consider the

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truth of these comparisons that some of

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the old ways might still be with us and

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it is in this way control once again

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makes magic feel close to Modern Life

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perhaps most obviously though is that it

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makes control look good bureaucracy is

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boring but it's not boring when it's

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actually a Warhammer Citadel in the

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house boring is the skin not the flashh

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control is never boring it carefully

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composes its imagery keeping visual

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noise at a minimum balancing colors and

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light and dark succeeding by every

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measure of the SS of beauty and

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ultimately arriving at a unique visual

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style a proprietary blend of modernist

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magic minimalist Aesthetics with retro

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Tech along with a general affection for

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brutalism and surrealism the only thing

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that feels like control is control it is

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beautiful in a way that is original and

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that's useful to draw the eye to keep it

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there to motivate exploration to make

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every corner turned an intrinsic reward

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but my praise for the art isn't over

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just yet because there is another

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contrast control is also the kind of art

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that only games can be the contrast of

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order in chaos is one we as Jesse feden

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participate in environments are neat

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symmetrical and squeaky clean designed

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in absolute opposition to what you'll

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make of them as an inevitability of play

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be that combat or mocking about with a

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destruction sandbox which will become an

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activity As Natural as walking because

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the destruction sandbox is really that

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good in that sense you play as entropy

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you make a glorious mess and in doing so

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you enact a kind of Revenge on this plan

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Jesse is a willing Ambassador for magic

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Rebels against these wouldbe oppressors

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like tagging a bank with graffiti or

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skateboarding down a Subway rail by

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doing it we connect with it and we

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indulge in perhaps the most widely

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relatable aspect of the fantasy of

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making magic real to use superpowers to

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blow up your workplace or maybe your

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school or whatever this place means to

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you but chaos isn't just the aesthetic

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result of combat it's the mechanical

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foundation too remedy toyed with cover

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Mechanics for a short period of early

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development before making the wise

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choice not to repeat Quantum break's

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mistakes instead Jesse's defense would

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be her movement move or die she controls

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responsively and another vast

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improvement over Tim breaker's temporal

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tales and one that would usually come at

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the cost of Animation Fidelity but Jesse

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makes any such compromise seriously

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difficult to notice remedy's animation

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work does an exceptional job of

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capturing the physicality of gameplay

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she stumbles from Falls flinches and

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throws her body forward as part of

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launch the exchange of forces a play in

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combat are made as visible on Jesse's

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body as they are on the puppeteered

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corpses of the hiss it's reactivity the

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most important element of making a third

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person shooter feel good remedy have

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always known that in fact it was them

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who pioneered it and now Max pay's

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stepdaughter is here to prove it again

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whether it's a bullet or a fax machine

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the hiss will make it feel significant

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Health has an important role to play too

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you lose it really quickly but you also

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gain it back quickly by shooting drops

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of energy out of the hiss to heal then

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you must be near the enemy it's this

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combin combined with the fact that the

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service weapon much prefers close range

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that heavily encourages Jesse to stay

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amidst the chaos and to be relentlessly

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aggressive once there if there's a

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problem with all this chaos it's the

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Distortion effect that emanates from the

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hiss it's too big it takes too long to

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fade it's too obtrusive the problem

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isn't that it affects your performance

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because launch has an Aimbot so you can

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just shoot through it the problem is

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that reactivity is the best thing about

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control but you can't see that

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reactivity if and when your screen is

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smeared in Vaseline it's a problem to be

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fair though it is one problem control is

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one of the best feeling third person

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shooters ever made so that's good and in

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embodying chaos both visually and

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mechanically combat becomes another

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performance of contrast against the

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order of the bureau [__] even the

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structure of control works that way

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Rebellion isn't inherent to the open

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world genre but when your open world is

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a looming manifestation of order and

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hierarchy free form exploration can

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become a CounterPoint in a way control

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delivers the childhood fantasy of

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sneaking through your school at night

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being somewhere you shouldn't be I think

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that does this game a lot of favors

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control is one of the most artistically

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effective third person shooters ever

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made you really should play this game

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I'm no longer

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asking it's no secret that the foremost

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inspiration for the oldest house was the

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house of leaves one of the founding

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novels of the new weird genre that

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centers a house that cheats by our rules

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at least HS are too long impossibly long

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doors lead to the wrong place even the

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pages play the game and so does the

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oldest house in Concept in the law but

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in practice what's remarkable about the

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oldest house is how unlike the house of

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leaves it really is the oldest house is

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normal consistent not that weird it

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can't be it's not allowed to be because

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it's thoroughly explorable and being

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built on a Metroid Vania structure some

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optional paths demand that you come back

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later with a higher clearance card or a

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different ability so players are going

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to return to Old locations at some point

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when they feel like it and when they do

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the way back still needs to be the way

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back it's for this reason we never

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actually get to experience a house shift

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to get back you won't be using a GPS nor

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Quest markers because control doesn't

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have them you're expected to navigate

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the house with diagetic information

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alone you have a map and your directions

00:15:46

are those laid out in the wild more than

00:15:48

any other it's this part of control that

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causes the most friction with a Normy

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pilled casual people have a tendency to

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get lost in this game and that was

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inevitable because most games don't work

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this way and friction is the price of

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doing anything outside the norm if you

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like art it's a price worth paying but

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only to the degree you actually had to

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the problem is the information control

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provides often isn't enough there is a

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gap that must be filled with perception

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a spatial awareness a developing mental

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map in the long term a mindset and in

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absence of an appropriate tutorial to

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instill that mindset an early encounter

00:16:20

that could only be solved with

00:16:22

environmental cues the way people learn

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their lesson is all too often a painful

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period of getting woefully lost having

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reckoned without her the end result of

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Remedy risk is twofold firstly immersion

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as we Traverse the unknown our

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experience aligns with Jesse you behave

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as if you were really there fully

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inhabiting the newcomer drawn forward by

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Clues and what catches the eye the other

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is realism because that's realistic

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ultimately you will form a heightened

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spatial awareness of the oldest house an

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impression of solidity and Truth to the

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space which is also realistic and in a

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particularly useful way because in most

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video games transdimensional [__]

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impossible spaces and knowing implicitly

00:17:00

that there's not really anything outside

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those walls is part of the course taken

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for granted not in control which is why

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when something wrong does happen it

00:17:08

lands with the significance it's

00:17:10

supposed to have teleportation means

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something when you have a mental map to

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be disrupted it can be disappointing

00:17:16

that the oldest house is not the fluid

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world it's made out to be but it is

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precisely its solidity that makes a jump

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cut

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powerful the basic Loop for gameplay and

00:17:26

control is progressing towards the next

00:17:28

control point whilst clearing rooms of

00:17:30

hiss and exploring the environment there

00:17:32

is a lot to explore in the rooms

00:17:33

themselves but there are also different

00:17:35

ways to go which is where you'll find

00:17:36

most of the game side content nowhere is

00:17:38

controls Beauty more useful to it than

00:17:40

here it's worth having a look just for

00:17:42

the looking part control points are

00:17:44

remedies take on bonfires where what's

00:17:46

taken is not so much the gameplay

00:17:48

significance as the convenience of them

00:17:50

they balance fast travel provide an in

00:17:52

Universe context for respawning and

00:17:53

neatly tie the upgrade systems together

00:17:56

they're smart they work but they come

00:17:58

with a classic downside of mandating bus

00:18:00

runs which is a big problem when you die

00:18:02

in an encounter that lives on its

00:18:04

spontaneity you come back a second time

00:18:06

you watch it follow the exact same

00:18:07

script and that makes it look like it's

00:18:09

following a script sometimes it's a

00:18:11

matter of fact not impression fridge

00:18:13

Duty Philip can't look away or the

00:18:14

fridge gets violent but we don't get him

00:18:16

out in time we try to cleanse it

00:18:18

following a spot of Vengeance and we are

00:18:20

summoned to a blackened plane ruled by a

00:18:22

being like the board the former die to

00:18:24

the former and Philip comes back but the

00:18:26

Light of Christ is swiftly retracted as

00:18:28

we then listen to the fridge turn Philip

00:18:30

into humus again and wait for the former

00:18:32

to arrive again see you later

00:18:34

refrigerator piece of [__] patches have

00:18:36

moved boss spawns closer to the boss

00:18:38

since the last video but that doesn't

00:18:39

solve the awkward reunions sorry about

00:18:41

that former just had to make a quick run

00:18:43

now where were we oh yes throwing boxes

00:18:45

at each other control often struggles to

00:18:47

translate the weird into game mechanics

00:18:50

the anchor mold one and the former are

00:18:52

good boss fights in every way apart from

00:18:55

how you fight them they have one attack

00:18:57

or two but no mechanics would serve to

00:18:59

complicate your response which will be

00:19:01

throwing a torrent of rocks at them

00:19:02

until they fall over they're simple and

00:19:04

predictable they're not that fun nor

00:19:06

fitting with the character of something

00:19:08

alien I excuse Ed from this

00:19:10

generalization because being a

00:19:11

reflection of Jesse her mechanics live

00:19:13

up to a concept and I also excuse Mr

00:19:15

tamasi for being unpredictably [__] he

00:19:18

is a normal enemy with a big health bar

00:19:20

and an army of other normal enemies who

00:19:21

make this fight the hardest fight in the

00:19:23

game tamasi is so very far beneath

00:19:25

remedy but when it comes to difficulty

00:19:27

the problem is more often being too easy

00:19:29

buses don't scale very well but the

00:19:31

anchor and mold one hit you with a

00:19:33

comeback later roadblock when they're

00:19:34

first accessible so you tend to do them

00:19:36

fairly late which can lead to a sub 60c

00:19:38

curb stomp controls boss fights are

00:19:40

deeply troubled but their problems

00:19:42

aren't limited to the boss fights in the

00:19:45

pit a deep threshold of the house lost

00:19:47

to a spreading mold a humid Maze of what

00:19:49

is otherwise solid control content we

00:19:51

are tasked with finding five research

00:19:53

samples what is that it find five turds

00:19:57

gross

00:19:59

underill is going to owe me for this for

00:20:01

Ati we have janitorial tasks such as

00:20:04

going to a place and shooting five

00:20:06

putrid mold scrotums or going to a place

00:20:08

and shooting five putrid mold people or

00:20:11

shooting the same piece of [__] we've

00:20:12

already shot in the campaign or talking

00:20:14

to five plants I hope those nasty HS

00:20:17

haven't been bothering you too much I

00:20:19

forgive that one cuz it's funny in both

00:20:20

cases the context fits it's janitorial

00:20:23

work it's scientific inquiry the bread

00:20:25

and butter of the FBC the problem is not

00:20:28

that they mind so much as they

00:20:29

underwhelm but there are things beyond

00:20:31

that defense enter the furnace doesn't

00:20:34

it seem like it's looking at you there's

00:20:35

an account nearby of a woman who heard

00:20:37

it speak to her pleased to be fed that

00:20:39

she couldn't resist so we feed it find

00:20:42

all the barrels throw all the barrels

00:20:44

not very interesting but hey it's build

00:20:47

up right for the cool thing that will

00:20:48

happen at the

00:20:53

end ah two skill points cool the furnace

00:20:57

is exceptional leash [__] and also in

00:20:59

the sense that controls altered items

00:21:01

usually represent the best of its side

00:21:03

content altered items otherwise known as

00:21:05

scps that is of all controls

00:21:08

Inspirations the most loved and known

00:21:10

secure contain protect is an online

00:21:12

Collective of fiction centering

00:21:13

Supernatural entities that are

00:21:15

categorized and discussed from the

00:21:16

perspective of a clandestine military

00:21:18

organization SCP created to do as their

00:21:21

name instructs sound familiar it was a

00:21:23

smart inspiration what the SCP Universe

00:21:26

offers is a lens of plausibility the end

00:21:28

ities as do controls altered items

00:21:30

largely take the form of everyday things

00:21:33

a ship a stairwell a furnace each

00:21:35

mundane on the surface but hiding an

00:21:37

unknowable and often horrific connection

00:21:39

to the other side some of these altered

00:21:41

items compose the foundation of controls

00:21:43

world the secret to transdimensional

00:21:45

travel is an American Motel the hotline

00:21:47

to the dead in the distant is a Bak

00:21:49

light telephone Jesse gets her powers

00:21:51

from binding to aled items and she walks

00:21:53

within one too the oldest house itself

00:21:56

it is through their apparent mundanity

00:21:57

that SC like the FBC allows you to

00:22:00

indulge the notion firstly that magical

00:22:02

and monstrous things might exist all

00:22:04

around you even in your Modern Life and

00:22:06

secondly that the only reason you never

00:22:08

find out is because there's a grand

00:22:10

conspiracy to hide it from you the FBC

00:22:12

is filled with such accounts be it

00:22:14

physical evidence taken from the scene

00:22:15

or documents written almost exactly like

00:22:18

authentic SCP entries those that were

00:22:20

captured now serve their time in the

00:22:22

panopticon a supernatural prison that is

00:22:24

for us not unlike a zoo and some of them

00:22:26

are causing trouble that is for us to

00:22:28

solve the traffic light red yellow green

00:22:31

you can guess how it works the challenge

00:22:33

is controlling your impatience and

00:22:35

choosing cover that will fully Shield

00:22:37

you from the red light the nature of the

00:22:39

thing is the encounter it's Unique and

00:22:41

for that it is fitting and appropriately

00:22:43

whelming the mirror mirror on the wall

00:22:46

how do I open this [__] wall the

00:22:48

mirror will tell you you read its SCP

00:22:50

entry from this you learn its nature and

00:22:53

that provides the clues you need to

00:22:54

solve the puzzle fantastic the astral

00:22:57

Spike an extra plan Predator that hunts

00:22:59

thoughts and Consciousness a frenzied

00:23:01

ball of mass and flickering light that

00:23:03

slowly rages towards you and it can't be

00:23:05

stopped it's bordering on scary your

00:23:08

only hope is to lure it into a prison

00:23:10

one of the smartest Encounters in the

00:23:11

game The Mannequin is different it

00:23:13

stares from across the Twisted Hall you

00:23:15

approach and then they're everywhere and

00:23:17

you won't know what to do but you'll

00:23:19

notice something that whenever you can't

00:23:20

see them they turn to look it's a

00:23:22

chilling realization and the only thing

00:23:24

to do is to stumble onto the one true

00:23:26

mannequin before you [__] yourself it is

00:23:28

an example of how the absence of formal

00:23:30

mechanics can be a better move than poor

00:23:32

mechanics the rubber duck is similar

00:23:34

there's a Chase but there's no game to

00:23:35

it it is literally taking the piss out

00:23:37

of you the challenge is tolerating its

00:23:39

mocking quacks control side content is

00:23:42

troubled it has Source it has stunning

00:23:45

visuals and cool ideas but it reeks of

00:23:47

control's greatest foe the tight budget

00:23:50

sometimes that could still lead to

00:23:51

effective gam play other times it means

00:23:54

three bosses that play the same and

00:23:55

three quests that have you shooting

00:23:57

spots I think the greatest success of

00:23:59

the altered items is tonal it is this

00:24:01

notion that anything could be

00:24:03

Supernatural that lays a sense of

00:24:04

Suspicion or curiosity upon everything

00:24:07

in the bureau nothing can be immediately

00:24:09

dismissed as normal or mundane this is a

00:24:12

useful aspect of control's atmosphere

00:24:14

and control is a good SCP game which

00:24:16

makes a strong contribution to its

00:24:18

fantasy of plausible magic but there is

00:24:20

an important difference SCP is a horror

00:24:23

Universe controls is not it's also not

00:24:26

the opposite Whimsical and wonderful

00:24:27

like hog warts indeed control isn't

00:24:30

interested in prescribing any particular

00:24:32

emotional tone to the supernatural

00:24:34

instead it wants to let the supernatural

00:24:36

speak for itself perhaps the best way to

00:24:38

explain what that means is to show you

00:24:40

how remedy try not to speak for their

00:24:42

Creations no introductory Cuts scene

00:24:44

imposes a fearful perspective on mold

00:24:46

one or the anchor there's no

00:24:48

intimidating title the description at

00:24:49

top the health bar is written in plain

00:24:51

lowercase font there's no dramatic

00:24:53

soundtrack in the background in fact

00:24:55

there's rarely any dramatic soundtrack

00:24:57

in control music does not speak for the

00:24:59

action or for the weird there are

00:25:01

unsettling elements about the former and

00:25:03

mold one but they are not inherently

00:25:05

monstrous beings and control offers no

00:25:07

condemnation of its enemies you aren't

00:25:09

meant to hate them not even the hiss

00:25:11

it's not evil it's a virus and its

00:25:13

nature is to propagate it is control's

00:25:16

belief that different things are just

00:25:18

that different indeed the defining

00:25:20

characteristic of its alien Minds is

00:25:22

difficulty to communicate and the

00:25:24

absence of a prescribed tone allows

00:25:26

Nuance to more easily come through

00:25:28

convey conventional Boss music makes it

00:25:29

harder to consider the possibility that

00:25:31

a boss might not be deserving of their

00:25:33

fate there are exceptions the standard

00:25:35

his combatants it's harder to say you

00:25:37

aren't imposing a perspective on the his

00:25:39

when an incomprehensible viral sound for

00:25:42

some reason turns everyone into a

00:25:43

different kind of stereotypical

00:25:45

Goosebumps Monster zombies ghouls

00:25:47

witches it is probably no coincidence

00:25:50

that these exceptions are the least

00:25:51

interesting elements of controls art to

00:25:53

the degree to which the rule stands

00:25:55

though it is I think the great success

00:25:57

of controls approach to the weird its

00:25:59

emotional pallet can take on strange

00:26:02

small conflicting and unexpected flavors

00:26:05

and that's pretty useful to a game about

00:26:06

confronting truly different things it

00:26:09

makes them feel real plausible in a way

00:26:11

a game that locked its gods and Aliens

00:26:13

into the man-made emotional restraints

00:26:15

of a more distinct genre never could it

00:26:17

gives control emotional breadth it can

00:26:19

feel like anything and it will always

00:26:21

fit making for a world that it is harder

00:26:23

to get bored of and it's a damn good

00:26:25

thing for a mystery game too because you

00:26:28

can't really know what the next thing is

00:26:29

going to feel

00:26:31

like with mda's soul and scully's form

00:26:34

control is a game defined by mystery

00:26:37

when we walk through those doors we're

00:26:38

here to find Jesse's brother Dylan but

00:26:40

that's not what's really driving us

00:26:42

forward Dylan is a faceless abstract a

00:26:44

notion and he remains that way until we

00:26:46

find him his absence causes Jesse pain

00:26:49

but none that control is interested in

00:26:51

connecting us to what's more interesting

00:26:53

is the question of why they took him

00:26:55

what weren't he and Jesse supposed to

00:26:56

see when they were children in ordinary

00:26:58

what did they do to him all we have are

00:27:00

questions and at first questions are all

00:27:02

we find the director dead by his own

00:27:04

hand why what's the deal with artti or

00:27:07

the board how'd the his get in what does

00:27:11

imaginary friend control throws you into

00:27:13

the deep end of the unexpected and it's

00:27:15

got you hooked but all of that happens

00:27:17

in hour one after that the main story

00:27:20

The One driven by Cuts scene and

00:27:21

character takes a back seat and the main

00:27:24

method of narrative delivery shifts to

00:27:25

the environment story via exploration

00:27:28

like Dark Souls yeah I said it that's

00:27:30

analysis but it's also a fact remedy

00:27:33

wanted a new approach for storytelling

00:27:35

one that would work for a nonlinear game

00:27:37

that would allow a player to enter a

00:27:38

space in any sequence at an unknown time

00:27:41

and nevertheless receive a narrative

00:27:43

hence the item descriptions in all the

00:27:45

ways information can be received without

00:27:47

an event presently occurring or an

00:27:49

actual character needing to be there

00:27:51

some things are instantly digestible the

00:27:53

primary visual fixture of a space there

00:27:55

are enemies workplace bulletins posted

00:27:58

notes computer screens there are

00:27:59

documents that demand a committed read

00:28:01

and thanks to a modern setting there is

00:28:03

video and audio technologies that allow

00:28:06

NPCs to leave behind their ghosts in

00:28:08

fact the conspicuous absence of the star

00:28:10

of the show is another of control's big

00:28:12

Mysteries where is Dr darling there is a

00:28:14

balance of levity through things like

00:28:16

darling and the inherent comedy of

00:28:18

interrogating a rubber duck quack if you

00:28:21

can understand my

00:28:23

words no response with darker tones the

00:28:26

accounts of those who never turned there

00:28:28

is a balance of reading listening

00:28:30

watching and viewing firsthand of

00:28:32

highbrow conceptual stuff with

00:28:34

interpersonal drama and this varied

00:28:36

breadth proves useful to work against

00:28:38

the sheer amount of law from wearing out

00:28:40

some elements of law are self-contained

00:28:42

an Audi log that tells a complete story

00:28:45

but most elements of law are not they

00:28:47

are pieces Snippets perspectives with a

00:28:49

lot of space intentionally left blank in

00:28:52

the literal form of a redacted bar or by

00:28:54

simple means of omission so we gain

00:28:57

information and with with it we gain new

00:28:59

questions another balance a careful

00:29:01

balance of getting more and wanting more

00:29:03

a drip feed of information in which you

00:29:05

almost see the impression of a

00:29:06

conventional reward Loop where small

00:29:08

nuggets of satisfaction are distributed

00:29:10

at an irregular but frequent Pace

00:29:12

learning can be quite addicting in

00:29:14

control remedy prove highly effective at

00:29:17

giving you enough to make you want to

00:29:18

know what they didn't give you a

00:29:20

document tells a story with an important

00:29:22

character whose name is hidden someone

00:29:24

disappears I wonder where too you walk

00:29:27

into a testing chamber filled with Sands

00:29:29

blown in from someplace else from a

00:29:31

looming wall where a door was once open

00:29:33

controls consistent aesthetic Brilliance

00:29:36

makes for some very strong hooks

00:29:38

mechanically this works smoothly

00:29:41

experientially this from sofan design

00:29:43

model evokes the feeling of always being

00:29:45

somewhat lost of being surrounded by the

00:29:47

unknown like the scps control

00:29:50

storytelling becoming an important

00:29:51

component of its atmosphere another of

00:29:53

remedy's important successes is how

00:29:55

effectively they concentrate questions

00:29:57

and information

00:29:58

keeping things interesting by layering

00:30:00

one idea inside another communicating

00:30:03

with subtext and subtler implications

00:30:05

take a document it says stuff but some

00:30:07

parts are redacted a literal Blank Space

00:30:10

an implicit question of what's behind it

00:30:12

but also of who put it there let's say

00:30:14

you know what the blank term is because

00:30:16

it fits in length and concept and

00:30:18

there's only one thing it could be the

00:30:19

board who would want their involvement

00:30:21

covered up there's an answer to that

00:30:23

there's the way the board speaks

00:30:24

struggling to talk in the terms a human

00:30:26

would comprehend so it provides

00:30:28

alternate translations which have

00:30:30

alternate implications favorite SLC

00:30:32

Curren director does that mean it only

00:30:34

chooses directors it likes better than

00:30:36

the last one or does it call every

00:30:38

director its favorite director I bet you

00:30:40

say that to all the girls the ocean view

00:30:42

is its own question but look closer the

00:30:44

posters changing each time you visit

00:30:46

like they're trying to tell you

00:30:47

something the strange symbols on the

00:30:49

doors three pulls of a cord to get there

00:30:51

three pulls back why why three what is

00:30:54

this place and why is it framed there's

00:30:57

the way d looks off to the side at times

00:30:59

and stumbles through certain lectures

00:31:01

with an unexplained anxiety there's

00:31:03

threshold kids a TV show made for

00:31:05

Jesse's brother to educate him on

00:31:07

paranatural Concepts

00:31:09

[Music]

00:31:19

what I'm not allowed to go outside

00:31:24

anymore and in threshold kids is a

00:31:27

second statement that the bureau was

00:31:28

Disturbed enough to think this [__]

00:31:30

Voodoo Conjuring ass nightmare was child

00:31:34

friendly

00:31:37

yes taken individually the realization

00:31:39

of all the different kinds of Law and

00:31:41

control is exceptional if you can look

00:31:43

past the lifelong trauma threshold kids

00:31:45

is a pretty good puppet show and perhaps

00:31:47

there is a special convenience in

00:31:48

control being as realistic as it is that

00:31:50

live action doesn't feel out of place so

00:31:53

on a limited budget remedy could plunk a

00:31:55

camera in front of Matthew peretta and

00:31:57

perfectly capture a full 30 minutes of

00:31:59

the game's best performance darling's

00:32:01

got a sizzling Charisma there's a sitcom

00:32:03

kind of humor in his awkward

00:32:05

interactions with his less awkward

00:32:06

co-workers and each lecture is kept

00:32:08

brief remedy meet the challenge of

00:32:10

making boring our science lectures

00:32:12

neither boring nor us so effectively

00:32:15

that it doesn't even occur to you that

00:32:16

the challenge would have needed to be

00:32:17

met it also benefits from being

00:32:19

interactive in the sense that the

00:32:21

projector is a physics object so you can

00:32:22

just take darling with you it's a shame

00:32:24

the same can't be said for audio logs or

00:32:26

radio interviews which cannot be

00:32:28

transported or otherwise listened to on

00:32:29

the move with reading you control the

00:32:32

pace with video there's visual

00:32:33

engagement but in demanding that you sit

00:32:35

here twiddling your thumbs for the audio

00:32:37

logs control creates a high likelihood

00:32:39

that people are just going to keep on

00:32:40

moving I did enough to feel guilty about

00:32:43

it and when I didn't I always had to

00:32:45

resist the temptation to the weakest

00:32:47

link among controls information

00:32:48

formations is the hotline allow me to

00:32:51

properly introduce you sometimes you

00:32:53

will come across trench's ghost slipping

00:32:55

through the cracks of death speaking in

00:32:57

broken Pros to guide you forward an

00:33:00

attack perhaps it should not be

00:33:02

surprising that a projected image so

00:33:03

effectively evokes the sense of a

00:33:05

Consciousness projected From A Distant

00:33:07

place this is the first of many times

00:33:09

remedy us a shift in art form to portray

00:33:11

a shift in dimension and it's beautiful

00:33:13

mirroring controls art style I would

00:33:15

often find myself aligning Jesse to

00:33:17

perfect the image the connection is weak

00:33:20

a bad signal and some things are lost to

00:33:22

noise unless you turn to the hotline the

00:33:24

bake light telephone connected to all of

00:33:26

time and space Google Translate for

00:33:28

Lovecraft and friends the problems begin

00:33:31

with how you use it menu Collectibles

00:33:33

hotline what the [__] it's unintuitive

00:33:36

for one and it literally removes you

00:33:38

from the experience it's even got a

00:33:39

[__] video player UI there is no

00:33:42

sense that you're interacting with an

00:33:43

object of power let alone that you're

00:33:45

still rooted in the world of control

00:33:47

nothing makes you appreciate watching a

00:33:48

lecture with Jesse inhabiting the world

00:33:51

quite like watching a YouTube video from

00:33:53

a menu when a call becomes available

00:33:55

there's a small notification tucked down

00:33:56

to the side of theen screen and there is

00:33:58

no ring which makes it surprisingly easy

00:34:00

to miss that is most of trench's

00:34:03

characterization and most of Jesse's

00:34:05

Communications with the board the

00:34:06

hotline is a comprehensive [__] up a

00:34:09

shame an anomaly both in the sense that

00:34:11

the delivery of controls law is

00:34:13

otherwise a comprehensive success and in

00:34:15

the sense that the problems with

00:34:16

controls law usually have nothing to do

00:34:18

with the law itself its biggest problem

00:34:20

is that it is burdened with making up

00:34:22

for control story so let's talk about

00:34:25

control story what does that

00:34:26

aformentioned about back seat mean it

00:34:28

means an overwhelmingly materialistic

00:34:30

story driven by plot not by character

00:34:33

one where most of what you do is not

00:34:35

because of who you are but because there

00:34:37

is a physical problem that needs to be

00:34:38

solved the door's jammed fix it [__]

00:34:41

it's one where the character is not

00:34:42

affected by what happens in any terms

00:34:44

other than physical terms you were in

00:34:46

danger now you were safe it's one where

00:34:48

those characters have very little going

00:34:49

on beneath the surface and also on the

00:34:52

surface one note personalities and

00:34:54

nothing human beneath it the bureau

00:34:56

presents profoundly boring cast Pope is

00:34:59

a researcher her turn-ons include

00:35:01

research she's excitable a Proto darling

00:35:04

and sort of charming that way Marshall

00:35:05

is a soldier lady according to her

00:35:07

co-workers she's really tough as far as

00:35:09

you'll see she stands around looking

00:35:11

tough Underhill is a bit rude Langston

00:35:13

is a bit weird and then there's this guy

00:35:15

I'll give you a million bucks if you

00:35:17

played control and you recall this man's

00:35:18

name 3 2 1 exactly the answer was a he

00:35:22

is a man who is nice during in-game

00:35:24

conversations there is no motion capture

00:35:26

body language is stilted while facial

00:35:28

animations range from passible to some

00:35:30

kind of Proto stroke that looks like

00:35:32

they're at a dentist exam it can be

00:35:34

profoundly uncanny to watch characters

00:35:36

who look that good animate that poorly

00:35:39

which sure as [__] doesn't help with a

00:35:40

matter of being able to connect or even

00:35:42

wanting to engage with controls humans

00:35:45

of all the ways to get information in

00:35:46

control talking to people was the one I

00:35:48

avoided the most this leads me to the

00:35:51

controversial matter of Jesse feden I

00:35:53

liked Jesse feden but liking her was the

00:35:55

easy part she is warm kind and sometimes

00:35:59

funny I hope your day has been

00:36:03

productive little

00:36:06

plant that really works huh and courney

00:36:10

Hope plays her without the assured silky

00:36:12

sharpness of the average video game

00:36:14

heroin but instead with a youthfulness

00:36:16

and crucially a surprising normalness

00:36:18

that proves remarkably effective at

00:36:20

making a woman who has lived anything

00:36:21

but a normal life feel relatable and

00:36:24

real my

00:36:25

turn should I lie

00:36:29

Jesse faden I'm just visiting I should

00:36:32

have lied someone to identify with and

00:36:34

ground ourselves in it is also that

00:36:36

unpracticed normalness the faint quiver

00:36:39

and distinct youth in her voice she led

00:36:41

me to

00:36:43

you I call her

00:36:46

Polaris that connects us to the truth as

00:36:49

the natural cool of the average

00:36:51

protagonist is not that her strength and

00:36:53

perseverance are not effortless or to be

00:36:55

taken for granted we are told that

00:36:57

beneath the determined hero we play as a

00:36:59

troubled child but it would be easy to

00:37:01

forget if Courtney Hope did not keep

00:37:02

that part of her present it makes Jesse

00:37:04

much easier to connect to it helps that

00:37:06

Jesse is the living embodiment of the

00:37:08

fantasy control cells the player we both

00:37:10

want the same thing a sincere passion

00:37:12

for all things magical is Jesse's

00:37:14

defining trait it is what motivates her

00:37:16

and it is what makes her strong Jesse is

00:37:19

cool not because she is skilled or tough

00:37:21

or Fearless but because her passion

00:37:23

drives her past her fear because she is

00:37:25

willing to reach out to the unknown and

00:37:26

connect to it and I love that about her

00:37:28

I loved playing someone who was cool in

00:37:31

that way and I love that this distinct

00:37:33

characterization allowed Jesse to be

00:37:35

such a thematically resonant

00:37:36

Counterpoint to all that surrounds her

00:37:38

being pretty good with altered items

00:37:40

isn't standard Bureau procedure man he

00:37:43

doesn't know us very well and because

00:37:45

the game control is delivers on the

00:37:47

fantasy Jesse and body so well

00:37:49

everything you do is therefore a

00:37:50

fulfillment of Jesse's character to rush

00:37:53

towards a demon clock that might be

00:37:54

deadly to throw a bench through an

00:37:56

office or search for SE secet and its

00:37:58

scattered files for the experience of

00:37:59

the player to align with that of the

00:38:01

character is a crucial component of

00:38:03

immersion and it helps keep what Jesse

00:38:04

thematically represents present in your

00:38:06

mind 5 years ago I and too many others

00:38:09

criticized how fast Jesse warms to the

00:38:11

magic of the house I retract that and

00:38:13

class it as a blatant misreading the

00:38:15

actual believability problem is the

00:38:17

speed with which she accepts violence

00:38:19

shooting people with a magic Glock there

00:38:21

was no indication Jesse used to do side

00:38:23

jobs for the cartel but this has become

00:38:25

one of remedy's signature problems you

00:38:27

might noticed that I'm speaking almost

00:38:29

entirely about foundational elements of

00:38:30

Jesse's character it's true I like Jesse

00:38:33

I liked being her and I was interested

00:38:35

in how she'd react to the things and

00:38:36

people in the house but to succeed as a

00:38:39

character in the main story you need

00:38:40

more than a solid foundation did I lose

00:38:43

you there for a moment Control won't

00:38:44

give her one it doesn't seem able in

00:38:47

part it's that Jesse achieves her

00:38:48

Central goal her deepest need the moment

00:38:51

the game starts proof and wonder in part

00:38:54

it's that it's exceptionally difficult

00:38:56

to do great character with a plot that

00:38:58

is unwilling to test them her stats are

00:39:00

tested her ability to fix doors but not

00:39:02

her character it's hard to overstate how

00:39:05

serious a lacking this is the story

00:39:07

doesn't do anything with the characters

00:39:09

inside it there are other good

00:39:10

characters in control but what connects

00:39:12

them is their inability to address what

00:39:14

control lacks emotional engagement

00:39:16

astral pain the Phantom director Dr

00:39:19

creatine and arti the god/ fish SL

00:39:23

janitor succeed as Mysteries and as

00:39:25

presences not as human beings we want to

00:39:28

know more about them because they are so

00:39:29

compellingly strange it's not often

00:39:31

you'll encounter a finnished janitor who

00:39:33

reads Minds on the side nor a hardboiled

00:39:36

detective type who talks to the Elder

00:39:37

Gods but their sole purpose is to be

00:39:40

interesting and to tell us interesting

00:39:41

things darling and trench left the

00:39:43

building before the game began and as

00:39:45

Spirits now they are merely fated to

00:39:47

guide you on the coin flips and we're

00:39:49

brought back to mystery control story

00:39:51

establishes control Central Mysteries

00:39:53

but it doesn't show much interest in

00:39:55

advancing them this isn't an escalating

00:39:57

series of Revelations and deepening

00:39:59

Mysteries you start in the dark and for

00:40:01

the most part you stay there this can be

00:40:03

frustrating particularly in combination

00:40:05

with the character side because what it

00:40:07

amounts to is the sense that the story

00:40:09

is going nowhere it also causes problems

00:40:11

for the law ones that remedy self from

00:40:13

that from soft of not in Dark Souls the

00:40:16

larger Mysteries of the world bear

00:40:17

almost no relevance to anything current

00:40:19

or important for you you're there to

00:40:21

kill the four big guys and Link the fire

00:40:23

everything else is tangential and a

00:40:25

useful upside of that approach is that

00:40:27

ious engagement with the law can only be

00:40:29

motivated by pure curiosity there is no

00:40:31

sense that it is necessary things are

00:40:33

different in control where the large

00:40:35

Mysteries of the world are directly

00:40:37

relevant to Jesse what she's doing and

00:40:39

why she's doing it there is the sense

00:40:40

that having answers is important and

00:40:42

therefore the sense that engaging with

00:40:44

the law is something I should do I am

00:40:46

still curious but it is joined by a

00:40:49

pressure and that's why in moments when

00:40:51

my curiosity was running low I would

00:40:53

force myself to read to listen as if it

00:40:55

were homework because I figured where

00:40:57

else is control's narrative substance

00:40:59

going to come from this sense of mine

00:41:01

was too often proven correct an

00:41:03

excellent example is the ordinary awe

00:41:06

here we walk into Jesse's paast through

00:41:08

a recreation of her childhood town where

00:41:10

every single thing every name object

00:41:13

every detail that we didn't already know

00:41:16

is hidden away in audiio logs in

00:41:17

documents in lectures from what's part

00:41:20

of the main story or instantly

00:41:21

digestible we learned that ordinary is a

00:41:24

town was it worth the wall staring [__]

00:41:26

yeah it was but wish I didn't have to

00:41:28

make that calculation the sense of

00:41:30

should whittles slowly at the joy of

00:41:32

exploration and control particularly

00:41:34

with time because it's with time that

00:41:36

the reality of the central narrative

00:41:37

stagnation settles in it's with time

00:41:40

that the actual number of law things to

00:41:41

interact with increases it's with time

00:41:43

that the parts of the oldest house

00:41:45

you're exploring become more relevant to

00:41:46

the central narrative and so it's with

00:41:48

time that the sense of should

00:41:50

intensifies for these reasons in the

00:41:52

research sector in the early game this

00:41:54

problem is minimal but in containment in

00:41:57

the late game it's quite significant

00:41:59

even enough to have a serious impact on

00:42:00

the pacing if you want to get anything

00:42:03

from ordinary or the prime candidate

00:42:04

program control can take on an

00:42:06

incredibly staggered character split

00:42:09

between short periods of forward motion

00:42:11

and long periods of perusing the

00:42:12

interactive Wiki in these parts of the

00:42:14

game control storytelling kind of sucks

00:42:17

there is a further element the element

00:42:19

of trust this is crucial to any story

00:42:21

driven by mystery it is impossible to

00:42:24

physically point to and yet if you've

00:42:25

ever played a game like this before then

00:42:28

you know its significance people are

00:42:30

conscious of how far it's reasonable to

00:42:32

think and if they don't think it's

00:42:34

likely the developers thought that far

00:42:35

then they're probably not going to think

00:42:37

that far either people know they

00:42:39

probably won't get things right but they

00:42:40

need to believe there's a chance they

00:42:42

could it's this that makes the game real

00:42:45

people engage with law as much as they

00:42:47

trust it and trust is difficult to

00:42:49

establish in 2019 I didn't trust control

00:42:52

I didn't trust it because of its Central

00:42:54

narrative because I figured if you can't

00:42:56

write a compelling character if it's too

00:42:58

much to ask for the plot to have

00:42:59

momentum then what's the chance you can

00:43:01

realize a complex web of backstories or

00:43:03

an unseen chess game of higher forces I

00:43:05

feared that much of this world was

00:43:07

weirdness and nonsense disguised as

00:43:08

mystery I told 600,000 people as much I

00:43:12

was wrong because I now have the answers

00:43:14

I once thought did not exist and of

00:43:15

those I don't I trust that they're out

00:43:17

there why paying attention YouTubers the

00:43:20

fact that more answers now exist because

00:43:22

remedy have made more things and most of

00:43:24

all an incredibly generous helping of

00:43:26

faith to tide me over until my trust was

00:43:28

earned for the part of what I said that

00:43:30

was born of ignorance I'm sorry but even

00:43:33

now I recognize in control what made me

00:43:35

distrustful control story sucks which

00:43:38

sucks for control story but to an

00:43:40

unfortunate degree it sucks for all the

00:43:42

other stories and control too that casts

00:43:44

a shadow of doubt and a harmful pressure

00:43:46

to do things the central narrative won't

00:43:48

I love this [__] world I loved

00:43:50

exploring it 5 years later more than

00:43:52

ever but I understand why some people

00:43:55

lost the magic that used to be me

00:43:57

control to has some problems to

00:44:01

solve so control is one of the best

00:44:03

feeling third person shooters ever but

00:44:06

what will sustain that experience over a

00:44:07

long period of time is its mechanical

00:44:09

strength Jesse we have to cook and we're

00:44:12

off to a good start because there are a

00:44:14

number of interesting things to be done

00:44:15

with launch every launch expends a

00:44:17

limited pool of energy so it is in your

00:44:19

interest to line up launches that'll hit

00:44:21

more than one enemy two birds one

00:44:23

forklift that places a strong incentive

00:44:25

on Smart positioning a second kind of

00:44:27

two for one is rooted in the way objects

00:44:29

float towards you when you select them

00:44:31

those objects can hit enemies in their

00:44:33

path you can position yourself to put

00:44:35

enemies in their path and that's free

00:44:36

damage there is a remarkable degree to

00:44:38

which the perceptive player can find

00:44:40

Opportunities to be clever in this way

00:44:42

the list goes on near objects hit much

00:44:44

quicker than far objects everything is

00:44:46

physics based so things in the way of

00:44:47

your chosen object will slow it down and

00:44:49

objects themselves have their own

00:44:51

properties big things hit harder than

00:44:53

small things explosives hit the hardest

00:44:55

but they're also the rarest and so it

00:44:57

becomes useful to think about what

00:44:58

you're launching either to optimize for

00:45:00

damage or to conserve the most useful

00:45:02

thing for the most important enemy it's

00:45:04

a good thing in this context the control

00:45:06

has you moving around so much since the

00:45:08

depth of launch is tied to the

00:45:09

environment and to positioning being in

00:45:11

a constant Rush means being constantly

00:45:13

cycled through new positions and new

00:45:15

parts of the environment with a fresh

00:45:17

stock of objects to launch the pace of

00:45:18

interesting choices available to you is

00:45:20

in this way kept at a high controls

00:45:22

level design is strong most Arenas

00:45:25

providing new kinds of things to launch

00:45:26

which which is good for the spectacle

00:45:28

and in some way for the story as you

00:45:30

engage with a narrative context of the

00:45:32

space during combat most Arenas feature

00:45:34

a mix of open spaces and Tighter spaces

00:45:36

keeping things varied and allowing

00:45:37

pliers to optimize navigation according

00:45:39

to the range of their weapon most Arenas

00:45:41

feature circular paths and enough cover

00:45:43

to allow for constant movement most

00:45:45

Arenas feature some kind of vertical

00:45:46

element to hugely raise the number of

00:45:48

relevant sight lines and from that

00:45:50

create more interesting fights it's good

00:45:52

shooter level design and yet the cost to

00:45:54

the believability of the space is

00:45:56

minimal in part because remedy put a lot

00:45:58

of work into making it minimal but also

00:46:00

because believability comes easier to a

00:46:02

building that makes its own rules as we

00:46:03

move into advanced depth we start

00:46:05

talking about overpenetration with

00:46:07

Pierce which can Pierce enemies for

00:46:09

conventional two for ones but also the

00:46:11

environment even through otherwise

00:46:13

unbreakable structures Jesse can seize

00:46:15

enemies in control which has a double

00:46:17

use as a stun you can partially seize

00:46:19

and use its disabling effect to close

00:46:21

the gap Jesse can also launch objects

00:46:23

immediately from their starting position

00:46:25

or at any point on the path it takes as

00:46:27

it floats towards you which means you

00:46:28

don't have to shoot straight on from

00:46:30

Jesse's point of view which means the

00:46:32

fastest and most perceptive players can

00:46:34

line up two for ones from behind or the

00:46:36

side there's meat on the bone here the

00:46:38

question is is it enough the answer is

00:46:41

it's not that simple launch is the best

00:46:43

source of the game's depth launch is

00:46:45

also the best source of the game's

00:46:46

shallowness what does that mean it means

00:46:48

this launch can be deep when you're not

00:46:50

using it deeply either because it's not

00:46:52

worthwhile or because there's no

00:46:53

opportunity then launch is pretty

00:46:55

shallow you press the button Jesse will

00:46:57

choose an object you vaguely point at

00:46:59

your target Jesse will aim it for you

00:47:01

launch lacks the most skill intensive

00:47:03

part of using a gun and you are going to

00:47:05

be using launcher hell of a lot why well

00:47:08

why don't I hit you with an example this

00:47:10

is what happens if you melee someone in

00:47:12

control bit of damage bit a knock back

00:47:14

and this is what happens if you launch

00:47:16

at someone in

00:47:17

control that's more damage and more

00:47:20

knockback that's better than melee in

00:47:23

melee range huh okay maybe there's a guy

00:47:26

far away so you switch to grip the

00:47:28

handgun or pierce the sniper form for

00:47:30

the service weapon now you're going to

00:47:31

need to charge Pierce and you're going

00:47:32

to need to aim it with a very sensitive

00:47:34

reticle and no aim assist by default

00:47:37

grip doesn't need to charge but it does

00:47:39

lose accuracy fast launch on the other

00:47:41

hand has an Aimbot it's a better sniper

00:47:44

than the sniper at sniper range a

00:47:46

different scenario you're in danger

00:47:48

there's a shield in control but you

00:47:50

won't often use it it's slow it kills

00:47:52

your visibility and it means you can't

00:47:54

attack which means you can't heal launch

00:47:56

meanwhile removes a threat quickly and

00:47:59

gives you health there are almost no

00:48:01

situations where it isn't the smartest

00:48:02

way to get out of danger one more

00:48:04

example there's a guy it's a normal

00:48:06

encounter you're going to be running

00:48:07

around a lot in a normal encounter and

00:48:09

that makes the service weapon much

00:48:10

harder to handle on account of its

00:48:12

slippery aim especially in comparison to

00:48:14

launch which has a [__] aim bot and

00:48:16

is also likely to be much stronger there

00:48:19

are not many situations where launch

00:48:21

isn't the best gun in the game if you

00:48:23

can use launch and you usually can it's

00:48:26

always best to in most cases that means

00:48:28

less depth because the correct decision

00:48:30

is always the same and less variety as

00:48:32

large parts of a move set collect dust

00:48:35

either seen less often or not at all C's

00:48:37

suffers the same fate but through a Less

00:48:39

Direct mechanism launch doesn't do

00:48:41

anything that ciz can but the speed of

00:48:43

combat particularly when launch is

00:48:45

Juiced means that ciz is an incredibly

00:48:47

inefficient means of fighting doubly so

00:48:49

without upgrades and the problem there

00:48:51

is that you're probably not going to

00:48:52

upgrade C's because you're probably

00:48:54

going to be spending your relatively

00:48:55

precious slots and points on much more

00:48:57

useful things for which upgrades cost

00:48:59

the same amount remedy skill tree

00:49:01

balance is baffling three points on

00:49:02

melee or three on launch I don't know

00:49:04

man maybe the one that's always in use

00:49:06

and is also better and also has higher

00:49:08

upgrade percentages yeah that one C is

00:49:11

cool it's fun to build an army and on

00:49:13

occasion a seized Ally as a genuinely

00:49:15

useful distraction when I used it I used

00:49:17

it for these reasons and it's not as

00:49:19

though you'll never use the service

00:49:20

weapon either sometimes you'll use it

00:49:22

because it's worthwhile often times

00:49:23

because launch ran out of energy but

00:49:25

balance impacts character if you're

00:49:27

mostly using the service weapon to pass

00:49:29

the time until launch is recharged then

00:49:31

the service weapon takes on a feeling of

00:49:33

weakness that undermines its mythical

00:49:35

stature and launch recharging won't take

00:49:37

long because it is limited by energy but

00:49:39

with time and investment into the

00:49:41

progression system those limits

00:49:42

dramatically lessen at best aiming the

00:49:45

service weapon when the service weapon

00:49:46

is relevant playing to the strength of

00:49:48

its forms intrinsic whims in advanced

00:49:50

plays where possible is as far as

00:49:52

controled substance goes at worst it's a

00:49:54

game where you press the die button

00:49:55

pointing vaguely in the enemy's

00:49:57

Direction it's impossibly cool but

00:49:59

mechanically flat so the hope would be

00:50:02

that enemy and encounter design might

00:50:03

get us out of this mess and it does try

00:50:06

but it doesn't succeed I want to start

00:50:07

with the exception mostly for the

00:50:09

selfish purpose of soothing my guilt for

00:50:11

a prior incident of being a dumbass in

00:50:12

the last video I said two things that

00:50:15

Shield was useless and that there was no

00:50:17

way to reliably avoid damage from his

00:50:19

distorted which I used to call Creepers

00:50:21

on account of the way they sneak up on

00:50:22

you and explode guess what guys Shield

00:50:24

is how you reliably avoid damage from

00:50:26

from his distorted for [__] sake I

00:50:29

mean The Shield's still useless outside

00:50:31

of that but I have come to appreciate

00:50:32

the distorted encounters for the simple

00:50:34

reason that they compel a different

00:50:36

response from everything else

00:50:38

mechanically yes but experientially too

00:50:40

this is the one enemy that doesn't

00:50:42

fulfill Jess's power fantasy you were

00:50:44

the hunted the one enemy that's the

00:50:46

exception the rule is a large amount of

00:50:48

ideas that basically don't work it's

00:50:51

easy to imagine why remedy might have

00:50:53

made certain choices there is a common

00:50:55

perception third third person shooters

00:50:57

are games where you shoot your gun

00:50:59

getting players to move away from genre

00:51:01

conventions can be extremely difficult

00:51:03

and so in control we see mechanics like

00:51:05

enemy Shields that specifically exist to

00:51:07

encourage launch over the service weapon

00:51:09

bullets scratch them launch breaks

00:51:11

through them it works it just doesn't

00:51:13

understand its situation in practice

00:51:15

enemy Shields make you do something you

00:51:17

were already going to do they are

00:51:18

mechanical dead weight what about his

00:51:20

clusters these are priests they heal

00:51:23

enemies in their presence so you're

00:51:24

either going to want to burst down the

00:51:26

cluster itself before it can teleport

00:51:28

away or to burst down some other enemy

00:51:30

before it has time to heal in either

00:51:32

case you want to deal damage as quickly

00:51:34

as possible launch is how you do that

00:51:36

there's popping zip things which slowly

00:51:39

Advance towards you until they're close

00:51:40

enough to explode to maximize their

00:51:42

distance you want to kill them as

00:51:43

quickly as possible which means launch

00:51:46

and then there's fights with flying

00:51:47

enemies which are exclusively the least

00:51:49

interesting fights in the game level

00:51:51

design is completely removed from the

00:51:53

equation that's a basic feature of the

00:51:54

premise while viable options collapse to

00:51:57

pierce and launch but because you're

00:51:58

fighting small distant targets the

00:52:01

pressure is placed on Aim so launch wins

00:52:03

the debate because launch doesn't need

00:52:05

to be aimed weak enemies which are most

00:52:07

flying enemies die in one hit so

00:52:09

choosing what object to throw is made

00:52:10

irrelevant two for ones are rarer

00:52:12

because of the environment while tougher

00:52:14

enemies are only tougher because they

00:52:15

can dodge a mechanic that was by

00:52:17

remedy's admission specifically designed

00:52:20

to discourage launch that in reality

00:52:22

does no such thing because the best

00:52:24

approach when someone Dodges is to

00:52:26

quickly spam out more launches so that

00:52:28

they die before they can dodge again

00:52:30

kill this guy first kill this guy

00:52:31

quickly demands for DPS simply reinforce

00:52:34

launches dominance what happens as a

00:52:36

result is that encounter design is

00:52:38

flattened it just doesn't matter that

00:52:40

much what kind of enemies you're going

00:52:41

up against because your approach will

00:52:43

mostly be the same later into the game

00:52:45

Jesse unlocks a new ability levitate she

00:52:48

can fly now this has a number of real

00:52:50

upsides the foremost being that it's

00:52:52

[__] dope another being that with

00:52:54

levitate comes the ground pound the new

00:52:56

strongest attack in the game the

00:52:58

trade-off is that it consumes all your

00:52:59

energy which if use poorly places you in

00:53:02

the middle of the heat with no defense

00:53:04

if you can kill a worthwhile targe in

00:53:05

one it's genuinely useful the challenge

00:53:08

is in judging that unfortunately

00:53:10

levitate has a downside it erases level

00:53:12

design you're no longer beholden to the

00:53:14

paths and tunnels of the Arena there's a

00:53:16

guy up in the girders you don't need to

00:53:18

think about how to get there levitate

00:53:19

means it's the same answer every time

00:53:22

that's not a big loss but it is

00:53:23

something here's a big loss levitate

00:53:26

means that launch always has a usable

00:53:28

sight line there's a guy behind a large

00:53:30

obstacle not only [__] more one of

00:53:32

the last things standing in launch's way

00:53:34

with a literal things standing in its

00:53:35

way stuff in the environment that a box

00:53:38

may bounce off but a bullet may not or

00:53:40

that might encourage you to close the

00:53:41

gap making the shotgun more viable yeah

00:53:44

not anymore with levitate and later game

00:53:46

upgrades that solidify launches strength

00:53:48

control gets shallower with time not

00:53:50

deeper so it's bad then uh no not really

00:53:54

to be honest it even feels wrong to call

00:53:56

controls combat mediocre because

00:53:58

mediocre summons images of dust sladen

00:54:00

cover Shooters a [__] Far Cry 6

00:54:02

something everyone has already seen

00:54:04

before mediocre feels like an unfitting

00:54:06

description of a combat system I

00:54:08

recommend everyone try just to engage in

00:54:10

its basic motions Dr darling was right

00:54:13

Jesse is dynamite which is to say

00:54:16

spectacular but not for long how do we

00:54:18

solve this problem it's a difficult

00:54:20

question because the simple answer Nerf

00:54:22

launch causes an even bigger problem

00:54:24

that launch is the coolest thing about

00:54:25

control I want to be using it the second

00:54:28

game will have to be careful Buffs to

00:54:30

Jesse's other abilities level design

00:54:32

that is still interesting with levitate

00:54:34

launch not being able to One-Shot from

00:54:35

full health but what control really

00:54:37

needs is to wake up it needs enemy

00:54:39

design to understand the game it's in it

00:54:41

needs to rethink the thinking that led

00:54:43

to launch upgrades costing the same

00:54:45

amount as melee upgrades it needs a new

00:54:47

philosophy until it gets one the problem

00:54:49

with the control we have boiled down to

00:54:51

a single word is I think time they can't

00:54:54

keep it up it's like a pensioners

00:54:55

erection and the campaign the story they

00:54:58

also erode like the combat does as the

00:55:00

game plows on but there is one big

00:55:02

difference with combat there is a lot of

00:55:04

design that is functionally inert

00:55:06

mechanics encouraging a strategy that's

00:55:08

already dominant enemies whose presence

00:55:10

means almost nothing abilities you'll

00:55:12

rarely use if ever but with a campaign

00:55:15

the problem is not ineffectual things

00:55:17

it's the absence of things there's

00:55:19

simply not enough there take the puzzles

00:55:22

a decent example is darling's HRA lab

00:55:24

you've got to figure out the correct

00:55:25

sequence of symbols based off slightly

00:55:27

vague Clues you can find on a series of

00:55:29

whiteboards and that's your lot most of

00:55:31

the other puzzles are about launching

00:55:32

power boxes into power box recepticles

00:55:35

which is cool because it's novel to use

00:55:36

launch to solve problems that aren't

00:55:38

trying to shoot you but then it stops

00:55:40

being novel which is a problem because

00:55:42

it also doesn't evolve there's finding

00:55:44

the box which is always easy and there's

00:55:46

getting the box to the right place which

00:55:48

is also always easy it's like an

00:55:50

endlessly recurring level one and yet

00:55:53

even when you've done this dance several

00:55:54

times before control will still believe

00:55:56

it necessary to explain this simple

00:55:58

premise which speaks to a fear of anyone

00:56:00

getting stuck so powerful that remedy

00:56:03

believed tutorial isation with objective

00:56:05

prompts in a game as otherwise immersive

00:56:06

as control was justified according to

00:56:09

one designer a similar fear led to the

00:56:11

flattening of puzzles in the Ocean View

00:56:12

Motel which account for the remainder of

00:56:14

the campaign's quantity you are

00:56:16

presented with a thing that thing is in

00:56:17

a certain State a similar thing exists

00:56:19

in all three rooms of the motel your job

00:56:22

is to match their States they're weird

00:56:24

and I like that but the formula never

00:56:25

changed es and the problem isn't that

00:56:27

they're easy indeed it's entirely

00:56:29

possible that hard puzzles would have

00:56:30

screwed with the pace the problem is

00:56:32

that in never changing they just stop

00:56:34

being interesting a microcosm in that

00:56:37

way for much of control's campaign the

00:56:38

core Loop of progressing through the

00:56:40

house aggressing against the his and

00:56:42

undressing the law no other synonym

00:56:44

rhymed sorry goes unperturbed with the

00:56:47

spice you learn to expect from the side

00:56:49

content remaining absent there's no

00:56:51

Mushroom Kingdom Here no boss fights

00:56:53

those are all optional no surprise

00:56:55

encounters and not much in the way of

00:56:56

wacky SCP stuff either while the

00:56:59

characterization in the game Central

00:57:00

Mysteries continue to not continue

00:57:02

you're increasingly directed by a plot

00:57:04

that seems intent on erasing any sense

00:57:06

of narrative momentum goal find Dylan

00:57:09

but first make more HRA vest to protect

00:57:11

the still living from being possessed by

00:57:13

the hiss despite the fact that everyone

00:57:14

you know or care about already has one

00:57:16

so you're really doing this for people

00:57:17

who are only implied to exist okay then

00:57:20

after the H lab but oh dear wouldn't you

00:57:22

know it we're fresh out of H crafting

00:57:24

materials guess that'll just be enough

00:57:26

very quick trip down to a [__] Quarry

00:57:28

where you can mine some more in

00:57:30

situations like these it would be better

00:57:32

to have no plot Direction at all it's

00:57:34

better to feel like you're moving

00:57:35

forward simply because it's the next

00:57:37

place to go than it is to feel like

00:57:38

you're only here doing this because

00:57:40

you've been contracted to do someone

00:57:42

else's chores wouldn't it be better to

00:57:44

learn that the benov TV is wreaking

00:57:46

havoc in the containment sector

00:57:47

organically and then put a stop to it

00:57:49

instead of walking into the front office

00:57:51

and then being told to stop the TV this

00:57:53

part of the game does pick up a little

00:57:55

Dylan's and reach no more obfuscations

00:57:58

but then you find Dylan who has painted

00:58:00

Jesse's name on his cell in blood oh boy

00:58:03

it's silly it's cliche it doesn't fit

00:58:05

control in the slightest it barely even

00:58:07

makes sense he rocks up back at base

00:58:10

having been possessed by the hiss he

00:58:11

offers scattered insights into his cruel

00:58:13

treatment at the hands of the bureau and

00:58:15

little as to the nature of the hiss

00:58:17

Jesse is not unaffected by this but for

00:58:19

her nothing really changes that's the

00:58:22

problem finding Dylan feels

00:58:24

insignificant we did it okay okay now

00:58:26

back to fixing doors the stories pressed

00:58:28

into the walls of the world the law

00:58:30

despite its struggles the intrinsic

00:58:32

pleasure of Simply seeing the next thing

00:58:35

this is what keeps control's heart

00:58:36

beating but it could have done with some

00:58:38

help by the end of act two the flame has

00:58:40

begun to sputter then act three starts

00:58:43

it's very short and it acts as a shot of

00:58:45

adrenaline act three is where it stops

00:58:47

being possible to generalize anything in

00:58:49

control we need to get to dimensional

00:58:51

research but we can't get through the

00:58:53

maze standing in the way so Arty calls

00:58:55

with telepathy of course and after

00:58:57

walking through a series of rooms for 5

00:58:59

minutes which sadly was not made

00:59:01

engaging just because remedy overlaid a

00:59:02

PNG of some trees our boy hooks us up

00:59:05

with a zesty new Bop there is a saying

00:59:07

amongst fans of control what's your

00:59:09

favorite level and why is it the ashtray

00:59:11

maze you're about to find out this is

00:59:13

the exception to the rules the exception

00:59:15

to the campaign's general lack of source

00:59:17

and on the face of it the exception to

00:59:19

remedy's attempts not to speak for the

00:59:20

things in their game there's a rock song

00:59:22

backing a set piece and it's a pretty

00:59:24

damn good one or Army is made of the

00:59:26

ashray maze the combat always lent

00:59:29

itself to spectacle and the song

00:59:30

alongside being amazing was composed for

00:59:33

control the lyrics written for Jesse a

00:59:35

dramatization of her journey its

00:59:37

progression walking with the level and

00:59:39

lock step all of it heightened even

00:59:41

further because there's nothing else

00:59:42

like it in control it's a beautifully

00:59:44

tuned explosion of theatrical energy and

00:59:47

yet it doesn't really break control's

00:59:49

rule remedy and not imposing an emotion

00:59:51

onto their Creation The Wild is the song

00:59:54

and the means by which we hear it are

00:59:56

are diagetic in the real world take

00:59:58

control as composed by Poets of the fall

01:00:00

but in the fiction they are the old gods

01:00:02

of Asgard the washed up ancient rockers

01:00:05

from Bright Falls friends of artti and

01:00:07

they are speaking to Jesse through this

01:00:09

diis control's unique flavor of emotion

01:00:12

is maintained and the set piece gains a

01:00:14

narrative Dimension the music is a

01:00:16

character thing it's the cheering of

01:00:18

strange beings unknown to Jesse it's the

01:00:20

reassurance that the World of Magic is

01:00:22

looking back at her and for the first

01:00:24

time smiling it is as though Jesse has

01:00:26

passed a test and in that there is a

01:00:28

special cathis that was awesome I love

01:00:32

the ashr Beyond is dimensional research

01:00:35

this is where they use the slide

01:00:37

projector that Jesse and Dylan found in

01:00:39

ordinary the hiss are pouring in through

01:00:41

slid Escape 39 we need to find it and

01:00:43

turn it off but instead we find Polaris

01:00:46

no we find hedrin which is the source of

01:00:49

Polaris HRA hedron resonance amplifiers

01:00:52

boost it signal staving off the hiss and

01:00:55

the hiss no and now they're here and so

01:00:57

we fight to save her with a sense of

01:00:59

urgency it's a challenging fight there

01:01:01

is a sense of relief when we beat it

01:01:03

when we repel the hiss which provides

01:01:05

just the right setup for what happens

01:01:08

next we failed hedrin falls apart it's

01:01:11

hard to feel anything for a sound inside

01:01:13

a hexagon that doesn't talk and

01:01:14

expresses no emotion but there is

01:01:16

emotion in Jesse's attachment to this

01:01:17

being it's her friend it protected her

01:01:20

it made her feel special her whole life

01:01:22

it's the link to the world she wanted to

01:01:24

believe in the thing that showed her she

01:01:25

was wasn't crazy with Jesse's grief and

01:01:28

her fear Courtney Hope proves herself

01:01:30

once again and then the hedin push their

01:01:32

fingers through the surface into the wet

01:01:34

and then Jesse is gone oh my god did

01:01:37

control just make something interesting

01:01:39

happen with the plot and create emotion

01:01:41

with the characters well welcome back

01:01:43

remedy let's hope this goes somewhere

01:01:45

compelling huh we wake in Jesse's

01:01:47

nightmare which as it turns out is being

01:01:49

a wagy for the hiss a corporate slave to

01:01:51

an uncaring bureaucracy a life without

01:01:54

magic of course this is what she Fe we

01:01:56

collect coffee cups deliver papers bring

01:01:59

trenches mail yes sir sorry sir I'll do

01:02:01

that right away sir it's mechanically

01:02:04

effective gray as it should be and it

01:02:06

keeps happening the same day every day

01:02:08

but some things change artti knows he

01:02:11

sees through the dream trench is losing

01:02:13

his grip the his tighten theirs there is

01:02:15

repetition and dissent and through this

01:02:18

you're made to expect that if you simply

01:02:19

keep repeating then eventually you'll

01:02:21

break through and you will but it is

01:02:23

this expectation that makes it likely

01:02:25

you'll miss the most important thing

01:02:27

that happens here trench Rambles to

01:02:29

himself delivering his mail is the final

01:02:31

task of each day the compulsion is to do

01:02:33

it immediately in the hope that you'll

01:02:34

finally wake indeed Jesse insists the

01:02:37

moment you enter his office I need to

01:02:39

keep moving who then would have known

01:02:41

that on his last day of Consciousness

01:02:42

he'd keep rambling for 5 minutes a

01:02:46

5minute monologue the majority of what

01:02:48

trench says in control and the answers

01:02:50

to so many things where we can find the

01:02:52

slide projector who let the hiss in and

01:02:54

why the details of his Feud with darling

01:02:56

and the nature of artti you shouldn't

01:02:58

miss this the most important things are

01:03:00

in the first 30 seconds so there's hope

01:03:02

but if you do there will be holes that

01:03:04

can never be filled and Jesse will just

01:03:06

seem to magically know where the slide

01:03:08

projector is the bigger problem is what

01:03:10

happens next darling calls using the

01:03:12

hotline which means he's either dead or

01:03:14

somewhere far far away he tells us that

01:03:17

hedrin was not a source but a catalyst

01:03:19

he tells us to find his office there is

01:03:21

an entrance to the Ocean View Motel and

01:03:23

in the third room is darling dancing

01:03:26

singing a cover written for Jesse he's

01:03:29

hyping her up it's an earworm and it's

01:03:31

hilarious because it's so profoundly

01:03:33

unexpected in the climax of the darkest

01:03:35

part of the game it works beautifully

01:03:37

darling's use of the hotline his

01:03:39

appearance in a video that couldn't have

01:03:40

been pre-recorded his final log where he

01:03:42

told us that he would fully expose

01:03:44

himself to hedrin Resonance and that

01:03:45

would change him combined to suggest

01:03:47

that communicating in the form of a

01:03:48

music video is a manifestation of

01:03:51

distance he is in some other dimension

01:03:53

now and this is his way of telling you

01:03:55

to get back on your feet at Jesse's low

01:03:57

point it feels emotionally right enjoy

01:04:00

it it won't last long another door is

01:04:02

opened inside we find Jesse or Polaris

01:04:06

Jesse Polaris she says grow brighter and

01:04:09

from this Jesse somehow concludes that

01:04:11

hedrin is dead but Polaris lives on

01:04:14

inside her confused well maybe you're

01:04:16

supposed to be Jesse's choice of words

01:04:19

suggest that hedrin and Polaris are two

01:04:20

separate beings with Separate Lives

01:04:23

selves and separate intentions which was

01:04:25

never before implied it's never

01:04:27

specified in this new context what

01:04:28

darling meant by Catalyst and Jesse

01:04:30

Wonders that perhaps hedrin was trying

01:04:32

to teach her how to trigger Jesse

01:04:34

Polaris which doesn't really line up

01:04:36

with anything we've just experienced

01:04:37

Jesse Polaris was triggered by Jesse

01:04:39

resisting the his his possession with

01:04:41

the unique benefits of darling's help

01:04:43

but that could have happened at any time

01:04:45

most control fans reached the conclusion

01:04:47

that hedrin was a source Catalyst for

01:04:49

Polaris and when it died Jesse became

01:04:51

the new source Catalyst for Polaris but

01:04:54

Jesse she wonders if she ever understand

01:04:56

she wonders if that's okay indeed the

01:04:58

concepts and language here seem

01:05:00

intentionally confusing perhaps to make

01:05:02

an artistic point that some things can't

01:05:04

be understood and nor do they have to be

01:05:06

but that if true is a point clumsily

01:05:08

made because it's not the nature of

01:05:10

Polaris that confuses it's the

01:05:12

intentionally confusing ways that

01:05:14

Polaris is described and there is a

01:05:16

price of all this strangeness a death is

01:05:18

reversed and Jesse recovers from her

01:05:20

darkest hour for a reason that feels

01:05:22

like it was pulled from thin air and

01:05:24

that has nothing to do with her

01:05:25

character

01:05:26

it's really very unsatisfying but now

01:05:29

the [__] is back and we're back in the

01:05:31

[__] in business burning with the

01:05:33

Resonance of hedron Jesse Parts the

01:05:34

seething tides of his in the Nostalgia

01:05:36

Department with a newfound confidence

01:05:38

she condemns trench's obsessive need for

01:05:40

control and marches forward the board is

01:05:42

in danger the hiss have wormed their way

01:05:44

into the astral plane oh my god there

01:05:46

are Stakes all of a sudden well what

01:05:48

impeccable timing that the clock would

01:05:50

start ticking the moment we needed it to

01:05:52

it is very contrived the board tosses

01:05:55

you in a emergency can of Jesse juice

01:05:57

for the apocalyptic occasion and you

01:05:58

become Unstoppable unfortunately for

01:06:01

remedy scribbling level 30 above the

01:06:03

enemy's heads and cranking launch damage

01:06:05

even higher than it already was doesn't

01:06:07

actually make the following 10 standard

01:06:09

combat encounters feel especially

01:06:10

climactic at the end you will find no

01:06:13

boss fight you cleanse Dylan he falls

01:06:15

into a coma a limbo that neither leads

01:06:17

to a sense of Victory or defeat the

01:06:19

projector is turned off but some hiss

01:06:21

remain because the postgame content

01:06:22

needs it to and Jesse accepts her

01:06:24

director ship over with the Bureau of

01:06:26

control and then the game ends it's cold

01:06:29

emotionless it's not even conceptually

01:06:31

interesting which was kind of control's

01:06:33

whole thing Jesse's decision to direct

01:06:35

the bureau willingly doesn't not make

01:06:37

sense but it also doesn't feel earned

01:06:39

for the last few hours control has

01:06:41

insisted upon the notion of taking

01:06:43

control it was sung to Jesse it was

01:06:45

baked into her nightmare both the title

01:06:47

of the mission and represented as a

01:06:49

change in status from an obedient office

01:06:51

peon to director of The Bureau the

01:06:53

notion doesn't come out of nowhere where

01:06:55

the setup fails is the lack of Deep

01:06:57

Roots in character why does Jesse feden

01:07:01

take control in what way did the events

01:07:03

of the game Teach Jesse that what she

01:07:05

needed as a person was control a lack of

01:07:08

control is not a defining feature of her

01:07:10

character she does claim that this is

01:07:12

her mess to clean up perhaps implying

01:07:14

that she feels responsible for what

01:07:15

happened because she was the one who

01:07:17

discovered the slide projector when she

01:07:18

was a child but no sense of guilt is

01:07:20

dramatized in this story it's not that

01:07:22

Jesse's choice is illogical it makes

01:07:24

sense that she would want to to control

01:07:25

the organization responsible for her

01:07:27

brother and the world that she loves but

01:07:29

that's Logic the problem is that in

01:07:31

being detached from any dramatically

01:07:33

relevant aspect of character it does not

01:07:35

lead to an emotionally satisfying end it

01:07:38

also doesn't lead to a thematically

01:07:39

satisfying end what's the message of

01:07:42

control that taking control is good but

01:07:45

why where's the because section and hang

01:07:48

on a minute isn't trench explicitly

01:07:50

condemned for his obsessive need for

01:07:52

control those are Jesse's exact words

01:07:54

spoken about five minutes ago while

01:07:56

Jesse herself is celebrated for taking

01:07:58

more and more control and then total

01:08:00

control of the Bureau of control so is

01:08:02

control the problem or the solution

01:08:04

remedy aren't confused they know the

01:08:06

difference between Jesse and trench

01:08:07

trench LED from a stance of fear his

01:08:09

paranoia locked Dylan in a cage trench

01:08:12

bad while Jesse's position is one of

01:08:13

acceptance and that's good but that's

01:08:15

not what the ending says it's not about

01:08:18

the difference between Jesse and trench

01:08:19

it's about Jesse realizing her contrived

01:08:21

Destiny as girl boss Prime it's an

01:08:23

ending shaped like an ending but that

01:08:25

leaves you without thought or feeling

01:08:27

you want to know what I think what I

01:08:29

think control is really about I think

01:08:31

that control is about our relationship

01:08:33

to the subconscious mind the source of

01:08:35

what might as well be magic Sam Lake

01:08:38

face of Max pain heart of Remedies

01:08:40

inexhaustible creativity likes car young

01:08:43

an old Swiss psychologist who thought a

01:08:45

lot about the goings on in the deepest

01:08:47

parts of our head control likes car

01:08:49

young indeed so does the entire remedy

01:08:51

connected Universe it uses his terms

01:08:54

like threshold archet type and Shadow

01:08:56

its law tells us his theories are true

01:08:58

that Humanity's Collective unconscious

01:09:00

projects a measurable psychic Force we

01:09:03

can change the likelihood of something

01:09:04

being a receptical for these forces just

01:09:07

by thinking about it that the archetypes

01:09:09

of our mind are tangible and sometimes

01:09:11

its stories are founded on Carl Young's

01:09:13

lessons in Alan Wake 2 we integrate the

01:09:16

archetypal Shadow to integrate is to

01:09:18

make an aspect of the unconscious

01:09:20

conscious to bring it out of the dark

01:09:21

and into the light to accept it and make

01:09:23

it a part of ourselves if we do our

01:09:26

Consciousness will grow if we don't it

01:09:28

will rule our lives and we will call it

01:09:30

fate you might say young believed in

01:09:32

control that's what Jesse is an

01:09:35

embodiment of integration a natural

01:09:37

Avatar of accepting the unknown learning

01:09:39

from it and making it a part of her

01:09:41

being though in more physical and

01:09:43

literal terms this is why Jesse chooses

01:09:45

to direct the bureau despite what

01:09:47

they've done to her world to her brother

01:09:49

to her she takes control because control

01:09:51

is good Polaris in the hiss aelan Minds

01:09:54

on the surface only in the low terms of

01:09:56

law but what they really are are

01:09:58

manifestations of the unconscious mind

01:10:01

they strike me as instinctual less

01:10:04

conscious more like a collective impulse

01:10:08

Vibes and resonances literally and

01:10:10

symbolically who can only be described

01:10:12

as a feeling who can express only in

01:10:15

unconscious terms Polaris is the

01:10:17

imaginary friend silent to all butt

01:10:19

Jesse and gains a spoken voice when it

01:10:21

is integrated into her and the hiss an

01:10:24

earworm whose relent L incantation is

01:10:26

written in the form of a data IST poem a

01:10:28

20th century surrealist form of poetry

01:10:30

that is designed specifically to never

01:10:33

make sense in conscious terms to

01:10:35

resemble the flowing of a dream I'd open

01:10:37

my eyes with those those words still on

01:10:40

my

01:10:41

lips in the dream they had made perfect

01:10:45

sense but awake they're like a like a

01:10:48

foreign

01:10:50

language already forgotten control is

01:10:53

about a war between concrete and liquid

01:10:55

science and Magic one level deeper is

01:10:58

what those things represent the solidity

01:11:00

of Consciousness against the lapping

01:11:02

waves of thought and feeling in our

01:11:03

deeper minds and Jesse fights for both

01:11:06

her loyalties split between Magic and

01:11:08

the people of the bureau Jesse is a hero

01:11:10

of Two Worlds who will bring unity and

01:11:12

peace through control I think what this

01:11:14

game really means to tell you is that

01:11:16

this war is real and that there is a way

01:11:18

to end it if it isn't about that [__] if

01:11:21

it is well sweet but it doesn't offer an

01:11:23

ironclad defense controls World

01:11:26

captivated me like nothing ever has I

01:11:28

haven't been thinking about it for all

01:11:29

this time because I wanted to find out

01:11:31

for the sake of an analysis I might

01:11:32

never have made whether or not there was

01:11:34

anything really there I've been thinking

01:11:36

about control because it made me want to

01:11:38

as far as I'm concerned it can claim the

01:11:40

benefits of analysis and yet the truth

01:11:42

remains that stories succeed when they

01:11:44

communicate in Emotion control story

01:11:46

doesn't it's fascinating and it has a

01:11:48

third act peppered with flashes of

01:11:50

Brilliance but it mostly isn't about

01:11:52

anything besides finding a way to open

01:11:54

the next door at the pest of a cardboard

01:11:55

cutout Jesse's character Arc might make

01:11:58

perfect sense through a certain thematic

01:11:59

lens but if you view her as a human

01:12:01

being it remains Hollow and unimpactful

01:12:04

the ending has you throw boxes at

01:12:05

zombies to save a triangle why probably

01:12:08

because control suffered from major

01:12:09

budgetary constraints and it went into

01:12:11

production before the screenplay was

01:12:13

finished the reality of creating things

01:12:15

is the greatest influence on any created

01:12:17

thing control is weird in case you

01:12:19

hadn't noticed so it benefits from a

01:12:21

protective shell of plausible

01:12:23

deniability that makes people who feel

01:12:24

left behind think I just didn't get it

01:12:27

well I don't think you did but I don't

01:12:29

think that's your fault either one of

01:12:31

control stories fail to succeed neither

01:12:33

involve character yet while one kept me

01:12:35

fascinated the other made me feel

01:12:37

something control is lucky because the

01:12:39

strength of all the other kinds of

01:12:40

stories it tells means the whole its

01:12:42

Central narrative leaves in the game is

01:12:44

small enough not to be a lethal wound

01:12:46

you will not leave the oldest house

01:12:48

wanting for something meaningful you'll

01:12:50

just have to face up to a nasty scar a

01:12:52

permanent limp one among many control is

01:12:55

brilliant and it is haunted by emptiness

01:12:58

by lacking an absence riddled with holes

01:13:00

like this controll is a [__] cuz it's

01:13:03

hard to square the two truths that it is

01:13:05

in many ways one of my favorite games

01:13:07

and that sometimes it honestly isn't

01:13:09

that exciting luckily for me now's not

01:13:12

really the time for conclusions because

01:13:14

this isn't the end not anymore Jesse fad

01:13:17

and rises from her desk with a sweet new

01:13:19

hairpiece willing director of the Bureau

01:13:21

of control and now things have changed

01:13:24

in 2019 there was little left to do you

01:13:26

could wrap up side missions maybe

01:13:28

collect some outfits such as minimalist

01:13:30

Sith Lord cool I guess mid mid mid

01:13:34

director of McDonald's and some more

01:13:36

assorted mid point being it was a dry

01:13:38

selection but it's been 5 years since

01:13:40

then we've had a free content update and

01:13:43

two new chapters that amount to an act

01:13:44

four The Adventures of director feden

01:13:47

I'm a big fan of the way remedy don't

01:13:48

make the DLC look or feel like DLC

01:13:51

instead presenting themselves like

01:13:53

anything else would something stumbled

01:13:55

on to an alert that suddenly appears

01:13:57

when the game ends it is time to do the

01:13:59

DLC but it feels like a natural

01:14:01

continuation of control so what first

01:14:04

that depends if your plan is to head

01:14:06

into Alan Wake 2 after control do

01:14:08

Foundation First and Alan Wake last

01:14:10

otherwise Allen comes first because it

01:14:12

functions more like a villain of the

01:14:13

week episode than a turning point the

01:14:15

next stage of Jesse's story that way

01:14:17

functioning well as a break between the

01:14:19

ending of the main game and the true

01:14:21

ending of control in Foundation act four

01:14:23

then takes on a satisfied and well-paced

01:14:25

AR so what's John click whining about

01:14:28

this time something dark sling in the

01:14:30

new investigation sector EML Hartman the

01:14:33

therapist from Bright Falls has been

01:14:34

spit roasted by the corrupting force of

01:14:36

the dark presence in the his emerging

01:14:38

here as a 20ft gremlin bastard haunting

01:14:41

the halls of Investigations there's a

01:14:43

soft cat and mouse dynamic as you engage

01:14:45

in control's usual gameplay Loop nothing

01:14:47

so impressive or AI driven is alien

01:14:49

isolation but at scripted moments that

01:14:51

are not always predictable Harman will

01:14:53

find you when he does you're the Mouse

01:14:55

unsurprisingly the theme of the Allen

01:14:57

wake DLC is horror and it's pretty well

01:14:59

done the investigation sector is

01:15:01

characterized by an eerie sense of

01:15:03

Abandonment anyone here cluttered debris

01:15:06

things left in a hurry others marked out

01:15:08

of order the rest of the bureau was

01:15:09

taken by the hiss before anyone could

01:15:11

react but this disaster took time and so

01:15:14

a different tale is told of fear the

01:15:16

ceilings are low the walls are cramped

01:15:19

light barely has room to breathe

01:15:20

Darkness presses closer remedy nail the

01:15:23

atmosphere and the tutorial I

01:15:25

light is the core mechanic down here

01:15:27

Jesse doesn't have a flashlight but she

01:15:28

does have a lamp and the force launch

01:15:31

adds an element of feedback and

01:15:33

physicality that makes controls among

01:15:35

the most intrinsically satisfying

01:15:36

flashlights I've used in a game yet

01:15:38

remed have done that twice but it's a

01:15:40

minor Victory you'll only be using the

01:15:42

lamp to cook some Darkness goop never to

01:15:44

fight anyone or to light the way no for

01:15:46

that we return to the Embrace of an old

01:15:48

friend oh hey power boxes how have you

01:15:51

been not this [__] guy again good

01:15:53

news is remedy have seen the in a second

01:15:55

sense finally we've moved past level one

01:15:58

you'll have to think for a moment to

01:15:59

solve wake's puzzles maybe one thing

01:16:01

needs to happen before another thing can

01:16:03

be done they're better they're fine

01:16:05

they're best when they're being used to

01:16:07

make a mechanical challenge out of the

01:16:08

horror Harman pounces and you're trapped

01:16:11

in an elevator and then surrounded by

01:16:12

swamp-like Darkness you can see the glow

01:16:14

of a power box in the Mist you can spend

01:16:17

only moments in the swamp before Harman

01:16:18

catches you figure it out Jesse the game

01:16:21

is one of short bursts forward hoping

01:16:23

you have enough time to make it to the

01:16:24

next pack of light to the next box to

01:16:26

turn on the next light it's a remarkably

01:16:28

effective concept it's kind of scary and

01:16:31

remedy lean on it a lot even for some

01:16:33

unique combat challenges where the

01:16:35

darkness creates a limited space of

01:16:37

safety and a limited time to work

01:16:38

outside it but it's used Too Much remedy

01:16:41

as ever do too little to change the

01:16:43

routine soon the routine becomes

01:16:45

predictable you become confidently aware

01:16:48

of exactly how much time you have to

01:16:50

safely move in the dark and as that

01:16:51

truth matures the horror loses much of

01:16:53

its effect oh [__] Harman slowly becomes

01:16:57

oh hey Harman as with the base game time

01:17:00

weakens Alan Wake there are no other

01:17:02

enemies just the hiss Hartman and

01:17:04

gallons of black goo it's solid not much

01:17:06

more so what's it like to be director

01:17:09

complicated when Jessi came here she was

01:17:12

everything the bureau was not so

01:17:13

trashing their offices and spraying dirt

01:17:15

across their freshly cleaned floors was

01:17:17

a coherent act now Jesse is the Willing

01:17:20

director this is her house and these are

01:17:22

her people but laying it to ruin is

01:17:24

still the basic means of interaction

01:17:26

with control it's how you pass the time

01:17:28

it's an inevitability of combat the

01:17:30

result is an unaddressed dissonance

01:17:33

control was designed for a woman who

01:17:34

opposed her environment not its leader

01:17:37

and to a noticeable degree you can feel

01:17:39

it control becomes a less cohesive

01:17:41

experience in its postgame it's a

01:17:43

problem a lurking offness that future

01:17:45

entries are going to have to deal with

01:17:47

on the flip side the DLCs introduce a

01:17:49

new mechanic to help legitimize the role

01:17:51

of director through gameplay certain

01:17:53

encounters allow you to summon Allied

01:17:54

Rangers in mechanical terms that's no

01:17:57

different from having a seized Ally

01:17:58

their primary value is distraction but

01:18:00

in narrative terms having a human friend

01:18:02

is very different from mind controlling

01:18:04

a corpse you're the reason they're here

01:18:06

if they die it's because of you and if

01:18:08

you were good enough you could have

01:18:09

saved them remember the Marines in Halo

01:18:11

it can introduce a unique tension to

01:18:13

these encounters it works nicely it's in

01:18:16

these moments that you feel like direct

01:18:17

to the most another of alen wake's

01:18:19

mechanical contributions is a new way to

01:18:21

blow up your own crib surge a grenade

01:18:23

launcher for the service weapon which

01:18:25

differentiates itself from charge the

01:18:26

rocket launcher by empowering the player

01:18:28

to decide when the bomb goes off

01:18:30

triggered detonation and the bombs stick

01:18:33

even to launchable objects oh my God is

01:18:37

that a whole new dimension of combat to

01:18:39

master uh no upon further testing it

01:18:41

turns out the damage of a launched

01:18:43

object is identical with or without the

01:18:45

explosion a silent Nerf that defies

01:18:47

logic and inevitably expectation thanks

01:18:50

remedy you got my balls looking like

01:18:52

they were cooked by Walter White but in

01:18:53

spite of that crushing disappointment

01:18:55

surge is fun I like blowing things up

01:18:58

its real problem is its competition and

01:19:00

that's the real conversation there's a

01:19:02

sniper a shotgun a machine gun and a

01:19:04

pistol in control along with surge and

01:19:06

charge that makes six to choose from but

01:19:08

you can only equip two at a time now

01:19:10

broadly speaking there are two types of

01:19:12

Encounters in control ones with flying

01:19:14

enemies which means longer ranges and

01:19:16

ones without flying enemies which tend

01:19:17

to be much tighter to cover all your

01:19:19

bases then you want something accurate

01:19:21

like grip or Pierce paired with

01:19:22

something intimate like shatter or spin

01:19:24

you're not going to die if you rock a

01:19:26

different combo but you are putting

01:19:27

yourself at an obvious disadvantage

01:19:29

Surge and charge are actively harmful at

01:19:32

close range because Splash damage

01:19:33

believes in gender equality and they are

01:19:35

also terrible at long range because they

01:19:37

fire slow inaccurate projectiles so

01:19:39

you're left with a narrow set of

01:19:41

circ*mstances where they make sense like

01:19:43

the not many times enemies decide to

01:19:45

form a group or embarrassing a distorted

01:19:47

by sticking a bomb to its little

01:19:48

invisibility cloak which is wonderful in

01:19:51

the three distorted encounters left in

01:19:52

control the problem is a two-way weapon

01:19:54

limit leaves no room for these weapons

01:19:56

unless you're willing to accept the

01:19:58

debuff they represent some people are

01:20:00

but incentives are like gravity it's a

01:20:02

shame in a game like control that wants

01:20:04

for variation and strange because the

01:20:06

limitation doesn't seem to have much of

01:20:08

a point in most games with two weapon

01:20:10

limits there's a major balancing

01:20:12

implication more guns means you can

01:20:14

shoot more because more of the ammo

01:20:16

you're carrying can be used and with

01:20:18

more guns you can avoid reloading by

01:20:20

weapon switching more often the more

01:20:22

guns the stronger but here's the thing

01:20:24

control doesn't work that way because

01:20:26

the service weapon has a universal

01:20:28

cooldown every form shares the same

01:20:30

magazine if I use shatter that spends

01:20:32

the mag for grip what that means is

01:20:34

having another slot wouldn't make Jesse

01:20:36

significantly stronger I couldn't avoid

01:20:38

any limitations or shoot any more often

01:20:40

but maybe I'd use charge sometimes if I

01:20:42

had it on me in fact having just one

01:20:45

more slot three instead of two would

01:20:47

make space for a fun option whilst

01:20:49

having both ranges covered so why two

01:20:51

what's the benefit I'd grip my teeth and

01:20:53

accept the reality of developing for a

01:20:55

controller if the d-pad was occupied but

01:20:58

it isn't it's doing nothing and remedy

01:21:00

stated defense that the limitation

01:21:01

invites the player to carefully prepare

01:21:03

for the next encounter would only make

01:21:05

sense if you had any way to know ahead

01:21:07

of time what kind of enemies would be in

01:21:09

future encounters which you don't or

01:21:12

more pressingly if preparation would

01:21:14

actually be useful in control which it

01:21:16

wouldn't if I equip two close-range

01:21:18

weapons for a close- range encounter

01:21:19

they share a magazine so I'm shooting at

01:21:22

exactly the same rate as I was before

01:21:24

the two weapon limit doesn't do anything

01:21:25

for control besides limit it it limits

01:21:28

variation in a game wanting for

01:21:30

variation that's a shame so let's change

01:21:32

the subject Alan Wake control Quantum

01:21:35

Break Even max pain all sharing the same

01:21:38

world as part of Gaming's foremost

01:21:40

connected Universe we've seen multiple

01:21:42

entries sharing a setting in the same

01:21:43

franchise but here it is multiple

01:21:45

franchises that share a setting with

01:21:47

remedy we change protagonist genre tone

01:21:50

and fantasy among the most foundational

01:21:53

elements of art provid iding hugely

01:21:55

different perspectives on the same

01:21:56

things characters and ideas control is

01:21:59

where that idea solidified the oldest

01:22:01

house like a Nexus from which everything

01:22:03

else branches and the Allen wake DLC is

01:22:05

the first time that connection has gone

01:22:07

beyond reference Beyond a passing

01:22:09

Glimpse to asking for a date like when

01:22:11

Steve Rogers first woke in Stark's time

01:22:14

question is does that benefit the games

01:22:16

simply yes because each game in it is at

01:22:19

its core about mystery and each game's

01:22:21

Mysteries are good and now they are

01:22:23

connected on the Horizon of control I

01:22:25

now see so much more more patterns more

01:22:28

possibilities a bigger bigger picture I

01:22:30

care about control so I started caring

01:22:33

about Alan Wake I can see Alan Wake as a

01:22:36

new dimension of control and that

01:22:38

excites me Alan Wake is the future of

01:22:40

control and that excites me more and so

01:22:42

I explore the investigation sector with

01:22:44

a special Fascination law that talks of

01:22:47

Alice and the bureau's perspective on

01:22:48

bright falls in the dark place the DLC

01:22:51

is given fuel by its connection and so

01:22:53

is Alan W too so is the universe a saga

01:22:57

I meet Tim breaker and I'm instantly

01:22:59

intrigued cuz that's Quantum bloke Tim

01:23:01

Breer timebreaker you guys get it when

01:23:03

he talks of a redhead woman I'm pucked

01:23:05

up like a cat who had the rustling of

01:23:06

the biscuit bag across the house because

01:23:08

I happen to know a red-head woman two in

01:23:11

fact Jane control and Quantum Becky but

01:23:13

which Courtney Hope might it be I'm

01:23:15

waiting to hear about how alen's writing

01:23:17

might have changed the hiss to see

01:23:18

another snippet of darling as the

01:23:20

television sets change signal I explore

01:23:22

the fbc's abandoned station with

01:23:24

particular excitement a saga and I view

01:23:26

the Triangular symbology of the cult of

01:23:28

the tree with unique suspicion Alan Wake

01:23:31

2 rewarded me for knowing control this

01:23:34

more than anything established my trust

01:23:36

in the remedy connected Universe not

01:23:38

that it was always planned out or that

01:23:39

everything in it will become relevant or

01:23:41

that remedy will somehow overcome the IP

01:23:43

laws that keep Quantum Brak locked in

01:23:44

the Microsoft threshold but the

01:23:46

franchise and genre can and will

01:23:48

meaningfully into weave the RCU Works

01:23:50

forwards but it works backwards too back

01:23:53

in time as long as long ago as Max Payne

01:23:55

1 whose famous phone call now sounds

01:23:57

strangely like something written by wake

01:23:59

and spoken by the hiss there's Quantum

01:24:01

break where Mr hatch and Mr door share a

01:24:04

striking resemblance and there's control

01:24:06

with its realm of doors where the

01:24:08

symbols have taken on a new meaning

01:24:10

entire conversations a given context and

01:24:12

so many other things too cast in a new

01:24:14

light as the borders of Jesse's wild

01:24:16

grow and the post appeals further back

01:24:18

the remedy connected Universe has proven

01:24:21

itself because Control Made Alan Wake 2

01:24:23

better and Alan Wake 2 made control

01:24:26

better and remedy have earned my trust

01:24:28

that it will all happen again soon and

01:24:30

no part of control benefits more than

01:24:32

here in Alan Wake the darker spookier

01:24:34

tone of Investigations welcomes the

01:24:36

slower Pace demanded by large periods of

01:24:38

reading things and scaring the

01:24:40

environments for Clues getting bogged

01:24:42

down is less of a problem for the pace

01:24:44

here it fits so the exploration is good

01:24:47

the lore is good the central Mysteries

01:24:48

are fascinating which is good because

01:24:50

the DLC doesn't bother with any other

01:24:52

kind of story well apart from from one

01:24:54

PA call from Langston who carefully

01:24:56

considers the chances of Jesse liking

01:24:58

his cat for like 10 minutes Langston was

01:25:01

the officer in charge of the panopticon

01:25:03

most interesting of the bureau NPCs in

01:25:05

the base game but that's not saying much

01:25:07

until now I suppose the content of his

01:25:09

introspection covers everything from his

01:25:11

cat to his philosophy perhaps it's

01:25:13

unsurprising to say that that does make

01:25:15

him a more interesting character I like

01:25:17

that you get to decide whether to or for

01:25:19

how long to entertain him his endless

01:25:21

rambling reveals an innocent kind of

01:25:23

vulnerability a lonely less that

01:25:24

characterizes a player's decision to

01:25:26

stay as a favor to Langston which I

01:25:28

think adds a unique layer of attachment

01:25:30

and is also the kind of thing a good

01:25:32

director might do well I guess I like

01:25:34

Langston now I'm not quite sure what

01:25:37

remedy with thinking Langston isn't

01:25:39

important he doesn't actually do

01:25:40

anything in this DLC or in the base game

01:25:42

besides talk but [__] it why not control

01:25:45

is a better game for him being a better

01:25:47

character I'll take the win moving on to

01:25:49

the level design during the second half

01:25:51

of the DLC remedies start getting way

01:25:53

too comfortable with giant empty

01:25:55

concrete rooms one giant empty concrete

01:25:57

room is fine but six that's too many

01:26:00

giant empty concrete rooms it starts to

01:26:02

get a bit dull creeps too close to

01:26:04

living up to the memes about controls

01:26:06

art style Alan Wake is brought down by

01:26:08

its second half as repetition sets in of

01:26:10

mechanics and environment a lacking that

01:26:13

it seems control has not yet found a way

01:26:14

to escape stoop to a six started at a 9

01:26:17

take the mean average that's just fine

01:26:19

though there is another problem one I

01:26:22

need to discuss separately control has a

01:26:24

loot system yeah now I've prepared a

01:26:27

thought experiment for you if you had to

01:26:29

choose between a large non-conditional

01:26:32

buff to something you're always using or

01:26:34

a minor conditional buff to something

01:26:36

you're rarely using what would it be the

01:26:38

most obvious problem with controls loot

01:26:40

besides the fact that it's all boring

01:26:42

stat Buffs is that remedies seem to

01:26:44

think that's a much harder Choice than

01:26:45

it really is you've got limited mod

01:26:48

slots three for Jesse three for each of

01:26:50

her two guns and the balance is

01:26:52

certifiably insane lots more health lots

01:26:54

more energy lots more damage I'll have

01:26:57

those ones please every other personal

01:26:59

mod has to compete with that Holy

01:27:00

Trinity and they inevitably fail because

01:27:03

everything else is situational how often

01:27:05

am I using Shield or seiz 50% faster

01:27:08

seiz is good but it's not as good as

01:27:10

making my health bar 30% longer and even

01:27:13

if it was 100% longer or 200 it still

01:27:16

wouldn't be as good it's no better for

01:27:18

the guns improved Zoom for Pierce or 30%

01:27:21

more damage when I'm aiming it's a

01:27:24

sniper man when aren't I aiming mod

01:27:26

stack you can equip multiple versions of

01:27:28

the same one so the best combination is

01:27:31

never going to be anything besides

01:27:32

stacking the best damage mods you have

01:27:34

aim damage headshot damage or damage

01:27:38

damage the most interesting building

01:27:39

control is using energy renewal on head

01:27:41

shot with spin because being a machine

01:27:43

gun spin can do a lot of head shot the

01:27:46

result is an energy tractor beam energy

01:27:48

being the thing you need to launch so

01:27:50

the most interesting build for the

01:27:52

service weapon is the one that makes it

01:27:54

so there's no reason to use the service

01:27:56

weapon in the early game when Jesse has

01:27:58

one slot for herself and each of her

01:28:00

guns you equip the good mod and then you

01:28:02

spend the next few hours un excitedly

01:28:04

opening chests hoping for the slim

01:28:06

possibility that you'll get a slightly

01:28:07

better version of that good mod with

01:28:09

time things slightly improve maybe it's

01:28:11

better to sacrifice the health mod for a

01:28:13

second energy mod but we are still

01:28:15

looking at a world record Contender for

01:28:17

Gaming's most unnecessary loot system I

01:28:19

haven't even mentioned the inventory

01:28:20

space which is low enough to demand

01:28:22

multiple trips for slow deletions one by

01:28:24

co*cking one over the course of the game

01:28:26

or that rarity levels can be far too

01:28:28

close to each other leading to moments

01:28:29

where you find a prime version of the

01:28:31

good mod only to find it's a 1%

01:28:33

Improvement control actually did the

01:28:35

meme this sounds catastrophic and it is

01:28:38

for the loot system just not for the

01:28:39

game it doesn't bug things down it just

01:28:42

means the chests the game didn't need

01:28:43

aren't exciting and the process of

01:28:45

upgrading the service weapon is a bit

01:28:47

sterile but why am I talking about this

01:28:49

now for three reasons one is the fact

01:28:51

that I didn't have a segue oer the

01:28:53

second is that the deal DC makes it much

01:28:55

worse you might be wondering how's that

01:28:57

possible answer they double down DLC

01:29:00

mods are more conditional happier to

01:29:02

provide minor Buffs for abilities you

01:29:03

never use they've given up on trying to

01:29:05

compete with the good mods and for the

01:29:07

player even remotely interested in

01:29:09

making good choices that's going to make

01:29:10

pretty much every chest in any DLC area

01:29:13

a guaranteed dud gains 16% ammo from

01:29:16

taking melee damage 20% cheaper evades

01:29:18

when you've recently hit someone with a

01:29:20

shield bash Health recovery on launch is

01:29:22

pretty good but that's about it their

01:29:24

one upside is that through their

01:29:26

absurdity they create a small potential

01:29:28

for challenge runs if for some reason

01:29:30

you want a good evade build instead of a

01:29:32

good build well actually it'd still be

01:29:34

smarter to equip the energy Buffs but

01:29:36

okay if for the sake of a bump in

01:29:38

variety you want to challenging a vade

01:29:40

build where you're incentivized to take

01:29:42

explosion damage or something now you

01:29:44

can do that is anyone going to do that

01:29:46

math says yes and for whoever that

01:29:49

person is I'm happy unfortunately we

01:29:51

haven't even gotten to the third reason

01:29:52

yet that some of the post game content

01:29:54

seems way the hell too sure of the loots

01:29:56

ability to motivate me Expeditions the

01:29:59

free content update put a penny in the

01:30:01

magic juke box and off you [__] to the

01:30:03

formation an unmapped region of the

01:30:05

Black Rock Quarry where the hiss will be

01:30:06

fought and loot will be taken if you

01:30:09

beat all four basic objectives at a

01:30:11

significantly raised difficulty within

01:30:13

25 minutes where death wipes progress on

01:30:15

whatever objective you died on and even

01:30:17

if you make it you're still not [__]

01:30:19

done cuz now it's time for a boss fight

01:30:21

it's a boss fight in name and health bar

01:30:23

only just a usual distorted but the

01:30:25

point is Expeditions are a serious

01:30:27

Challenge and that's a problem because

01:30:29

the purpose remedy of assigned to them

01:30:30

is the loot the golden chest at the end

01:30:33

in which you will find some of the worst

01:30:35

mods in the game Expeditions have a

01:30:36

number of exclusive mods which are some

01:30:39

of the worst mods in the game they also

01:30:41

have the good mods and so what you're

01:30:42

trudging through control's hardest

01:30:44

content for are slightly better

01:30:45

percentages on mods you will already

01:30:47

have by the time Expeditions unlock

01:30:49

who's excited by that not no one but not

01:30:52

many loot can't motivate [__] in control

01:30:55

but that doesn't mean Expeditions can't

01:30:56

work outside of their given purpose I

01:30:58

think they look great I appreciate

01:31:00

having a serious challenge in control

01:31:02

but I don't think they work as the kind

01:31:03

of repeatable postgame combat Arena

01:31:05

you'd boot up for a quick session every

01:31:07

now and then or even as a tiered

01:31:08

activity that expects more than one

01:31:10

increasingly difficult run to test

01:31:12

yourself against mainly because

01:31:14

Expeditions don't hold up to repetition

01:31:16

why the time limit 25 minutes is tight

01:31:19

and that is going to have a restricting

01:31:21

effect on gameplay you need to be

01:31:22

efficient and you can't afford to die

01:31:24

which doubles the pressure to play smart

01:31:26

and to do nothing but the gravity of the

01:31:28

balance that says launch launch launch

01:31:30

is always best that says headshot damage

01:31:32

mods are always best that says charge is

01:31:34

a bad choice strengthens to crush most

01:31:36

any Whimsical impulse you can't be

01:31:38

throwing in melees for the [__] of it

01:31:40

certainly not on bad guys who can

01:31:41

on-shot you with health bars longer than

01:31:43

the River Nile it's a pressure to do the

01:31:45

same thing that doesn't go well with

01:31:47

repetition it gets worse objectives that

01:31:49

don't demand all enemies dead gives you

01:31:51

a massive incentive to rush the

01:31:52

objective and to leave us quickly as

01:31:54

possible to skip the enemies to do that

01:31:56

every subsequent run only making slight

01:31:58

improvements to your route Expedition

01:32:01

not plural any more than once the fun

01:32:03

starts to fade you'll find that the fun

01:32:05

is fading let's [__] go I knew I

01:32:07

could get that in there control is a

01:32:09

better game for having them just not by

01:32:11

much guess the song ended good timing

01:32:14

the best endgame activity in control is

01:32:17

shum

01:32:19

sh

01:32:20

shim sh who

01:32:25

whatever an altered arcade machine that

01:32:27

allows Jesse to replay boss fights and

01:32:29

the ashray Maze and take part in two new

01:32:32

combat challenges new is being generous

01:32:35

it's just Logistics from the containment

01:32:37

sector and waves of normal enemies but

01:32:39

there's no time limit and it's a genuine

01:32:41

challenge given the dependence of

01:32:42

controls Combat on its environment being

01:32:45

stuck in the same room limits shum

01:32:46

success as a repeatable Arena mode but

01:32:48

it is a solid Arena mode and it's also

01:32:51

the ashray maon speed dial control is a

01:32:53

better a game for having this too

01:32:56

W games are so realistic these days

01:33:00

which leaves us with Foundation if Alan

01:33:02

Wake was the next step for the remedy

01:33:04

universe and control by connection

01:33:06

Foundation is the next step for control

01:33:08

and the remedy verse by connection here

01:33:10

Jesse and the bureau move forward by

01:33:13

going downward to the roots of the

01:33:14

oldest house Marshall is missing the

01:33:17

board inform you of an urgent crisis

01:33:18

[__] in the foundation making this

01:33:21

Jesse's first official task as Direct

01:33:24

the foundation is not what you'd expect

01:33:26

it's white caves and red sand it's

01:33:29

Primal like you've gone back in time

01:33:31

it's completely unlike the oldest house

01:33:33

and that's part of the reason it works

01:33:34

so well so late into the game and yet it

01:33:36

is completely like control a contrast of

01:33:39

simple bold materials and colors it's

01:33:41

alien and yet fitting it's so [__]

01:33:44

beautiful but I would not want to be

01:33:46

here alone soon we find the ID the

01:33:48

beings we so thoughtlessly used for

01:33:50

practice in the astral plane Gather in

01:33:52

these dark caves black blank faceless

01:33:55

but not devoid they're creepy and

01:33:57

innocent they're a mystery a human

01:33:59

redacted bar is that why they're called

01:34:01

the it the unknowable unconscious the

01:34:04

foundation of the human psyche fits into

01:34:06

my game theory documents and Audi logs

01:34:08

track the bureau's first expedition into

01:34:10

the oldest house the first head of

01:34:12

research the first director to be

01:34:14

appointed the service weapon to meet the

01:34:15

board the place felt so strange people

01:34:18

went mad not everyone trusted the ID not

01:34:20

everyone trusted the board in the quiet

01:34:22

Caverns now we imagine what it must have

01:34:24

been like for that first team to see

01:34:26

cave paintings made by things that might

01:34:28

be human watched by The Faceless to be

01:34:30

lost in a shifting maze in the shadow of

01:34:32

black monuments to be commanded by an

01:34:34

unknown astral being that could bestow

01:34:36

the tools and powers of a God that no

01:34:38

one dared to question at least not

01:34:40

openly because the ID didn't seem to

01:34:42

like that the Lauren Foundation is

01:34:44

uniquely focused by control standards it

01:34:46

tells one Central Narrative of fear and

01:34:49

Fascination whose Echoes become an

01:34:51

atmosphere in the present you start to

01:34:53

feel the strange energies they describe

01:34:55

ask the questions they did of the blank

01:34:57

and faceless like a found footage story

01:35:00

art and law working in close cooperation

01:35:02

what we hear of the past haunting what

01:35:04

we see in the present and it works like

01:35:06

magic sometimes a place in a good game

01:35:08

stays with you I am followed by the

01:35:10

foundation the first hour or two of this

01:35:12

DLC is an elevation of what control did

01:35:15

best so for me this was the best part of

01:35:18

control but there's more down in these

01:35:19

caves than the Ethereal ladies and

01:35:21

Gentlemen please welcome a new [__]

01:35:23

enemy type I swear I met this guy behind

01:35:25

a McDonald's once the his sharpened have

01:35:27

an Axe and anger issues that are a thing

01:35:30

for Jesse they really want to close the

01:35:31

distance but unlike the charged they're

01:35:33

going to they're fast they have an evade

01:35:36

they hit hard and it's hard to hit them

01:35:38

back and that puts you on the back foot

01:35:40

the sharpened effectively encourage

01:35:41

evade and a defensive use of levitate

01:35:43

but they don't allow that to be an easy

01:35:45

counter when you fly they throw axes

01:35:47

which gives you two options catch the

01:35:49

axes with launch or rade both cost

01:35:51

energy keeping it up costs energy faster

01:35:54

than you can recover energy flight then

01:35:56

is a fleeting Refuge leaving us with a

01:35:58

unique trade-off between the ground

01:35:59

which is dangerous and the air which is

01:36:01

costly the simple benefit of encouraging

01:36:04

the use of any ability that costs energy

01:36:06

besides launch is that the higher energy

01:36:08

demands encourages using launch with

01:36:10

wiser intent at a more considered Pace

01:36:13

what all this amounts to is one of the

01:36:14

most intrinsically challenging enemies

01:36:16

in control and a basic Victory when a

01:36:19

sharpened is in an encounter the

01:36:21

encounter is different the sharpened is

01:36:23

successful ful enemy design in a game

01:36:24

with mostly flaccid enemy design and

01:36:27

perhaps that is the reason they aren't

01:36:28

always seen that way a lot of people get

01:36:30

their asses kicked and call it

01:36:31

frustrating not because dodging attacks

01:36:33

is that difficult a concept to grasp but

01:36:35

because friction is the inevitable

01:36:37

result of being different in a game that

01:36:38

has spent the last 15 hours training you

01:36:40

to think of most every encounter as the

01:36:42

same a lot of people forget that the

01:36:44

Dodge button even exists in control it's

01:36:47

not normal to need to adapt and the

01:36:49

price of breaking that Norm is that some

01:36:50

people are slow to learn but I'll

01:36:52

concede that perhaps the sharpened would

01:36:54

have gone down smoother with the tool

01:36:55

tip a reminder that Jesse's Dodge is a

01:36:58

thing foundation's Flagship mechanics

01:37:00

though come courtesy of the board there

01:37:02

are crystal beds in the caves and we are

01:37:04

given a choice would you like to destroy

01:37:06

crystals to access new areas or would

01:37:08

you like to extend crystals which can

01:37:10

form parts to access new areas and

01:37:12

activate traps in combat well the second

01:37:15

one can do more so I pick the second one

01:37:17

there's a limited degree to which you

01:37:19

can manipulate where an enemy is in

01:37:21

control there's no Force push you can't

01:37:23

launch living enemies so the most you

01:37:25

can do to intentionally set up a trap is

01:37:27

backing away from those who chase you

01:37:29

sometimes that can happen but mostly

01:37:31

opportunities arise by chance and the

01:37:34

challenge then is simply being quick

01:37:35

enough to hit the button it's an

01:37:37

expansion just not a very big one same

01:37:39

thing goes for the choice nice to have

01:37:41

lays a small sense of ownership over a

01:37:43

playthrough but that's about it

01:37:45

consequences don't last because before

01:37:47

long you will get the second ability you

01:37:49

just won't have permission seeds of

01:37:51

Suspicion planted by the law grow into a

01:37:53

central narrative conflict a question

01:37:56

should we trust the board when the

01:37:58

opportunity comes to access power to the

01:38:00

board says no and the Brad says yo is

01:38:02

this [__] for real they offer no

01:38:03

explanation they command bluntly there's

01:38:06

evidence they've been hiding things from

01:38:07

you Jesse doesn't like that so she

01:38:10

decides to piss and [__] all over the

01:38:12

place figuratively speaking the former

01:38:14

shows up result of a longlasting feud

01:38:16

with the board the board tells you not

01:38:18

to trust the former the former tells you

01:38:20

not to trust the board but the board's

01:38:21

being stingy with the powers and the

01:38:22

former offer the second one free of

01:38:24

charge so hey here's to new friends I'm

01:38:26

being serious control expects you to

01:38:28

believe that Jesse would trust the

01:38:30

muffled words of a buge eyed fro Loop

01:38:31

who was actively trying to kill us the

01:38:33

last three times we met and who seemed

01:38:35

intent on undermining the containment of

01:38:37

aled items at the FBC and she does all

01:38:39

this based entirely on the promise of a

01:38:41

new toy I don't like you deciding what I

01:38:43

can't slash can't happen I mean i' do

01:38:46

that and I respect Jesse's naturally

01:38:48

trusting nature but your director of the

01:38:51

FBC and presumably not so suicidal the

01:38:54

board's untrustworthy that doesn't mean

01:38:56

immediately start trusting everyone the

01:38:57

board doesn't like I suppose Jesse never

01:39:00

did learn not to take free candy from

01:39:01

the strange looking man in a white van

01:39:03

but [__] me it makes her look petulant

01:39:06

and dumb but it is giving me something

01:39:08

you won't safe monies on that not being

01:39:10

remedy's intent I'd call it a misfire a

01:39:13

failed attempt at being part of Jesse's

01:39:15

overconfident characterization in

01:39:17

foundation not sure she's ready I'm here

01:39:21

aren't I I Sav the bureau once and I'll

01:39:24

do it again she's director she's a girl

01:39:27

boss now who don't need no stupid space

01:39:29

triangle ordering her about let alone

01:39:31

bugy Joe so she mutters clapbacks and

01:39:33

conducts herself with authority I'm

01:39:35

getting pretty tired of being jerked

01:39:36

around the astral

01:39:38

plane if you're listening I want some

01:39:41

answers that's a good thing serves to

01:39:43

solidify Jesse's decision to take

01:39:45

control of her life and the bureau

01:39:47

serves to portray a struggle to settle

01:39:49

into such an intimidating role it's

01:39:51

funny too and pretty much the only

01:39:53

character thing that happens in

01:39:54

Foundation hey I'll take what I can get

01:39:56

but anyway now we have the second

01:39:58

ability you can break obstacles you can

01:40:01

access a few chests no different from

01:40:03

being able to make crystals for the same

01:40:04

purpose they're basically gassed up key

01:40:07

cards or at least that's what they

01:40:09

should be I want to talk about when

01:40:10

they're not sometimes Foundation expects

01:40:13

these abilities to mechanically uphold

01:40:15

large sections of content the question

01:40:17

is how how do you make shooting a thing

01:40:19

to make it break or spawning a preset

01:40:21

crystal in a preset location and an

01:40:23

interesting mechanic for puzzles

01:40:25

Foundation doesn't know a platform is in

01:40:27

the wrong place shoot the crystals

01:40:29

trapping it later there will be multiple

01:40:31

crystals and they will grow back if you

01:40:32

don't shoot them all quickly enough but

01:40:34

that doesn't mean find an intelligent

01:40:36

position or the optimal order so that

01:40:38

you are able to shoot them all quickly

01:40:39

enough the way it worked in God of War

01:40:41

it just means don't take a coffee break

01:40:43

halfway through the mag dump it's

01:40:45

interesting once not upwards of 10 times

01:40:48

not even when they change the context to

01:40:49

a box instead of a platform what further

01:40:52

characterizes these regions are large

01:40:54

periods of traversal big distances that

01:40:56

demand long levitations sometimes amidst

01:40:59

nothing astral emptiness it's a blank

01:41:01

space baby and I'm tired of this game

01:41:04

controls always struggled with

01:41:05

uninteresting puzzles but building

01:41:07

entire regions from them it is difficult

01:41:09

to perceive these parts of foundation is

01:41:10

anything but remedy playing for time

01:41:12

indeed Foundation is a contrast of

01:41:15

extremes it is controll at its very best

01:41:17

and at its very worst another contrast

01:41:20

the low quality of its powers with the

01:41:22

Brilliance of its aled items same deal

01:41:24

as ever optional content about

01:41:26

containing an SCP ones in the caves dark

01:41:29

caves that we must find our way through

01:41:31

with the light of a television show the

01:41:32

ID were watching that television show

01:41:34

and they do not appreciate the

01:41:35

interruption so it's a balance light the

01:41:38

way come the ID the darkness allows for

01:41:40

sudden pounce likee introduction of new

01:41:42

ID new angles to consider and cover

01:41:45

leading to an increasingly frantic

01:41:46

escape and horror it's effective somehow

01:41:50

more so than the actual flashlight

01:41:51

sections in the Allen wake de DLC and

01:41:54

it's placed well making Jesse vulnerable

01:41:56

at the height of her strength helps the

01:41:57

moment land the second altered item is

01:42:00

up far above a film camera that bends

01:42:02

the world to its creative purpose which

01:42:05

as it turns out is a carpenter BR music

01:42:07

video cheesy 80s action another another

01:42:09

well-placed contrast with the serious

01:42:11

tone of foundation and the musicless of

01:42:13

control this is The Game's second

01:42:15

ashtray Maze and the sequels never quite

01:42:18

as good here because it goes on for

01:42:19

eight whole minutes when it's made its

01:42:20

points several times over by minute 6

01:42:23

but but on the other hand it is cool as

01:42:24

[__] the track is cool as [__] and it

01:42:26

put a mile wide smile on my face it's

01:42:29

part of one of the better sections of

01:42:30

foundation our return to the upper

01:42:32

floors controls base game never designed

01:42:34

combat spaces to strongly emphasize

01:42:36

movement in Sidelines here we have an

01:42:38

arena that does with a rising stack of

01:42:40

cubicle cubicles where being or seeing

01:42:42

inside of one partially or fully

01:42:44

occludes your view of the others it's

01:42:46

one of controls more memorable fights

01:42:47

for that reason but it stands out most

01:42:50

strongly against the rest of foundation

01:42:52

it's red sand and white space we are

01:42:54

protected in these environments from the

01:42:56

dissonance of Jesse's directorship with

01:42:58

her destructive power Foundation is

01:43:00

precisely when this needed not to be a

01:43:02

problem and the foundation means it

01:43:03

isn't but there's another problem remedy

01:43:05

can't catch a break that these

01:43:07

environments are uniquely frail to the

01:43:09

pressure of repetition there's the

01:43:11

astral plane where generalized

01:43:12

destructibility is at a minimum all

01:43:14

those pretty red caves where it's only a

01:43:16

bit more than a minimum in both cases

01:43:19

the number of things that can be

01:43:20

launched is very low removing some depth

01:43:23

but mostly removing spectacle you're

01:43:25

always throwing the same kind of rock

01:43:27

watching the same kind of crumble now

01:43:29

novelty count as that for the first hour

01:43:31

less so by the fourth reality is remedy

01:43:34

have created a combat system where world

01:43:36

and character are inseparable in

01:43:38

artistic and mechanical terms where the

01:43:40

intimacy of w and character create the

01:43:42

game's best qualities break that

01:43:44

connection you lose more than a little

01:43:46

Foundation deepest problem is that it

01:43:48

lacks the mechanical substance to

01:43:50

sustain its length so it needed more

01:43:52

substance or it needed to be shorter

01:43:55

Foundation is an exaggeration of control

01:43:57

it is a 10 out of 10 and a five and it

01:44:00

ends at about a six Marshall is a his oh

01:44:03

no I'm sorry but Marshall is a cardboard

01:44:05

cutout Foundation makes her Central but

01:44:07

it doesn't bother with a kind of

01:44:08

humanization afforded to Langston so

01:44:10

there's no connection here we don't

01:44:12

share Jesse's rage looks good though

01:44:14

Marshall is a hiss sharpened with a

01:44:16

massive health bar so she's a decent

01:44:18

challenge at the very least it feels

01:44:20

good to beat her foundation ends on a

01:44:22

note of Discord between Jesse and the

01:44:23

board a setup no doubt for things to

01:44:26

come well [__] you

01:44:29

too oh I'll be sure to Jesse declares

01:44:33

her intent to be ready for the next

01:44:35

Crisis to lead the bureau toward its own

01:44:37

purpose not that of the board as our

01:44:39

perspective on their black form inverts

01:44:41

the pyramid pointing down a symbol of

01:44:43

conflict becomes a pyramid pointing up

01:44:46

an image of stability a satisfying end

01:44:49

this is what Foundation gives to control

01:44:51

a satisfying end this this is the whole

01:44:53

the new fourth act fills so yes

01:44:56

controllers changed in every meaningful

01:44:58

way it is a better game 5 years later

01:45:01

there's more worth loving it exists in a

01:45:03

richer context and yet I am reminded

01:45:06

that it did not need to change to be

01:45:07

worth returning to to be remembered to

01:45:09

be relevant even now I think I knew that

01:45:12

and perhaps you did too the moment we

01:45:14

first steep through those doors

01:45:16

controllers borrowed its way into my

01:45:18

mind an invasive resonance compelling me

01:45:20

to spread its signal I'm happy to play

01:45:22

the part love this game because it's

01:45:24

pretty because it has such style because

01:45:26

I loved being Jesse because it's fun

01:45:28

because there's nothing else quite like

01:45:30

it's destruction sandbox because

01:45:32

control's rendering of the immortal

01:45:34

fantasy it took to be its core is full

01:45:36

and new and meaningful control speaks

01:45:39

with sight and play if not the story it

01:45:41

guides you through it's a new nania and

01:45:43

it's beautiful and I mean that as wholly

01:45:46

as I possibly could and because I love

01:45:48

it forgiveness comes so easily to all

01:45:50

the things I don't like about it within

01:45:52

the body of a good game lies the spirit

01:45:54

of one of the best I've ever played I

01:45:56

know that I'll remember it being better

01:45:58

than it was but when I return I won't be

01:46:04

disappointed special thanks go out to El

01:46:07

Hudson Lex Williams Andre beltor holy

01:46:10

shift Dennis Williams combat wombat John

01:46:12

Lemley Dylan schaer Murphy waral the

01:46:15

last great Opium Den how long do I need

01:46:17

to make my username before why light

01:46:18

stop saying my name out loud Dan Walker

01:46:20

Shinu Caleb finore DJ Chino Chase Baker

01:46:23

G Series William vosa Joe Simmons I pay

01:46:26

my cam girl so why not you Arc tus Navy

01:46:29

husky save Mt the poet deluxo Calvin

01:46:32

black Dr pavl Carlos skiber John C Cory

01:46:36

Walter beak hiury Floyd dibbon

01:46:38

monochrome only Ethan sich Jack Connor

01:46:41

Fraser Milo W Ray kwell Joshua Carr

01:46:44

purple PP pits laab Joshua Lovejoy Veda

01:46:48

Cole bramlet essel and benl Logo papy

01:46:51

loss Thomas prudy white light best girl

01:46:53

Milo Adams creepers Tent Master kfka new

01:46:57

XC very professional dodo Douglas

01:46:59

totally straight up Anonymous yo Mark

01:47:01

Carter Nikita shosen dog best dog I

01:47:04

echolocate my husband using your voice

01:47:06

nebulous Rascal Ryan green showd bumble

01:47:09

Grumble double crumble bumhole Pummel

01:47:11

shovel puddle humble jumble first try

01:47:14

you thought you [__] had me but you

01:47:15

didn't tide more La Lockwood sharp got

01:47:19

burner

Free download "Control: 5 Years Later" (1:47:57) (2024)

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