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[Review] ‘Control’ is a Weird and Wonderful Spectacle, Held Back by Technical Issues

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Control should be a sure success. It is inarguably Remedy’s most stylish and confidently-written game for years, and arguably its best, but as with the game’s twisting narrative, it’s not quite that simple.

Developer Remedy (Max Payne, Alan Wake) combines its two signature styles, the supernatural and fancy combat, and gives us this near-majestic sprawling explorative adventure. If Max Payne teased us with its Matrix-style bullet time, then Control lays out a full-on Matrix buffet, with reality-bending fights, virus-like antagonists, and a lead reluctantly thrust into a position of power in a place they don’t fully understand.

That’s not to say Control is without an identity of its own. Remedy has built a world rich in its own personal lore, or rather it has built the Oldest House. Occupied by the Federal Bureau of Control, this building doesn’t conform to logic or architecture and has a genuinely fascinating backstory to uncover about why that is.

Your part in that is as Jesse Faden (Courtney Hope), a young woman who has somehow entered the building seeking answers about her past, but soon finds herself placed in the role of Bureau Director and having to tackle the intrusive enemy presence known as The Hiss. With the building on lockdown, and the answers she seeks somewhere deeper in its shifting walls, Jesse has no choice but to embark on a journey into the unknown.

Jesse works well as a protagonist because she’s got a purpose and a mission, but like the player, comes into the Oldest House with a blank slate of knowledge about what’s going on. Unfurling her story is just as enjoyable as that of the Oldest House, and though other uninfected humans are limited to just a handful of FBC staff with only a small amount to say, they are fleshed out admirably in that time and bolstered by the various files, emails, recordings, etc about them. Matthew Poretta (who played a previous Remedy protagonist, Alan Wake), who plays Dr. Casper Darling, shows up in video logs throughout the game and is a highlight as he goes from goofy mad scientist to something else entirely in the wake of the Hiss invasion. Caretaker Ahti is arguably the pick of the NPC bunch, speaking in strange broken English and appears to be more than he lets on.

These people season the Bureau of Control’s story, but the building itself is is the key ingredient. The Oldest House is something of a throwback in that its singular location plays out in a very Metroidvania fashion. It contains some static areas, where Jesse can cleanse a control point which acts as a fast travel point and upgrade station, and as Jesse’s abilities improve, survivors are met, and the story progresses, previously unreachable or locked areas open up. The powers behind the building have created some strange aberrations, however, and the very layout of it feels like a structural impossibility. It’s an absolute joy to explore because it blends normality and strangeness in a confident and consistent manner. The oddness always feels ‘right’ in Control‘s world. Even the existence of the puzzles, which can get pretty weird, makes sense within the structure of this world.

Hiss-infected areas are creepy, with FBC staff just dangling in the air as a collective voice recites an unnerving hymn. The lighting is phenomenal. It delivers an impressively ominous red glow to threats and otherworldly gloom to otherwise normal-looking environments. HDR hadn’t been implemented on PS4 Pro at the time of writing, but Remedy has already nailed effective lighting for atmosphere. Places can feel foreboding simply because of this.

Paranormal forces are a big part of what makes the Oldest House tick and while The Hiss is a constant threat, teleporting into an area as you enter with regularity, its presence has upset the natural order of the building, creating new threats from within. Many of these are hidden away as optional missions. You can miss them completely and still finish the game, but they provide some of the coolest moments, and the juiciest rewards. Exploration is encouraged rather subtly in Control, but I found it hard not to go off the beaten track and snoop around every nook and cranny. Not only are you likely to find out more about the recent history of the building and its prominent members of staff, but you’ll also likely find those aforementioned optional missions. Just make sure you’re well equipped and up to speed on Jesse’s abilities before engaging.

Jesse has inherited the service weapon from the now-deceased former Director, a shapeshifting gun that can be upgraded to change into a variety of weapon types as you progress through the game. So rather than carry a salvo of guns on her person, Jesse simply switches the service weapon’s form from handgun, to sniper rifle, to shotgun, and more. As you explore the Oldest House, you’ll discover mods that can be slotted into each weapon form, enhancing aspects of it such as spread, recoil, and even amplifying damage as you rack up the kills. There’s a loot shooter-style system in place where you can find mods of different rarity, and any unwanted ones can be recycled to help purchase upgrades.

Jesse soon gets to put her new toy to the test against The Hiss. This malevolent presence has infiltrated the human workforce of all those at the Bureau who were left unprotected against it, and it manifests itself in its hosts in a number of increasingly disturbing ways. The standard footsoldiers are fairly easy fodder on, but a combination of smartly aggressive tactics and sheer numbers make a lot of battles something meatier than a simple shooting gallery. The variety of enemy types adds to the tactical variety as Jesse’s own arsenal grows, and with the odd notable exception, it provides a fair challenge throughout as a result. As noted previously, the optional side missions can offer some of the toughest tests in the game, and it’s expected that you’ll perish at least a couple of times trying to figure out the right combination of your gun types and your abilities.

Jesse finds that she has some otherworldly abilities, acquired through various means whilst exploring the Oldest House. It begins with a simple telekinetic blast, where Jesse can pull up objects and even chunks of the scenery to hurl at The Hiss, and eventually graduates to the likes of full-blown levitation. These abilities, like the service weapon, are upgradable, and all feel entirely useful. As you reach later stages of the game and The Hiss throws different combinations of glowing red bastards at Jesse, the full set of powers and weaponry can be juggled on the fly. Sometimes it’s fine to sit back, and methodically pick enemies off from a distance and behind cover with a combo of hurled projectiles and long-range firepower, and others its almost essential to zip around up close, ducking and weaving like a boxer, putting up temporary rubble shields to block attacks before unleashing shotgun death. It would be a masterful combat system if not for one rather sizeable problem.

Now, this could be far less of an issue in future, as it’s a fixable one, but Control currently has a real framerate problem. It falters when too much is going on, and given how hectic battles can get, things can get frustrating and the action judders, causing death through no fault of your own. Toward the end of Control there’s a hefty set of firefights which, if failed, send you right back to the start of the sequence. An entire tactical option is made very difficult because the use of projectiles and explosive rounds causes the framerate to tank, and that means a slow and methodical tactic works best, but that eats so much more time, and if you fail before getting to the key point, you’re back to the start of it again.

In most situations, I was able to get by despite this, but every now and again the combination of framerate drop, a tough fight, and an inevitable trudge back to where I needed to be after death, made me dread combat encounters, which is unfortunate because Control‘s combat is such great fun otherwise.

Framerate also dips after unpausing the game. Not once, not twice, but every single time. Pausing at the wrong time cost me more than one fight. I really don’t mind the backtracking to set-piece fights, but having to do so because of a technical fault does this system no favors.

Yet it did not dissuade me from playing Control. Yes, I had to continue because it’s a review, but I very much wanted to continue despite this problem. Remedy has made a truly engrossing game world that begs to be investigated and the need to know more about it spurred me on whenever things got difficult. Every time I thought things had got predictable, Control threw another curveball, be it in a kooky side mission involving a fridge or a bit of Kojima-esque meta trolling, Control consistently delivers the bizarre without trying too hard to be bizarre. It’s a weird, wonderful, and generally fantastic game that’s hampered by an unfortunate technical handicap.

Control review code for PS4 provided by the publisher.

Control is out August 27 on PS4, Xbox One, and PC.

 

 

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‘Unhinged’ Review: Netflix’s Interactive Horror Thriller Is Short But Serviceable Gaming Fare

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Netflix's Unhinged Review

Netflix has such a strange history in gaming. I wouldn’t be surprised if most people don’t even know that there are free mobile games you can access through the service. Many of them are adaptations of their TV series, like “Too Hot to Handle” or “Squid Game”, while some are mobile versions of existing games, like Into the Breach or Hades.

In addition to mobile games, they’ve also created interactive movie experiences where you use your remote to select narrative options at branching points. Black Mirror: Bandersnatch was a fairly successful version of this, but my sentimental favorite was the one where WWE’s New Day had to escape a murder house boobytrapped by The Undertaker. Even if some of these made a bit of a splash, it seems it never really hit with mainstream audiences the way their shows do.

One of the studios they purchased while trying to break into the game space was Night School Studio, the creators of the spooky narrative series Oxenfree. This struck me as a particularly smart acquisition, as this type of narrative game seems like something that would feel at home under the Netflix umbrella. While they did release Oxenfree II while owned by the streaming giant, it was released on traditional platforms, which led me to wonder when their first Netflix exclusive would show up.

While they did produce a game called Thronglets, a mobile version of a plot element from an episode of “Black Mirror”, the recently released Unhinged seems to be one of the highest profile Netflix games in a long time.

Unhinged is a first-person, narrative-driven thriller starring Zoë Kravitz, Sadie Sink, and Troy Baker. This 30-minute experience, played on your TV through the standard Netflix app, is controlled by your phone, using some clever tricks to make the whole thing feel more immersive. It’s a neat variation on the “interactive movie” subgenre, with a tiny bit of point-and-click adventure game DNA thrown in for good measure, but it doesn’t exactly offer you as many options as something like Until Dawn.

Kravitz plays Ava, a woman who is hunkering down in her apartment complex during a dangerous hurricane. As she talks with her friend Claire, who lives in a neighboring building, about possibly leaving to find shelter elsewhere, she finds herself in a desperate chase with a crazed killer that stalks her through the halls of the building. It’s a decent setup for a very contained story, but I wish there was a little more meat on the bones. The voice acting is great, but there’s not really a ton of characterization for the two leads, and the killer was a bit “generic psycho” for my taste. There’s some implied backstory with other tenants in the building, but it’s not enough to make me feel like there’s a web of relationships that would give the story more emotional weight.

To play the game, you open up your Netflix app wherever you usually watch, then select the game. This will bring up a QR code, which you’ll scan on your phone, prompting you to download a controller app that will sync up to the game. The majority of the way you’ll interact is by pointing at the screen like a Wiimote, which selects on-screen options for Ava and shines her flashlight around the environment.

While this does give it the feel of an FMV game, Unhinged is rendered in a photorealistic graphics style, and while not quite to the level of something like P.T., it does the trick of drawing you into the action. You’re still put on a pretty strict path while moving around, which is done automatically when you select a direction, but moving your phone gives you the ability to look around your environment, even if only slightly.

The real immersive part of the game is the fact that your phone also acts as Ava’s phone. The plot is frequently moved forward by calls and text messages that you answer as you would on your own cellular device. As sound blasts out of your phone, it does put you in the shoes of the main character, momentarily worrying you that the sound of the call or text is going to alert your on-screen stalker. This part of Unhinged truly takes advantage of the format to draw you deeper into the story, though unfortunately it’s so effective that I wished the game found even more ways to use it.

There are a couple clever moments that make for unique ways of delivering twists or doing extremely light puzzle solving, but most of the time it’s just used to allow your friend to give you instructions on how to move the narrative forward.

All these mechanics come together to give the illusion of tension without actually fully delivering on it. When you get to a situation where you’re under pressure, a timer bar will appear on the top of the screen, indicating how long you have to get to safety. It’s a fine gimmick, but it comes off as a little hard to gauge. Since you don’t have direct control over your character, all your actions are very heavily animated, and sometimes your choice ends up taking longer than you think it will not because of the idea behind the choice, but because of the length of the animation. Fortunately, if you die, you’ll just pick back up at a checkpoint right before the choice, and you’ll even be treated with a voiceover discussion between police officers examining the crime scene, describing how you died.

So in theory, there is tension, counting down as the killer gets closer and closer to reaching you, but what you’re actually doing almost never feels like it’s testing you in any meaningful way. Actual choices come up very infrequently, making most of your interaction with the game world just scanning your pointer across the screen looking for an interaction point to progress, hoping the animation doesn’t take up too much time before the timer runs out. I didn’t hit a ton of friction points with it, and there’s even a Story Mode if you want to take out all possibility of death, but I found myself wishing there were more ways to affect the world around me. The phone calls and texts felt really fun and clever, but the rest of the gameplay just didn’t match that, making me wish there was more emphasis on the unique interaction model rather than the more traditional one.

Even though the mechanics aren’t necessarily pushing the tension as hard as they could be, the actual content of Unhinged’s story contains some pretty brutal situations. The villain isn’t the most unique or fleshed out, but he’s responsible for some gruesome moments that raised the stakes to make the game feel more intense. It makes your fight for survival feel that much more desperate, so even if you’re just highlighting icons on the screen, it feels more visceral thanks to what Ava is witnessing.

While I appreciate the game being lean and mean, I wish it was just a little bit longer. Thirty minutes is a pretty short runtime, and it doesn’t feel like the story for Unhinged has the time to come up with something that really sets it apart from other stories of its kind. The focus on the hurricane at the beginning made me think that was going to be more integral to the plot, but it didn’t really do much aside from explaining why the apartment complex was so empty. Thrillers like this live or die on how memorable their killer is, and there wasn’t anything really clever or unique about him. If this game doubled its runtime to the length of a standard Netflix show, it might have given them more room to build character relationships that made the action more meaningful, or at least given it a bit more personality of its own.

Night School Studio is on to something with the format of Unhinged. The combination of on screen and on phone prompts makes the game feel more immersive, drawing you in even when the narrative itself doesn’t feel fully formed or unique. The short runtime is both a help and a hindrance, keeping the pacing tight at the cost of adding any depth to the proceedings. This feels like a great first draft, and I hope that Night School is given the freedom to continue experimenting with the model, as the level of polish shown here was promising.

Even with its flaws, if you’ve already got a Netflix subscription, there’s no reason not to sit down for half an hour to check out Unhinged. If you can keep your expectations in check, it’s a nasty little thrillride that doesn’t overstay its welcome.

Unhinged is streaming now on Netflix.

3 skulls out of 5

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