Con­trol

noth­ing is at it seems in The Old­est house

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It’s a new game from Rem­edy En­ter­tain­ment. It’s weird, okay. It’s su­per weird. Not that we’ve nec­es­sar­ily come to ex­pect any­thing less from the stu­dio that de­liv­ered Max Payne, Alan Wake and Quan­tum Break to us over the last two decades, but Con­trol hon­estly caught us a lit­tle off-guard.

The game is based around the idea of in­ves­ti­gat­ing the head­quar­ters of a fed­eral agency re­spon­si­ble for mon­i­tor­ing the un­ex­plained. The world is sub­ver­sive and steeped in the un­nat­u­ral, pre­sent­ing level and sce­nario de­sign from an ever-shift­ing per­spec­tive. Con­trol is non-lin­ear by its very na­ture, mean­ing the only way to progress is to dig into the threads of story that you stum­ble across and fol­low them the best you can. Nav­i­gat­ing the spa­ces of The Old­est House – that’s the afore­men­tioned HQ – is no easy task, par­tic­u­larly as the en­vi­ron­ments ad­here to nought but a dream­like logic – its twist­ing cor­ri­dors in­fested by su­per­nat­u­ral en­ti­ties. It’s dif­fi­cult to know how Rem­edy will handle the con­struc­tion of such a free-form ex­pe­ri­ence, though we’re con­fi­dent that it will still de­liver in all the ways that we’ve come to ex­pect from the stu­dio: an in­trigu­ing story and high-oc­tane ac­tion based within a world with a weird streak run­ning down its spine. Ba­si­cally, an ex­pe­ri­ence that no other de­vel­oper in this in­dus­try would dare at­tempt.

Con­trol is the lat­est project from the tal­ented folks at Rem­edy En­ter­tain­ment. Find out more here: rem­e­dygames.com/con­trol

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