Only about three months have passed since the release of Control, and it feels that it has passed over more than a year. And I forgot. I don’t know how you reacted to the project, but I, going along and across, safely forgot about its existence. But I wanted to make a video clearing, analysis, roar, even made notes in the course of the game … But, do not disappear good.
Why now?
Because I’m a lazy srack.
Yes, because it finally became known from Remedy’s reports that the game was sold badly enough. Against this background, it is interesting to consider the individual pros and cons and, possibly, find a certain reason why the project did not shoot, received a tolerable seven from Metacritic users and disappeared from the field of view of the players.
Let’s look at the unsystematic theses, put forward by me as the pros and as the minuses of the product against the background of other representatives of the genres, the mixing of which turned out Control, and then, if desired, we speak out on this subject in the comments. And once again I will warn that the theses will be advanced in arbitrary order and there is no pattern in them. I’m moron, I see so.
Definitely, the advantages of the game:
>Destructivity
Without a doubt, the main feature of the game that held me all 15 hours for which I CONTROL ran and ran. Colorful, juicy, shocking even at the end. The very opportunity to raise telekinesis, a working projector around which there will be a local magnetic field, lifting small garbage into the air, opening the boxes and scattering pencils, paper sheets and so on – this is simply amazing. What, what, and Remedy realized at the highest level. Moreover, the destruction is often not too realistic even in its theoretical understanding. For example, the main character, using Dodge In small objects/thin walls/concrete borders and railings (or launching in it, for example, a fire extinguisher), it can smash them into a dozen fragments, which looks, to put it mildly, unrealistic. On the other hand, such convention is more likely to the benefit of the game, making action more colorful and pushing the player to engage in the destruction of everything and the whole just for lulz. It is amazing how scrupulously the developers approached the creation of interactive furniture and surroundings. Interactive, first of all, from the point of view of the reaction to the player’s actions: lifted the cabinet with papers into the air – the boxes spontaneously began to open and close, the documents began to circle around, gave the line on the wooden table – the furniture shook and plagered plainly, and the chips flew from the holes from the shots … I assume that the setting allowed to achieve this level. It is unlikely that in one office you will find a dozen different cabinets and tables, so more effort can be given to a fewer models.
>Control over the actions of the character
Jesse jumps, runs and generally moves extremely believable. Animations are not only informative and have a good effect on the dynamics (there is no delay, a large “weight” of the character), but they also look realistic and accurately. At the same time, the environment predisposes to climb onto him and, for example, to run around the tables, scattering working accessories.
Undoubtedly, Control is a very stylish game. And I am now talking not only about the architecture designed in the style of late brutalism, the introduction of visual tips in the gameplay and the aged color scheme, but also about the user interface. Let such a statement be subjective, I believe that it would not be possible to make the internal menu in Control better from the point of view of UI design. They are high-quality, comfortable, intuitively conducive and at the same time Well, very Stylish. Important is always highlighted with yellow or red color, the icons used in the menu are beautiful and made professionally. Often Hud in games can push me away, but here it, along with the menu, is made very cool, except one element, which we will definitely talk about later. In general, he does not cut his eyes and fits perfectly into the setting of his style. Respect, Remedy.
>Shooting and "action"
At first, a little boring, but https://nongamstopcasinosites.co.uk/review/magic-win/ very quickly gaining the shooting component of the project in dynamics cannot but rejoice. Compared to Quantum Break, the battles of steel Even more dynamic And Even more colorful. At the same time, praise of levets designers, there are always a huge number of objects at the levels that can be blown up, thrown, as well as shelters, behind which you can hide. There is no recharging into Control, there is only “overheating” of the weapon a la first Mass Effect, which at first introduces into a stupor, as it does not allow even to destroy one enemy Sufferly GG, not going into defense three times, but soon begins to play the benefit of gameplay, forcing the use of the special abilities of the heroine. Motivates to turn on the mode Quakera and authorgagen of health, which, by the way, No. Instead, CPs are restored with the help of luminous spheres falling from killed opponents. Kill or be killed – logic is extremely simple. With all this, Control, up to the end of the game, remains relatively simple, but very spectacular shooter. Casuality is compensated by the vivid effects with which opponents are sent to the other world and frantic dynamics of shootings. As a result, we get this:
>Acting game
Mouses-Kackchur actors coped with their task perfectly. Facial expressions, speech – all this looks and sounds just amazing. I don’t even want to say anything else here, just play, look and listen to yourself.
>Notes and small narrative
A rare game clings to his Notes. Control, albeit not always, but often copes with the task of holding the player’s attention with the help of intra -game literature. Notes, staff notes, personal affairs – all this immerses the world of the game, does not overload, but gives the information necessary for understanding the logic of what is happening. ██████████ █████, characteristic of [data deleted] forces to read and think logically: “What was originally hidden behind a remote word, what a secret is behind the document?", Which means to study and compare the already found early papers. Of course, the game also contains a decent number of fillers, but personally I was often interested in reading.
The advantages of the game end for me, which, of course, is regrettable. It is possible, because it is easier to highlight specific disadvantages than general, objective pros, and possibly due to nichety and underpliance of the product. Decide for yourself, and I will go, in fact, to the negative aspects of the game ..
Definitely the disadvantages of the game:
>"Health" of the character
Sorry of course, at the end of the passage, I literally hated the people responsible for the location of the health strip of the main character, as well as the persons responsible for TTK in the game. To begin with, take a look at Healthbar itself, which should serve as an indicator for us when to move from attack to defense and vice versa:
He’s just incredibly small! In the midst of the battle, the last thing you focus on is your attention is a tiny strip of health in the very corner of the screen. At least somehow the effect of redness of the screen copes with the task, which, by the way, almost always appears too late and the main character immediately receives a bullet that is final history. This is due, first of all, with simply inadequate damage that arrives from opponents. Thus, if you come across a relatively large detachment of opponents, two outcomes await you: favorable, in which the enemies will be incredibly weak and will not be able to provide any resistance, flying away from a pair of hits and adverse, когда вам попадутся невероятно «жирные» противники (особенно мини-боссы вроде гранатомётчиков, которых под конец игры становится ну слишком много), способные чувствовать ваши передвижения через стены и стрелять всегда точно в цель, не смотря на дым, оглушение и прочие помехи. In short, just horror. Enraged the whole game and even now infuriates at a subconscious level.
>Optimization problems
Many people know that even on powerful PCs immediately after the release, the game allowed himself to seriously sag, so that the performance of the project as a whole left much to be desired. Partly, the patch, released a week after the launch, corrected this problem, but only partly. Personally, I have ..
GTX 1060, 8GB DDR4, Intel i7 8700, SSD SATA 500 GB
. FPS could fall up to 40 in action scenes, which contributed to a huge number of effects and explosions on the screen, and the average indicator outside the battle at high settings was ~ 56 fps. Not the best result, given that even problematic The last Metro on similar settings was relatively stable.
>Where, his mother, flashlight?
Yes, the game has a full dark locations in which a damn thing is not visible. Yes, a change in brightness is not a way out of this situation. Honestly, I do not understand why such a familiar attribute of a third -person action, like a flashlight, is absent here.
Do not much harm the game, but are present. Moreover, both small ones (for example, immersing the object in the texture of the wall after it is departed by telekinesis), and more significant (loss of most health from contact with a certain movable boulder – running along it).
>Location design
Just don’t say that I have a bipolar. Yes, I praised the levets-designers of this game and in many ways I admire their activities. The interior, the design of individual “Arena”, combining the elements of verticality, the help for playing “shelters”, but at the same time motivating the player to advance, which are imprisoned for battles with a large number of opponents – all this is done professionally. But when it comes to open locations of the “labyrinths”, which the Remedy borrowed from the games of the metro-vanning genre, I, as they say, want to cry. Many of the corridors can easily come to a standstill, where, with proper luck, you will come across a container with cheap resources. The locations themselves are complex, confused and unclear. Like the games of the aforementioned genre, Control is inherent in backing, however, to focus on not the most successful intra -game maps on locations with several levels becomes difficult and inconvenient, at least to me. Honesty for the sake of, it is worth noting that sometimes the problem of disorientation is solved by visual tips, namely the visions of the main character who distinguish the next control point A noticeable glue effect. I will also clarify that such a feature can initially start you in the wrong direction, as it works through the walls. With all this, all locations in the game are either sustained in the strict office style of brutalism, or, occasionally, when you are transferred to an alternative dimension, are tons of black stone soaring in the space. Both are extremely quickly boring, so that 5 hours after the game it begins to want any variety. You (spoiler) you will not get.
No one forces you to carry out additional tasks that Control have several variations in Control. This is relatively significant assignments, t. e. The requests of your allies, and the boring tasks of the old Mazhmak Akhti, and the Challenge of the Council. And almost all of them come down to finding something, shooting a crowd of enemies, or reusable interaction with the same objects in different locations. In a word, mortal melancholy. Except in them the tasks of attachment "Objects of power" that, It seems to be, are optional, but they open new skills, so it is undesirable to pass them. Otherwise, the sites only drag out the already viscous plot, so I personally advise you to let them in, except for the most funny: You definitely don’t miss anything!
>Text and localization
There are a couple of problems with this that you would hardly think about. Firstly, not surprising, the game does not have complete Russian localization, only the text has been translated. “How well is translated?" – you ask. Not in the soul I know, Ask Denis better! I just wanted to say that subtitles in dialogs are often not allocated. There is no color marker, nor the notorious name of the character in front of them … In such a bacchanalia, it becomes difficult to make out quite hard to make out who owns which replica owns. Moreover, our respected localizers scored so much that in the in -game documents the text can go out for the paper, becoming the same … yes, this is a rarity. But damn how it is Enrages.
I decided to leave the most juicy at the end, but I suspect that this particular part will be the most subjective and unreasonable. Yes, and do not care. The whole passage of the game gives the impression that everything is about to begin, as if the developers are specially kept by the intrigue for a long time, giving the smallest tips to the player. As a result, at the moment when, it would seem, passions should occur, the main character is simply … Epically broken off, that’s all. It seems to me that already in the final version of the Remedy product they simply cut out the climax with the whole main part, leaving a terribly prolonged prologue and a confusing epilogue, which suggests an afterword, which, perhaps, we will see in the form of DLC. The ending, on its own, leaves an unpleasant impression, since it is felt lubricated and slurred. Owing this unpleasant fact, you can separately mention Jesse’s stupid manner of talking with him right in the middle of the dialogue, with which the character at that time leads a dialogue, is silent and waits for an obedient blanch. Circus, in short. With all this, the heroine gives the impression of a kind of “unsuccessful Mary Sue” the whole game, which seems to receive everything by a happy coincidence, but not in the form in which she initially wanted. Although, perhaps, I’m finding fault, you are free to answer me in the comments on this subject.
Afterword
It would be unfair to say that Control came out unequivocally bad or good. It is objective that for her audience it turned out to be too faded, both against the backdrop of the cult Max Payne with Alan Wake, and against the background controversial Quantum Break. And at the same time, I am more inclined to advise it to you. Despite the problems with the integrity and composition of the narrative, despite the boring sid-quest and monotonous locations, the game can still find his fan. First -class shooting mechanics, an impressive ENT and a stylish visual still include me to recommend it at least for a test. Moreover, at the beginning of next year, the DLC-Crossover with Alan comes out … Eh, we will heal!
And on this I have everything. I will be glad to hear your reasoned criticism or (oh, doubt) praise in the comments. It is very pleasant to share your opinion with other people who are versed in this topic. Good luck and … see you?