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Control: Ultimate Edition (2020, Playstation 5) Review


THE WORLD BEHIND THE POSTER


Also for: Luna, Playstation 4, Stadia, Windows


A towering, dark building in the middle of New York City has been overrun by an extradimensional phenomenon called "the Hiss". It's an ominous structure, disappering into the night sky as if not entirely part of our own world. It has no windows and only a single glass-door entrance on the ground floor. As you enter the building, a giant sign stating "Federal Bureau of Control" stares you down in the lobby. Further inside a set of darkened offices and empty corridors welcome you into the Oldest House.

Your name is Jesse Faden, and you seem to be the only one around. A strange entity has guided you here. You are unsure of exactly what "it" is, but it has resided within you for a long time, communicating telepathically. One thing is for certain; you're searching for your younger brother, Dylan, who disappeared while you were still both kids. After encountering an "Altered World Event", the Bureau took him from you, and you're closer than ever to getting him back. But whatever brought you here has even bigger plans for you.


"The Hiss" has taken control of the people, things and even certain rooms within the Oldest House, shaping them into subservience. For what purpose, nobody knows. The director of the organization lies dead in his office - an apparent suicide - and it is up to you to fill his shoes. You pick up his smoking gun, fierce determination in your eyes, and set out on a mission to set things straight, hopefully finding your brother in the process.

Control is a deeply fascinating game, with a story clearly inspired by some of the most alluring TV-shows of all time; The X-Files, Lost and Twin Peaks - all serials from the 1990:s or 2000:s that hooked us through a tantalizing central mystery. They taunted us with cliffhangers promising imminent resolution, only to yank the bait from right under our noses the following week. Year after year they kept us coming back for more, like junkies thirsting for that sweet release. Control has that same magnetic pull - we refuse to put the controller down until we get some answers.


Also visually reminiscent of Inception (Christopher Nolan's best movie, in my opinion), Control creates a unique thumbprint with its action-packed, twisting and warping office settings. The mechanics themselves are not new. You run, jump and eventually float through the hallways and offices of the beautifully lit Oldest House - a big building complex, captured from a third person camera - taking down paranormal beings in slick bullet ballets not unlike something out of The Matrix

Combat stays fresh throughout the experience, thanks to a steady influx of new abilities and somewhat adaptive enemy behavior. The abilities are all upgradeable, sometimes to the point where you can add offensive properties to defensive powers and vice versa. With the power to control gravity itself, you can throw objects to harm and stun enemies, or surround yourself with debris to create a shield.


It's all managed through a wonderful control scheme, neatly unifying your intentions with Jessie's on-screen actions, at least in performance mode. Even as you become able to float through the air, you feel completely in control, and every death feels like your own screw-up. At its most intense, Control reminds me of a John Woo-movie, albeit a lot more captiving. 

I'm sorry for all the lazy TV- and movie references, but if you're a cinephile they are unavoidable. I'm sure the developers, Finnish powerhouse studio Remedy, would have it no other way. With Control, they've created one of the most stylish and holistic action-thrillers I've ever played. Almost every part of the experience adds to another, sucking you deeper into the plot, lore, weapon modding, character leveling, fighting or just plain old exploration. Almost everything feels like a core component.


Only a few features feel like padding. The crafting is generic, and the randomly generated Bureau Alerts bug me a little when they start repeating themselves. But these don't draw too much unwanted attention to themselves, at least not in comparison to all the surrounding mystery. Just to clarify how much I enjoyed the game - Control gave me my first "legit" platinum of all time (both my previous ones were awarded for finishing easy, narrative games.)

To get the trophy, you need to clear a few really tough boss encounters close to the end. One of them - an optional rematch against an early story boss - is my favorite gameplay duel of the year. At that point you have hopefully obtained all your powers, and so has the opponent. The fight is a marathon, an ebb-and-flow of defense against offense, of wits against brawn, of dodging and charging forth, of making the most out of every sliver of your stamina bar.


Speaking again of influences, it has to be mentioned that Dark Souls is also part of the mix. The less-than-friendly checkpoint system and the way you lose part of your currency (for weapon and character upgrades) upon death are clear indications of that. As a lover of the Souls-experience, this just adds bonfire fuel to my praise. Control is not too hard - only the optional, aforementioned boss gave me real trouble - but the challenge is real, as are your multitude of ways to tackle it.

The game world is divided into a handful of floors, plus a couple more if you count the optional DLC levels added in the Ultimate Edition. The map clearly points out where you need to go, and getting there is quite straightforward. It even allows for fast-travel. Occasionally, you run into survivors untainted by the "Hiss", nesting in safe locations. They need help and help you in return, but otherwise don't stick out as particularly memorable - with a couple of brilliant exceptions.


The janitor, Ahti, is one. He is the first guy you encounter inside the building. He speaks English (and Swedish on one funny occasion) with a strong Finnish accent, and seems to know a lot more than he lets on. The things is; the game's narration starts off with Jesse hinting of a secret hidden reality "behind the poster" in a metaphorical room. In the first section of the game, a large portrait of Ahti can be seen, hanging on a wall between two upstanding Bureau members. But Ahti's portrait only displays his backside. In other words, he's facing the wall, with a clear view of the secret reality behind the painting.

Ahti's oddball personality adds a hint of dark comedy. It's the sort of laconic goofiness that brings Twin Peaks to mind. The notion is that he is a friendly sort, but maybe not entirely human. He's like the middle-man between two other cool characters. 1 - Dr. Darling, the scientist, who is present mainly through video and audio clips and has many interesting theories about "the Hiss". And 2 - Zachariah Trench, the chain-smoking, deceased former director of the "Federal Bureau of Control", who keeps delivering cryptic messages and instructions from the afterlife. We only see him as a backlit silhouette in certain video clips.


Control deserves praise because of how it combines such mysterious storytelling and lore innovation with smooth gameplay execution. Although no discrete part of Control is brand new, all of it is so competently polished and put into place that my mind keeps convincing me it's revolutionary. The hyper-realistic, almost dull office landscapes might suddenly break off into a rift in the spatial continuum, and it feels natural as rain. 

Also, take the weapons. Traditionally, in third-person action games like this, the standard armament is a pistol, shotgun, assault rifle, sniper rifle and possibly a grenade launcher - all separate weapons. Here, your gun is a living entity. It chooses you to become its master, and it reshapes itself at your behest to assume the traditional archetypical roles. The functions are practically the same old ones - pistol, shotgun and so on - but the extra care to detail gives the game its own personality.


The lore documents spread throughout the Oldest House are often reports from field operatives. They speak plainly of ordinary U.S. citizens caught in the web of "the Hiss". The details are disturbing, and I am glad to be relieved of accompanying photos - but I also find them deeply fascinating. The Hiss apparently turns the mundane into something equally wondrous and dangerous.

Plain, ordinary things like rotary-dial phones, CRT TV:s, staplers and rubber ducks become beacons for deadly extradimensional beings. According to the reports, people in their vicinity get possessed, or explode, or get teleported to new locations, or they just plain disappear forever. 

With entire sections of the building dedicated to safekeeping such weird, old archetypical objects, the Oldest House is like a melting pot for paranormal occurances. Office clerks become chanting drones hanging in mid-air, like puppets on invisible strings. Security guards become powerful enemies. Corridors become mazes that shift before your eyes. Some of them transport you briefly to entirely unrelated locations. Some sections are infected by a deadly mold.


It's very inspiring. As a twenty-year-old, I had ambitions of becoming an author myself, and I always wondered how far I could get on imagination alone. My life was dreadfully uneventful. The city I lived in started to modernize and gentrify, losing all its former character. The city center became a hodge-podge of multinational store chains. And as I looked around my apartment, all I could see was ordinary stuff. Chairs, tables, a sofa, a bed, lamps, paintings, kitchenware, a computer, a TV set. Nothing for an aspiring storyteller to latch on to at all. I remember eyeballing a tangerine from Jaffa, thinking: "What's your story, dude?"

After playing Control, I'm glad I never found out about the tangerine's dreams. But I am also happy that I could experience something like it within the safe confines of a video game. I'm not saying Control is a deeply philosophical game, at least not in my book. Instead, it registers like Inception; a stylish, perfectly crafted action entertainment piece that feels so personal it subverts all expectations and becomes impossible to predict. That's what makes it so magnetic. It could end up anyhow, anywhere - even in a place yet unseen by gamer eyes.

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