2/19/2024 0 Comments Quantum break controlCasper Darling, appearing in found-footage videos to explain away some of Control's stranger concepts. Still, if you're longing for the company of Alan Wake then you'll no doubt be happy to find that Matthew Porretta is on the scene as Dr. But would I want either of these rather than Control? Not on your life. Would I love to see a Quantum Break sequel that expands on the particulars of Beth Wilder that were ultimately expunged from the original game – a trip through the twisted hellscape of a world frozen by the breakdown of time that were hinted at in the game's closing hours but never properly realised? Absolutely. Would I love to one day have another adventure in Bright Falls, following Alan Wake through yet another nightmare of his own design? Absolutely. Instead, I ask that you trust me when I tell you that the systems that underpin Control provide a solid foundation for the type of high-octane experience the studio is renowned the world over for engineering, with the attention to detail helping to usher it onto another plane entirely. The AI is challenging and chaotic, with Control transforming into an aggressive and energetic game of cat-and-levitating-mouse as soon as enemies begin to spirit themselves into a scene. The animation is at once responsive and fluid, a remarkable step up from the impressive work showcased in Quantum Break the density of the detail found in the full-body motion and audio capture in Control is astounding, doubly so when you remember that Control doesn't have a Microsoft budget behind it. Because how could you let go of something as captivating as this?Įven if you're lost in the strangeness of this singular creative vision, the mechanics of its movement and gunplay are far too refined to ever be put down – I had to have the controller practically torn from my hands after my time with the game came to an end. Control can do this, because Remedy knows full well that you will cling onto the experience for dear life once it captures your attention. Control is eager to lead players astray through a continual barrage of esoteric concepts that underpins the game's approach to narrative and world design, with a dream-logic mysticism helping to fuel the particulars of its combat and spatial navigation. This game, from the second it starts, is unashamedly strange. "Control feels like a game specifically created to prove a point that didn't need to be made" Control is Remedy's way of proving that we haven't seen anything from it yet. I had wondered whether Remedy would need to work modestly as it attempted to realign itself with a broader ecosystem of players as it took back control of its destiny, and as it attempted to take the Northlight Engine – a proprietary foundation specifically engineered to power Quantum Break and harness the (shall we say) unique architecture of the launch Xbox One – and stabilise it for a broad array of platforms. That perhaps Control would normalise itself outside of its big showcase set-piece moments that have been shown publicly in the last year. As much as Control dazzled in small play-session opportunities, I had often wondered whether this was all smoke and mirrors. This is the first Remedy game to come to a PlayStation platform in 16 years, since 2003's Max Payne 2: The Fall of Max Payne. That isn't a criticism of it – or of a studio that has poured so much of its energy and enthusiasm behind Control across its three years of development – but rather the strongest endorsement I could possibly hope to make on its behalf. To that end, Control feels like a game specifically created to prove a point that didn't need to be made. Control really is our chance to see what this team can achieve when it is free to create without restraint. For me, Alan Wake and Quantum Break are two of the defining action games of the last two generations, but I believe that chasing sequels would have ultimately been reductive to Remedy. I'm not sure that I necessarily subscribe to the concept of 'fate', but I can now say quite unequivocally that I'm glad that we are receiving this supernatural action game rather than a sequel to either of the aforementioned. Had either of these realities come to pass, Remedy would likely be locked into a cycle of sequels under the purview of Microsoft Game Studios. Had Quantum Break not been subjected to a famously contentious development cycle, perhaps enthusiasm for continued adventures in Riverport University would have been there from both developer and publisher alike. Had the former shifted just a few million more copies in its launch window, it's likely that Alan Wake 2 wouldn't have languished in pre-production and sent Remedy down a different path.
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