

Remedy has somehow made all of this gray concrete consistently fascinating. Those were mitigated by Control’s forgiving checkpoint system, at least, and it hasn’t stopped me from continuing to explore the Oldest House – which is Control’s main setting and the headquarters of the Bureau – even after completing the story. They’d only persist for a few seconds, but those seconds are often crucial and led to frustrating deaths.
In sound mind ign review Ps4#
When too many enemies were on screen firing at me and getting blown up by my explosives at any given time, I ran into some huge hitching issues – even on my PS4 Pro. It's fun to see how Control mixes and matches them in the early goings, but by the end of the story’s 10 chapters there was little challenge to these encounters, other than fighting Control’s performance. The Hiss-controlled members of the Bureau who are now fighting against you, typically have one or two of your own moves and ammo options. When it comes to enemy variety, however, Control doesn’t match the variation of Jesse’s combat options. I eventually settled on the fun rhythm of the revolver and sniper-like pierce gun combo to keep enemies at bay for both short and long range. “Sole” is a bit of a misnomer, though, because the Service Weapon has several unlockable modes that shift it from a standard pistol to a fast-fire revolver to a more shotgun-esque spread shooter, and more. Instead, hanging back and finding a balance of when to strike and when to defend brings a nice rhythm to combat, and also lets you make good use of Jesse’s sole firearm – the Service Weapon. Jesse's telekinesis is the best power of the bunch. Getting up close and using the psionic wave force melee ability can be advantageous when you’re down to just a couple of foes, but anymore than that and short-range combat usually led to a swift death, in my experience. The standard difficulty level isn’t unfairly hard, but I died a fair number of times when I didn’t think to balance both offensive and defensive skills and got too cocky with jumping into the fray, for example.

Control’s combat encourages constant movement, and finding cover is frequently necessary to survival, even if you have to summon it yourself. Late-game hovering allows for even more mobility, and Jesse’s shield is great when enemies with telekinesis of their own force you to go on the defensive. The other abilities aren’t quite as handy but mostly still fun to use. I easily relied on this form of attack the most, and while it’s not quite the same level of tactile satisfaction as Kratos’ Leviathan axe in God of War, the oomph of hurling heavy objects around with my mind is as close as I’ve felt since. With a wave of her hand a crate, table, or ever-reliable chunk of concrete snaps to your side with satisfying urgency, followed by being hurled at foes and the destructible environment, with just as much of a thrilling zoom. Jesse’s telekinesis is the best of the bunch. There’s enough variety for most of the 10-hour story campaign to make almost every move feel important. Control’s lineup of moves is the closest I’ve gotten thus far to wielding supernatural abilities, and Remedy has made each of them fun to use.

Mind Over MatterĪs a kid who grew up on the X-Men, I’ve always wished I’d discover some latent psychic powers, or at least the ability to grow my fingernails super fast or something. And while taking over the bureaucracy of a federal institution may sound like a dull time, when it’s filled with as many weird and distinctive characters and overrun by an inter-dimensional force known as the Hiss, it rarely ever is in practice. Jesse’s search is then sidetracked by solving everyone’s problems.
