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Exploring the Cosmic Horror of Remedy’s ‘Control’

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Despite what a lot of movies and games would have you believe, there’s more to Cosmic Horror than slimy tentacles and otherworldly entities. Popularized by the weird fiction of H.P. Lovecraft, this sub-genre is really at its best when exploring the sinister truth that lurks behind what we consider to be reality, suggesting that the universe is in fact much larger and more terrifying than we previously thought. From the disturbing implications of impossible architecture in Lovecraft’s The Dreams in the Witch House to the infinite hallways of Mark Z. Danielewski’s House of Leaves, nothing’s more terrifying than watching mundane life fall apart before our eyes.

That’s exactly why I think Remedy’s Control excels in its presentation of Cosmic Horror, despite not necessarily being a horror game.

Control may be something of a spiritual successor to Remedy’s previous horror masterpiece, Alan Wake (existing in the same universe and even incorporating bits of Wake‘s plot into its lore), but it’s also an action-packed third-person shooter with none of the elements traditionally associated with survival horror. In the game, players take on the role of Jesse Faden, a young woman with untapped potential searching for her long-lost brother. With the help of a benign eldritch presence inside her head, Jesse’s search leads her to the ever-shifting headquarters of the Federal Bureau of Control, a secretive organization that investigates paranormal occurrences.

Exploring the infinitely expanding corridors of the FBC, Jesse unwittingly becomes the new Director of the organization and is tasked with purging the building of a newfound interdimensional threat. Armed with a shapeshifting Service Weapon (basically Excalibur, Mjolnir and an automatic pistol all rolled into one) and a slew of telekinetic powers, players embark on a massive odyssey through “The Oldest House”, facing hordes of brainwashed security personnel and all sorts of unexplainable phenomena as they regain control of the Bureau.

While the game technically takes place in an open-world, you never actually leave the Oldest House, with exploration unfolding like a classic Metroidvania title. Players slowly gain access to more of the environment as they find keycards and unlock new abilities, eventually revealing an interconnected labyrinth that would put the Overlook Hotel to shame. Combat also evolves as you explore, with late-game encounters looking a lot more like a thrilling super-hero simulator than a traditional third-person-shooter.

However, even with your god-like abilities, Control still manages to unnerve players with the way the characters and environments get progressively more bizarre. Creepy possessed enemies aside, there’s something undeniably eerie about these supernaturally neat corridors and office spaces, and it only gets weirder once you dive deeper into the infinite bowels of the Oldest House. As you encounter god-like entities and physics-defying objects (which range from killer refrigerators to an ominous rubber duck), you’ll eventually come to realize that despite all these powers, Jesse is just a tiny speck of dust in an unfathomably large universe.

A never-ending haunted house.

The main story doesn’t explore as many of these themes as I would have liked (with many elements appearing to have been intentionally held back for a sequel), but the world-building more than makes up for that. Even the numerous collectibles help to paint a picture of a hellish work environment that can either be played for laughs or used to provide moments of genuine terror. While I usually dread text-based collectibles in gaming, I found myself scouring these areas for letters and documents that would further expand the lore.

Of course, much of the Cosmic Horror present in the game is borrowed from its influences. The Federal Bureau of Control and its Altered Items are obviously inspired by the internet’s infamous SCP Foundation (another secretive organization that catalogs and contains paranatural phenomena), and there are quite a few nods to both The X-Files and Twin Peaks, as well as Remedy’s own previous work.

These references are more than just set dressing, and that’s why I think it’s impossible to discuss Control without diving deeper into its relationship with House of Leaves. For those who haven’t read Danielewski’s magnum opus, the book is a multilayered story that converges around a documentary about a suburban house that’s bigger on the inside. While this 2000 novel has been hugely influential on the Found-Footage genre, it was also an inspiration for the meta elements of Alan Wake, and a lot of that seems to have bled over into Control.

Not only is the Oldest House inspired by the ever-expanding roots of the House on Ash Tree Lane, but the layers of videos and vague documentation slowly unveiling the FBC’s true nature are also surprisingly true to the spirit of the book. While I’ve always thought that a direct adaptation of the novel would be pointless, the added dimension of interactivity makes gaming the perfect medium to explore these architectural nightmares, something that Remedy seems to be aware of.

Control is by no means an adaptation, boasting unique characters and a distinct setting, but the game’s most iconic moment feels a lot like an action-packed recreation of an expedition from the later chapters of House of Leaves. Blasting through the aptly-named Ashtray Maze is a wonderfully psychedelic experience, but there’s an ominous feeling of dread in the background as you realize that you’ll never fully understand the true nature of these events. This could have been a thrilling sequence in a movie, but nothing can top actually exploring these impossible environments in three-dimensional space.

Trippy.

Speaking of movies, Remedy once again flexes their cinematic muscles with this title, incorporating quite a bit of live-action footage and motion-captured performances into the game. The most notable of the live-action elements are the recurring institutional videos featuring Matthew Porretta as Doctor Casper Darling as he introduces employees to the Bureau’s weird science. Even on their own, these sequences would make for one hell of a Found-Footage flick (I especially enjoy a certain musical number towards the end of the campaign), but spliced into the game they serve as compelling windows into the inner workings of this strange world.

The rest of the cast is also consistently great, especially with Remedy’s absurdly detailed visuals, but Courtney Hope really knocks it out of the park as our awkward yet likable protagonist. Hope perfectly captures Jesse’s insecurity as she’s thrown down a rabbit hole where nothing makes sense and danger lurks around every corner. Over time, however, she learns to accept her place as a leader while also developing a great sense of humor, making for a highly-entertaining character arc.

Jesse’s one-sided exchanges with “Polaris” may seem strange the first time around, but things become much more interesting once you realize that the game is actually implying that the eldritch force inside her head may in fact be the player aiding her on her mission. Not only is this fourth-wall break kind of creepy, but it’s also rather fitting when you factor in Porreta and Ilkka Villi’s triumphant return as Alan Wake in Control’s AWE DLC, with an ending that teases a future crossover between the Bureau and the dark forces that have imprisoned Wake.

Despite its penchant for blockbuster action sequences, Control‘s dedication to proving that the world is, in Jesse’s words, “much bigger and much stranger,” makes it a perfect companion piece to Alan Wake‘s particular brand of existential terror. It’s also a stunning example of Cosmic Horror done right, feeling like a more faithful translation of the sub-genre than many straight-up adaptations.

At the end of the day, Control isn’t a traditionally scary game, but it contains so many horror elements that I believe genre fans are sure to be delighted with this mind-blowing experience. It may not always make sense, but the game is consistently interesting and Remedy’s novel approach to interactive storytelling will likely leave you wanting more. Luckily for us, the Oldest House has yet to reveal all of its secrets, though it’s up to you if you really want to know the terrifying truth that lies beyond the veil.

Born Brazilian, raised Canadian, Luiz is a writer and Film student that spends most of his time watching movies and subsequently complaining about them.

Editorials

What’s Wrong with My Baby!? Larry Cohen’s ‘It’s Alive’ at 50

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Netflix It's Alive

Soon after the New Hollywood generation took over the entertainment industry, they started having children. And more than any filmmakers that came before—they were terrified. Rosemary’s Baby (1968), The Exorcist (1973), The Omen (1976), Eraserhead (1977), The Brood (1979), The Shining (1980), Possession (1981), and many others all deal, at least in part, with the fears of becoming or being a parent. What if my child turns out to be a monster? is corrupted by some evil force? or turns out to be the fucking Antichrist? What if I screw them up somehow, or can’t help them, or even go insane and try to kill them? Horror has always been at its best when exploring relatable fears through extreme circumstances. A prime example of this is Larry Cohen’s 1974 monster-baby movie It’s Alive, which explores the not only the rollercoaster of emotions that any parent experiences when confronted with the difficulties of raising a child, but long-standing questions of who or what is at fault when something goes horribly wrong.

Cohen begins making his underlying points early in the film as Frank Davis (John P. Ryan) discusses the state of the world with a group of expectant fathers in a hospital waiting room. They discuss the “overabundance of lead” in foods and the environment, smog, and pesticides that only serve to produce roaches that are “bigger, stronger, and harder to kill.” Frank comments that this is “quite a world to bring a kid into.” This has long been a discussion point among people when trying to decide whether to have kids or not. I’ve had many conversations with friends who have said they feel it’s irresponsible to bring children into such a violent, broken, and dangerous world, and I certainly don’t begrudge them this. My wife and I did decide to have children but that doesn’t mean that it’s been easy.

Immediately following this scene comes It’s Alive’s most famous sequence in which Frank’s wife Lenore (Sharon Farrell) is the only person left alive in her delivery room, the doctors clawed and bitten to death by her mutant baby, which has escaped. “What does my baby look like!? What’s wrong with my baby!?” she screams as nurses wheel her frantically into a recovery room. The evening that had begun with such joy and excitement at the birth of their second child turned into a nightmare. This is tough for me to write, but on some level, I can relate to this whiplash of emotion. When my second child was born, they came about five weeks early. I’ll use the pronouns “they/them” for privacy reasons when referring to my kids. Our oldest was still very young and went to stay with my parents and we sped off to the hospital where my wife was taken into an operating room for an emergency c-section. I was able to carry our newborn into the NICU (natal intensive care unit) where I was assured that this was routine for all premature births. The nurses assured me there was nothing to worry about and the baby looked big and healthy. I headed to where my wife was taken to recover to grab a few winks assuming that everything was fine. Well, when I awoke, I headed back over to the NICU to find that my child was not where I left them. The nurse found me and told me that the baby’s lungs were underdeveloped, and they had to put them in a special room connected to oxygen tubes and wires to monitor their vitals.

It’s difficult to express the fear that overwhelmed me in those moments. Everything turned out okay, but it took a while and I’m convinced to this day that their anxiety struggles spring from these first weeks of life. As our children grew, we learned that two of the three were on the spectrum and that anxiety, depression, ADHD, and OCD were also playing a part in their lives. Parents, at least speaking for myself, can’t help but blame themselves for the struggles their children face. The “if only” questions creep in and easily overcome the voices that assure us that it really has nothing to do with us. In the film, Lenore says, “maybe it’s all the pills I’ve been taking that brought this on.” Frank muses aloud about how he used to think that Frankenstein was the monster, but when he got older realized he was the one that made the monster. The aptly named Frank is wondering if his baby’s mutation is his fault, if he created the monster that is terrorizing Los Angeles. I have made plenty of “if only” statements about myself over the years. “If only I hadn’t had to work so much, if only I had been around more when they were little.” Mothers may ask themselves, “did I have a drink, too much coffee, or a cigarette before I knew I was pregnant? Was I too stressed out during the pregnancy?” In other words, most parents can’t help but wonder if it’s all their fault.

At one point in the film, Frank goes to the elementary school where his baby has been sighted and is escorted through the halls by police. He overhears someone comment about “screwed up genes,” which brings about age-old questions of nature vs. nurture. Despite the voices around him from doctors and detectives that say, “we know this isn’t your fault,” Frank can’t help but think it is, and that the people who try to tell him it isn’t really think it’s his fault too. There is no doubt that there is a hereditary element to the kinds of mental illness struggles that my children and I deal with. But, and it’s a bit but, good parenting goes a long way in helping children deal with these struggles. Kids need to know they’re not alone, a good parent can provide that, perhaps especially parents that can relate to the same kinds of struggles. The question of nature vs. nurture will likely never be entirely answered but I think there’s more than a good chance that “both/and” is the case. Around the midpoint of the film, Frank agrees to disown the child and sign it over for medical experimentation if caught or killed. Lenore and the older son Chris (Daniel Holzman) seek to nurture and teach the baby, feeling that it is not a monster, but a member of the family.

It’s Alive takes these ideas to an even greater degree in the fact that the Davis Baby really is a monster, a mutant with claws and fangs that murders and eats people. The late ’60s and early ’70s also saw the rise in mass murderers and serial killers which heightened the nature vs. nurture debate. Obviously, these people were not literal monsters but human beings that came from human parents, but something had gone horribly wrong. Often the upbringing of these killers clearly led in part to their antisocial behavior, but this isn’t always the case. It’s Alive asks “what if a ‘monster’ comes from a good home?” In this case is it society, environmental factors, or is it the lead, smog, and pesticides? It is almost impossible to know, but the ending of the film underscores an uncomfortable truth—even monsters have parents.

As the film enters its third act, Frank joins the hunt for his child through the Los Angeles sewers and into the L.A. River. He is armed with a rifle and ready to kill on sight, having divorced himself from any relationship to the child. Then Frank finds his baby crying in the sewers and his fatherly instincts take over. With tears in his eyes, he speaks words of comfort and wraps his son in his coat. He holds him close, pats and rocks him, and whispers that everything is going to be okay. People often wonder how the parents of those who perform heinous acts can sit in court, shed tears, and defend them. I think it’s a complex issue. I’m sure that these parents know that their child has done something evil, but that doesn’t change the fact that they are still their baby. Your child is a piece of yourself formed into a whole new human being. Disowning them would be like cutting off a limb, no matter what they may have done. It doesn’t erase an evil act, far from it, but I can understand the pain of a parent in that situation. I think It’s Alive does an exceptional job placing its audience in that situation.

Despite the serious issues and ideas being examined in the film, It’s Alive is far from a dour affair. At heart, it is still a monster movie and filled with a sense of fun and a great deal of pitch-black humor. In one of its more memorable moments, a milkman is sucked into the rear compartment of his truck as red blood mingles with the white milk from smashed bottles leaking out the back of the truck and streaming down the street. Just after Frank agrees to join the hunt for his baby, the film cuts to the back of an ice cream truck with the words “STOP CHILDREN” emblazoned on it. It’s a movie filled with great kills, a mutant baby—created by make-up effects master Rick Baker early in his career, and plenty of action—and all in a PG rated movie! I’m telling you, the ’70s were wild. It just also happens to have some thoughtful ideas behind it as well.

Which was Larry Cohen’s specialty. Cohen made all kinds of movies, but his most enduring have been his horror films and all of them tackle the social issues and fears of the time they were made. God Told Me To (1976), Q: The Winged Serpent (1982), and The Stuff (1985) are all great examples of his socially aware, low-budget, exploitation filmmaking with a brain and It’s Alive certainly fits right in with that group. Cohen would go on to write and direct two sequels, It Lives Again (aka It’s Alive 2) in 1978 and It’s Alive III: Island of the Alive in 1987 and is credited as a co-writer on the 2008 remake. All these films explore the ideas of parental responsibility in light of the various concerns of the times they were made including abortion rights and AIDS.

Fifty years after It’s Alive was initially released, it has only become more relevant in the ensuing years. Fears surrounding parenthood have been with us since the beginning of time but as the years pass the reasons for these fears only seem to become more and more profound. In today’s world the conversation of the fathers in the waiting room could be expanded to hormones and genetic modifications in food, terrorism, climate change, school and other mass shootings, and other threats that were unknown or at least less of a concern fifty years ago. Perhaps the fearmongering conspiracy theories about chemtrails and vaccines would be mentioned as well, though in a more satirical fashion, as fears some expectant parents encounter while endlessly doomscrolling Facebook or Twitter. Speaking for myself, despite the struggles, the fears, and the sadness that sometimes comes with having children, it’s been worth it. The joys ultimately outweigh all of that, but I understand the terror too. Becoming a parent is no easy choice, nor should it be. But as I look back, I can say that I’m glad we made the choice we did.

I wonder if Frank and Lenore can say the same thing.

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