MULTI [OT] Control | Step Into The Surreal

NaNoW

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More info has started to pour in :

https://www.gamespot.com/articles/e3-2018-alan-wake-devs-new-game-is-unbridled-actio/1100-6459798/



Remedy's reputation as a developer of great action games with compelling stories has never quite faded; even
Quantum Break, despite some complications, had many redeeming qualities that its biggest detractors (like me) couldn't ignore. Chief among them was the combat system, which gave you control over time itself, allowing you to slickly thwart swarms of enemies in unusual and flashy ways. These same qualities are echoed in the announcement trailer for Remedy's next game, Control, but what you won't find in that video is the mind-bending series of events I saw during a private gameplay demo at E3.
I'm looking forward to games like Cyberpunk and Death Stranding as much as most people, but Control has quickly become my most anticipated game at the show. Circling back to combat, Control gives off similar vibes to Quantum Break, but a key difference lies in the sort of powers at your fingertips. The two abilities we saw allowed the main character, Jesse Faden, to grab objects strewn around the environment and hurl them at enemies, or bring them close to create a temporary shield. Performing these moves results in chaos as other objects get caught in the crossfire, making each encounter look messy (in a good way.) An eye-catching flurry of special effects helps complete the chaotic spectacle. These are just two of many powers Jesse will acquire throughout her harrowing journey.
Jesse also wields a gun known as the Director's Pistol, and as you could see in the trailer, it's composed of many small components that can break apart, and we realized in the demo that this was a hint at the gun's ability to change its shape and function.
The Director's Pistol, like King Arthur's Excalibur, was described as a weapon that can only be properly wielded by someone worthy of its power. Remedy's devs on location at E3 2018 wouldn't say much more about what it's capable of in the long run; surprises for later, no doubt.

Enemies in Control are--based on what we've seen so far--varying levels of corrupted federal agents, though what exactly has corrupted them in the first place remains one of the game's great mysteries.

Some look like typical gun-toting sentries, but the more tainted beings resemble human-like ghouls--pale skinned and erratic, they are far more unpredictable and help sell the strange atmosphere Control's going for. Though all things considered, Control is plenty weird as it is.

Most of the gameplay demo was focused on exploring The Oldest House, which is really just another name for the brutalist headquarters of the Federal Bureau of Control. As Jesse moves from one room to the next,
unexpected scenes sharply contrast the harsh angular structure of the building. Whatever has corrupted the agents has also screwed with the compound's fabric of reality.
You will stumble into ruined corridors where missing walls give way to a vortex of clouds and geometric shapes that pulsate and shift, for example. It doesn't make sense, and that's the point. Remedy wants you to forget about logic and embrace the dreamlike construction of the bureau.
Jesse's powers extend beyond combat. In our demo, which took place roughly halfway through the game, she could also levitate, and it was astonishing to watch the player soar into the aforementioned clouds, through the surrounding black cubes, and emerge in a new section of the building.




Jesse has to earn the ability to levitate by acquiring a particular Object of Power, items that are spread throughout the massive and crazy building. These can be found or earned by taking on sidequests.
The one example of a sidequest opportunity we saw was disturbing, and it felt awful to see the player move Jesse along for the sake of keeping the demo rolling. She had come across a man behind glass staring at a refrigerator, and when he noticed Jesse,
he cried out for help because the only way to prevent the fridge from "deviating," and presumably doing something awful to him, was to look at it. If he fell asleep or looked away, that would presumably mean the end of him.
The threat of deviation was obtuse, but the man's fear and stress was clear despite the fact that he was being threatened by an inanimate object.

The level of tension throughout the demo was matched only by the wonder I felt as I watched a predictable setting twist and reform before my eyes. My imagination ran wild, as did questions resulting from the dreamlike series of events that played out before me. Control is a game meant to inspire wild theories from fans about the cause of the world's corruption and how Jesse fits into the bigger picture. I walked out of the room completely impressed by what I'd seen. It was such a stark contrast to the controlled sheen of Quantum Break, such an untethered display of creative madness, that I can only look forward to diving in headlong when Control releases for PS4, PC, and Xbox One next year.




https://www.theverge.com/2018/6/11/17452006/control-reveal-trailer-e3-2018-remedy-quantum-break


https://gamerant.com/control-game-trailer-e3-2018/
 

Journeys End

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@Chandoo @CerebralTiger @Necrokiller @Journeys End @Gizmo @NarutimateTaha @Radical: Control by Remedy First Look at E3 2018 - YouTube



Basically most info you will need ..and some more footage




https://www.youtube.com/watch?time_continue=3&v=gtSMdnOy1eQ

[video=youtube;gtSMdnOy1eQ]https://www.youtube.com/watch?time_continue=3&v=gtSMdnOy1eQ[/video]
i wish Control was also more cinematic driven experience like QB. i loved QB to bits. the mature storyline, hollywood level acting and camera work which was consistent throughout the mini series/ ingame, interesting gameplay mechanics and time travelling was all that i admired a lot and want Remedy to build upon that in all their future games. their facial capture tech have come a long way from that constipated max payne days :D
 

NaNoW

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i wish Control was also more cinematic driven experience like QB. i loved QB to bits. the mature storyline, hollywood level acting and camera work which was consistent throughout the mini series/ ingame, interesting gameplay mechanics and time travelling was all that i admired a lot and want Remedy to build upon that in all their future games. their facial capture tech have come a long way from that constipated max payne days :D

It is going to be cinematic, but not as much as QB..Also gameplay is much more tighter and challenging. I am managing this facial capture pipeline aswell ( part of character tech and character art )..its pretty epic..the whole thing is dome of light with ALOT of cameras pointing to your face:p

@Chandoo @CerebralTiger @Necrokiller @Journeys End @Gizmo @NarutimateTaha @Radical SolitarySoldier [MENTION=507]manigamer[/MENTION] @its me


So the control (behind closed door gameplay) is being received extremely well :



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NarutimateTaha

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Holy shit! I have even higher expectations for this game now. Congrats, man. It must be a great feeling to have HIDEO KOJIMA himself praise a game you're working on. I haven't played Quantum Break so I honestly don't know what to expect but I'm looking forward to this.
 

NaNoW

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Chandoo

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So apparently this is supposed to be an open-world Metroidvania.

My interest in the game shot up a lot after hearing that news.
 

NaNoW

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So apparently this is supposed to be an open-world Metroidvania.

My interest in the game shot up a lot after hearing that news.
[MENTION=4374]Journeys End[/MENTION] : I would call it a love child of Alan Wake, Quantum Break, Psi-ops, Metroidvacia and even some (new)God of war elements....if it makes any sense what so ever :D
 

NaNoW

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@Journeys End : I would call it a love child of Alan Wake, Quantum Break, Psi-ops, Metroidvacia and even some (new)God of war elements....if it makes any sense what so ever :D
those are very different games...ur rite, that makes not sense :D

but srsly i like what i see and will most definitely buy the superior console ver ;)
Lets put it like Alan Wake + Quantum break + Black mirror ( tv) + Stranger things (tv) = storytelling

Psi-ops + God of War + Metrovania = gameplay


any better :D :D
 
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Just watched the gameplay and I must say the game looks pretty darn cool. We can see the action in the game but I'm excited to learn more about what story they are going to tell and how the gameplay progresses (boss battles, puzzles, QTEs?). Love the destruction and effects and all those possibilities of interaction with the environment.
 

MadDemon

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I also watched the gameplay and it does remind me of Psi-Ops. What about character developments [MENTION=4177]NaNoW[/MENTION]? any RPG elements? Also how are the of boss fights?
 

NaNoW

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I also watched the gameplay and it does remind me of Psi-Ops. What about character developments @NaNoW? any RPG elements? Also how are the of boss fights?
There is character developments ...:D

otherwise still under NDA about the RPG elements and the boss fights ( if there are any or not )
 

venom

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There is character developments ...:D

otherwise still under NDA about the RPG elements and the boss fights ( if there are any or not )
I loved QB and the only thing that was underwhelming about QB was the last (and only) boss fight. I really really hope this one improves of that. Every game should take notes from Metal Gear Rising when it comes to Boss fights.

Also is it just me or does every Remedy game has a very unique visual aesthetic to it. Alan Wake, QB and now Control - all are very similar in this aspect. Looks really phenomenal though.
 

NaNoW

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NaNoW

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yeah i get the whole Remedy getting endorsed by the big players but shouldn't u be promoting the game somewhere at E3?
??

We were at sony press conf, we had 2 "largest" booth rooms inside 505 space (they had 4 games each with one room) , we had people 8 people there (4 constantly in interviews and live streams : IGN, gamespot, giantbomb, easy allies, engadget, gamereactor, pcgamesN, xyzz) 4 in the booths giving hands on, etc..We did an event at Finnish embassy in the US. Met with all the top journalists, game developers, etc..

ofcourse Remedy / 505 isnt EA, CDPR, MS, Sony or Ubisoft...there is a vast difference in how deep their pockets run and what kinda budget we work with.. we cant match their marketing budgets at all...We cant have 10 custom video trailers, huge paid online marketing campaigns and marketing assets..you need a small army for that, we have a very lean and "small" team for around 170 people working on 2 AAA games, with our marketing team having only 3 people in it. Considering all this, I think we did remarkably well.
 
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