Control - Full PC Game Torrent Download Free
Control - Full PC Game Torrent Download Free
I hope you don't mind if I lay my cards on the table up front: if you buy one Furniture
Wrecking Simulator in 2019, make it Control.
You’ll see desks mulched into chips by machine-gun fire, and bookcases flattened with psychic
You’ll see helpless filing cabinets levitated and turned against their brothers and sisters.
Hey, those desks got it easy, these ones are doing ten pin bowling with a vending machine.
Put all those powers aside and our hero can just knock desks to the floor with the power
of her thighs.
By the end of Control, I’d killed more office chairs than Hiss, the possessed ghouls who
terrorise the corridors of the Oldest House, home to the Federal Bureau of Control.
For all the games mysteries - and I'm going to avoid talking story to keep them intact
- the one I return to is what does Remedy have against tables and sofas and plant pots?
Did Sam Lake once trap his finger in a drawer?
Or is it the Finnish studio giving the side-eye to their Swedish neighbours for the unstoppable
the forward march of Ikea?
Either way, kicking the shit out of desks is my favourite thing about Control and something
that feels inherently Remedy - this is a studio that has always had an amazing eye for detail,
but not at the expense of broader spectacle.
And in that furniture wrecking both of those qualities are mashed together: the mundane
minutiae of office existence, and the power to turn *that* into wood chips and billows
And if you need further convincing?
Well, I’ve got six more reasons this is Remedy’s best work yet.
But before that, if you enjoy this video as it goes along could I tempt you to hit the
thumbs button and maybe subscribe to the channel if you aren’t.
Because people who do subscribe get the warm inner glow of an industrial furnace, and those
that don’t get fed into whatever the hell this is.
The choice is yours.
To set your minds at ease, not all enemies bleed paper clips and biros.
When the hiss does turn up, Remedy delivers big, forceful combat that is true to their
You see, whenever I think of Remedy I think of Max Payne’s constipated face.
This is not a fearful face, but the scrunched up anticipation of a man who knows he’s
going to enter most rooms horizontally and kill everyone in it.
This is the Remedy way: they were making action games before cover shooting became the norm.
Their heroes rush in and unleash godlike powers.
Alan Wake was more of a survivalist, but even he turned survival into a fireworks show.
Jesse Faden is cut from that Remedy cloth - she has a single gun that magically morphs
into a pistol, machine gun, shotgun, rifle or grenade launcher.
It has infinite ammo, and only requires a short time to recharge - that’s a short
the time you can be throwing objects around with telekinesis, or absorbing incoming hits behind
a wall of levitating rubble, or brainwashing goons to join your side.
I kind of feel for these guys - possessed by one evil force, turned into a concrete
monster and then possessed into a goodie again?
Therapy bills out the wazoo.
Throw in the need to collect dropped pellets to regain health and you have combat that
asks you to push the attack and gives you the tools to fill that push with endless carnage.
Faden reminds me most of Quantum Break’s Jack Joyce in the way that powers keep the momentum
going and combine to let you toy with ghouls, whether closing the distance with an evasive
dash to deliver that psychic slap, or upgrading your force pull to let you pluck up weakened
enemies and use them as projectiles.
The first few times you meet these flying chair bastards you live in fear of their dive
bombing ways; once you pull one into your grip you realise you’re basically carrying
your granddad in his favourite chair.
Grandma would frown on you using gramps as a projectile.
And just look at the thing!
I know we're encouraged to look beyond slick surface details - even slicker if you lavish
them with impressive real-time reflections on an RTX card - but there is an undeniable
pull in the sheer spectacle of Control.
Probably shouldn’t come as a surprise from the brains who gave us Max Payne’s sniper
bullet cam - but Control really knows how to sell you on the strength of your powers.
I’ve banged on enough about prop destruction, but so much of the environment can bear big
scars from your handiwork.
From giant porcelain tree pots, you can chip, to wood-clad office walls that’ll split
under fire, the Oldest House is a delightfully brittle world - almost stupidly so considering
the dangerous nature of the Bureau’s work.
It’s a bit like a bull farmer deciding to raise his animals in a china shop.
This place cracks and shatters with the gentlest push and a gentle push is Jesse’s baseline.
Or look at the animation of the abilities themselves - hundreds of tiny touches to convey
the magic at your fingertips.
Like, picking up a projector and using a public service announcement as an elaborate torch.
Or the nervous wobble of flight - like a pantomime Peter Pan trying to master wirework.
Another favourite is how when you pull an object towards you and you see bits of dirt
and tiny screws circling the prop - yes, a power so raw it can reach all those hard to
That basically makes Jesse a Dyson Cyclone V10 and do you know how freaking expensive
Or even better, hold a levitating prop and your throbbing energy causes other small items
to slowly raise off the ground - it feels like someone had huge fun bringing these abilities
Speaking of levitation, Jesse’s flight ability is another burst of pure spectacle; not just
the means to zip up to higher ground or get the drop on guards, but a choice to pull away
and survey all the trouble you’re causing from the best seat in the house.
You can still do all your other moves in the air, too, so now you’re dropping vending
machines on people from above with one hand and sniping off troops with the other.
Throw in some brainwashed guards and it’s basically like playing a really odd top-down
Her flight is probably too powerful in truth, but as you wobble through the air cackling,
the last thing on your mind is ‘hmmm, I wish I could be doing less of this’.
In truth, Control is not a difficult game for many of the reasons outlined already - extreme
power and vulnerability is a difficult balancing act, almost as hard as the mix of casual yet
informative analysis that we strike in these videos.
But it also has something to do with the light RPG mechanics Remedy are toying with for the
While you have a traditional skill tree, slowly boosting Jesse with heavier item levitation
or multiple brainwash targets, you also have the weapon and personal mods that take the form
of stat buffs.
These items have more in common with loot drops than traditional collectables - they
come in degrees of rarity and you often get things that are meaningless to you - weapon
mods for weapon forms you’ve yet to craft, for example, or upgrades to the shield power.
I’m not knocking the shield, but if you’d rather invest juice in the power to hide behind
rocks instead of throwing TVs at ghosts, then I’m not sure you and I will ever be friends.
At the end of the day, what this really does is let you take an already formidable moveset
and buff it into something unstoppable.
Even with a limit of three personal mods and three weapon mods - and those slots have to
be crafted with rare materials - you are able to transform skills and weapons.
For example, by stacking mods that increase the energy efficiency of Launch, I can perform
my telekinetic move on tap - I walk into a room and ping pong scenery between Jesse and
whatever is silly enough to be standing opposite Jesse.
I'm not even looking for specific items to grasp, just hammering the button for a lucky
dip - oh, it’s a fire extinguisher, hey, it’s a janitor’s cart, whoa, it’s the
the guy I just hit with the janitor’s cart.
Likewise, with damage modifiers to the service weapon’s Grip form, and an extra bump for
headshots, even this basic firm hit like a desert eagle and became my sole weapon of
the choice for the second half of the game.
But rather than see it as a nuked difficulty curve - and don’t get me wrong, there are
definitely, tougher challenges hiding away in the game, mainly inside missions - I really
liked finding this loot system inside a shorter, narrative-driven game.
It’s all the nerdy fun of piecing together an optimal character build but played out
in fast forward over 15 or so hours - not so short that you don’t get time to grow,
but not so long that you have to wait for ages for something fun to turn up.
It’s a looter shooter for the impatient, which is not something I ever expected from
a relatively linear third-person shooter.
I call it relatively linear as Control has elements of a Metroidvania - again, a pleasant
a surprise gave Remedy’s linear back catalogue.
But, as with the loot, it’s almost a lighter take on the genre.
Yes there are powers required to navigate certain obstacles and a system of numbered
keycards give you a reason to backtrack and wreck previously untouched desks.
But at the same time, Remedy’s desire to tell a particular story means their hand is
never far from the steering wheel.
Follow the main story objectives and Control doesn’t feel very Metroid-y at all - there’s
some forced backtracking to the main hub room, but the main story path gives you a thorough
tour of the Oldest House.
What Remedy does do well, however, is inject side missions with enough character that you
are lured from that main path and encouraged to sniff out the secrets.
Whether you’re helping the janitor-slash-Gary-Oldman look-a-like clean out mould or hunting down
a crew of renegade soldiers, there’s a tangible reason to seek out every hidden nook.
And, while the Oldest House isn’t a 3D maze to rival, say, Metroid Prime, it does do one
of my favourite Metroid-y tricks of giving you power - in this case, flight - that
reveals loads of new stuff in areas you thought exhausted.
All of a sudden you’re zipping around unseen heights and remembering all the battles that
played out below.
It’s really the only power that has any transformative impact in the game, but it’s
a good one.
Will Metroidvania fans dig it?
I think they’ll find it too simplified and missing some key ingredients.
It has a terrible map screen for starters, that totally fails to convey height and often
appears to be missing several rooms and paths.
It’s also a shame that there’s no in-game measurement of stash boxes found - the completionist
in me wants to know when the Oldest House is stripped clean.
Hardened Metroid fans may also be thrown by the fact that secret stash boxes contain random
mods or crafting materials - there is a disposable vibe to them that you don’t get from a health
upgrade or a new piece of kit.
These are the quibbles of a Metroid fan, however.
As a Remedy fan, I enjoy having a reason to spend more time in their world.
When you combine everything I’ve talked about - the playful powers, the character
evolution, the non-linear world - Control feels far more open to being played with than
Remedy’s back catalogue.
It doesn't turn the combat tap on and off as the story demands but finds heaps of ways
to keep you engaged.
This could be the simple respawning of enemies as you backtrack - never a chore when you've
got a new power or weapon to test on them.
But it's more substantial than that - when you pause at control points you can sign up
for Board Countermeasures, which are smaller action milestones, not dissimilar to daily
challenges in a live service game.
This is definitely Control at its most artificial and gamiest, but the objectives encourage
you to use weapon forms or powers you might have ignored up until then, which in turn
leads you down that path of tinkering with mods to get those abilities more battle-ready.
That you are then rewarded with more mods only feeds into the loop.
You also get Bureau Alerts, which are random incursion that sees specific rooms host timed
events - like wiping out a squad of extra strong enemies or protecting hapless bureau
agents or… well, let's not kid ourselves, it's all variations on Kill The Things.
But it's good to see areas you've cleared out repurposed for rougher encounters.
And it's quite cute to play into Jesse's role as a put upon the director of the Bureau, sorting
out everything herself - it almost inspired me to stop delegating my work to Astrid and
I mention Jesse's directorship there, and I hope you don't mind that I've not gone any
deeper into her story.
I think Remedy is a proven talent at telling stories in fun set pieces, explaining how
they elevate those scenes here would rob you of some really cool stuff - needless to say,
the Oldest House is constantly misbehaving, and Remedy has a huge amount of fun with
head-spinning scene shifts and a run of puzzling clashes with a range of seemingly harmless
My only other word of advice is to take your time and drink in the supporting documents
and watching Remedy’s signature TV broadcasts…
“Just look at it, eight inches wide and capable of storing a whopping 80 kilobytes…”
Yes, audio logs and backstory documents have been done to death, but when it’s done with
this level of care - and tell the story of a world this intriguingly constructed, you
forgive its old habits.
I’m less sold on the creepy as a shit puppet show - why don’t they do some re-runs of
Captain Baseball Bat Boy instead?
There’s other stuff for long term fans - it’s interesting seeing how Control slots into
the wider Remedy-verse and there are some lovely nods to the studio’s Finnish homeland
that give it a personal touch I found very endearing.
In fact, while this is, on paper, their most abstract world to date, it’s easily the
most human - from NPCs freaking out about their messed up situation to that aforementioned
clash of office drudgery and supernatural oddness.
Like everything in Control, it shows a maturity - after Quantum Break, which had lots to love
but felt muzzled by its weird TV show-game hybrid structure, this is Remedy back on form,
and taking a bit of a hammer to that form in the process.
It’s easily their most playable game, exploring and executing its mechanics with as much care
as it gives the story.
I thought it was fab and wouldn’t be surprised to see Remedy adding some game of the year
awards to their shelves - well, as long as some maniac doesn’t smash them off the wall
Thanks for watching this look at Control - I hope it has answered you questions about the
If it hasn't why pop your questions in the comments below or watch Alice’s earlier
preview - it has more details on the story and good stuff like that.
And thanks again to Logitech G for sponsoring this video.
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