The first words in Alan Wake,
intoned by its eponymous hero, are ‘Stephen King once wrote that
nightmares exist outside of logic.’ Thus developer Remedy’s deity, and
its duty, is decreed: let no laws of objectivity stand in the way of a
scare, and no thrill be fenced in by a plot. In short, the Finnish
studio has always treated the rational as something to be remedied. No
surprise, then, that its new game, Control, considers the irrational –
or the paranatural, as it’s referred to – as cause for celebration.
In fact, it’s cause for an entire government department, the Federal
Bureau of Control, which operates in such secrecy that its base of
operations – a skyscraper in New York called the Oldest House – is
invisible. ‘Unless you are purposely trying to find it, you don’t,’ one
character explains early on, before adding, with a mischievous dash of
personification, ‘The Oldest House doesn’t like attention.’ Well, it
certainly knows how to command it – I spent most of the game gawking in
wonder. The building is a brutal block of looming grey; its insides are
cavernous and shifting, and strange geometries of black rock brood above
its vast halls. I can only imagine that it’s secretly pleased when
through its doors walks Jesse Faden, who is looking for her missing
brother, Dylan.
She has her work cut out for her. Whenever a neighbouring dimension
presses against the panes of our own, an Altered World Event occurs –
what we think are UFOs, Bigfoot, and most likely Nessie – and the FBC
dispatches its minions to poke around. The Oldest House appeared during
one such investigation, in 1964, and what better place to base one’s
study of the freaky than, as Jesse describes it, ‘an infinite building
leading to different dimensions’? But all is not well at the FBC; a
malevolent force, which Jesse dubs the Hiss (‘like the sound of poison
gas leaking in’), has besieged the bureau, and desperate and scattered
employees plead for help. She soon finds a strange gun – a dead ringer
for Deckard’s, in Blade Runner – which is known as an Object of Power,
and gets busy.
One of the pleasures of playing a Remedy game, when one comes along,
is the shooting. The developer ducked its head as cover shooters
dominated, and even Quantum Break
– the only Remedy shooter to feature a cover mechanic – still had the
speedy, freshly-oiled feel of its forebears. So, too, does Control; in
fact, the softest nudge of the stick has Jesse marching with the purpose
of someone heading into war, or a boardroom, or both. Each clash
requires you not to bed down behind a wall but to hare through
environments and shuffle between your gun and a modest, but meaningful,
array of superpowers. The likes of Levitation; Launch, which lets you
will tables through the air at your enemies; and Seize, with which you
can turn your enemies against their comrades, make Control a psychic
successor to Second Sight and Psi-Ops: The Mindgate Conspiracy.
Jesse’s gun, dryly designated the Service Weapon, is made up of
little quivering cubes; true to its name, these realign to provide a
range of services. The barrel flattens out to form a shotgun, or spins
and spits like an Uzi. It’s upgradable and customizable, with tiered
perks for you to encrust it with (+10% damage, 20% chance to regain ammo
etc.). And Jesse herself can be buffed and charged, increasing her hang
time while floating (by far the most fun of her abilities), for
instance, or piling on the damage done by hurling debris. Seeing as the
Hiss slope upwards in numbered difficulty levels, the pace of your
progress is measured and marshalled – slightly superficially – by these
upgrade trees. They are rather like a pair of inoffensive in-laws –
worth popping in on every now and again, to strengthen your standing,
but largely ignorable.
It’s the underlying, and unadorned, action that rules the day. Firing
a few rounds in Control, you wonder why it is that some developers just
get it, and others don’t; gunfire is hot, it crackles with
recoil, so much so that Jesse rubs her shoulder between firefights, and
the crunch of collateral damage is richly textured – papers fly, stone
sprays, and desks are churned into chipping. These make all the more of
an impression for being the only real signs, as the gunsmoke clears,
that any killing has taken place; your foes, ex-employees hijacked by
the Hiss, melt into a rainbow-hued blur, along with any wisps of
lingering guilt you might feel. These aren’t the sort of mournful
battles in which victory is tinged with woe; they are the high-spirited
kind that belong in a crammed cinema on a Saturday night, best
accompanied with copious amounts of beer and popcorn.
And I doubt that Sam Lake, the game’s creative director, would want
it any other way. Control bears the imprint of Lake’s love of FMV. It’s
there in the archival videos you collect, recorded by the FBC’s head
scientist, Dr Darling – which hark back to the kooky Dharma Initiative films,
in Lost. There are flashes of it in the ghostly visions of the bureau’s
old director (played by James McCaffrey, who voiced Max Payne). And we
occasionally see Courtney Hope, who plays Jesse, in the flesh. And I’m
still not sure why. It shifts from a style to a schtick, a pulpy
reminder that you are playing a Remedy game, which some will find
enormously reassuring. But they cramp the beauty of the cutscenes
elsewhere, which are brought to uncanny life in the Northlight Engine.
And the story feels split, as though the powerlines of its plot are
plugged into different sockets.
Most of the world’s detail and context lives in collectibles, and the
Oldest House is a haven if you enjoy truffling for nuggets of backstory
and hints at a shared universe. (For those that pine for an Alan Wake
follow-up, Control is like a comfort blanket.) I found myself rifling
through so much of the bureau’s arcana – recordings, casefiles, and
cross-department communications – that I almost didn’t notice the
coolness of my connection to the characters. Jesse’s relationship to
Dylan felt frosty and vague, and her mission only gathered urgency and
emotion in its final act. By which time the eerie mood of its early
moments had melted, and, sadly, I feared the same might happen to my
Xbox. I’m sorry to report that, even after a 5GB patch, the framerate
crumbles and crawls as the game resorts to cheaper tactics and throws
waves of Hiss at you.
Although the performance was a pain at times, it’s the plot that
loses its way, reliant on the ramping up of set pieces and enormity
until it lands with a flattish finale. Not that it’s terribly important;
it’s always those things, in a Remedy game, that vanish from memory,
leaving a vivid sense of place and tone behind. I won’t soon forget the
Oldest House. Despite the spectres that menace its corridors, I miss
being there. It’s clubbable and filled with low-tech allure: leather
chairs the colour of crude oil and offices furnished with little more
than wood and shadow. ‘I never wanna leave,’ Jesse says, on her
roamings. ‘Even with all the horror, I’m happy.’
It’s a wondrous sentiment, tinged with truth. You never feel cut off
by all the concrete; you feel at the heart of things. Remedy has always
specialised in the creation of enclosed worlds. Think of New York, in
Max Payne – a cramped nocturne of tenement halls and slushy alleyways.
Or of Alan Wake, which hemmed you in with all those crooning shadows and
shivering firs. These are spaces where the illusion of a wider world
streams in through portholes: TV shows, late night radio, billboards,
recurring brands plastered on vending machines. With Control, the studio
has its most fascinating setting: a tower of stone like a lightning
conductor for all things weird – all the backwoods towns and boogeymen,
the unsolved mysteries and monsters-of-the-week, all those lonely
highways and hallways and cut-price motels, stretching endlessly out
into the night.
Developer: Remedy Entertainment
Publisher: 505 Games
Available on: Xbox One [reviewed on], PC, PlayStation 4
Release Date: August 27, 2019
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