& # 39; Control & # 39; is almost a fantastic supernatural action game



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Between aiming, shooting and throwing large metal boxes at villains, each piece has a lot to offer. Jesse's super powers are dope, mainly because they're not too capricious. The objects she can pick up – electrical boxes, metal panels, lights, concrete blocks – are underlined in white, but even if there is no disposable object around you, hold down the telekinesis button and she simply tears a section of the floor. As Jesse grabs objects, they move away from her, leading to one of the most satisfying mechanisms in the game: Killing enemies by suddenly striking them in the back with a giant metal box.

The music rises deliciously as Jesse enters into combat and must disappear once all enemies have been eliminated. However, the frenzied and pounding beats did not dissipate after a battle a few times during my game, making walking down the halls and through incredibly intense metal stairs for a lot of the time.

There is room to improvise and undertake mini-missions throughout the course of Jesse; brutalistic concrete architecture is dotted with details that add to the background narrative. Navigating the building is quite simple, with many green lights and signs with friendly arrows pointing the way. However, I found myself lost in the industrial complex once, for about 10 minutes, and the players on either side of me had an even more difficult time. The developers finally came to help each of them navigate their way through various labyrinth loops, physically pointing them in the right direction.

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There is clearly a complete game here, ready to be packed with a paranormal goodness of action and a mysterious story to unravel, coming from a team that knows how to tell a scary story. Still, a few moments of the demo paused me. The character animations seemed unfinished in cinematics, surprisingly stiff and repetitive. The protracted battle music has raised a red flag. A handful of people needed help from the developers, some help with mission goals or navigation, and at least one person with an end-of-session problem.

This happens sometimes, in pre-release demos. But with ControlThe launch date of in two months, I am surprised by the amount of polish that remains to Remedy to apply. The studio is at the base of a fantastic game with cool and fluid fighting mechanics, and I would hate to see it overshadowed by its flaws.

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