Reviews
[Review] ‘Control’ is a Weird and Wonderful Spectacle, Held Back by Technical Issues
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.
Movies
‘Recluse’ Review – Harrowing Haunted House Horror With Lots Of Skeletons In Its Closet [Tribeca 2026]
A haunted house story is tense, terrifying storytelling when it’s properly executed. There’s been a growing tendency in horror to blend together harrowing haunted house stories with traumatic homecomings. A family member’s illness or death triggers a return to something dark that was intentionally left behind. Recluse hits all the tropes that one expects to find in this type of horror film, yet it manages to push this story in a daring, disturbing new direction that uses sound as a superpower.
It’s a unique lens to experience a familiar story about family secrets, generational trauma, unresolved grief, and the importance of not just legacy, but preservation. It’s a hell of a directorial debut from Henry Chaisson that’s guaranteed to get under the audience’s skin as they’re dragged through this painful, toxic tale.
Recluse is a gothic haunted house story where an isolated audio engineer, Joan (Sasha Frolova), returns to her family’s estate to check in on her father after he suffers a terrible accident. Joan suddenly discovers something much more sinister that paints her family’s tragedies in a very different light. Chaisson’s debut functions as a fascinating companion piece to this year’s undertone, which does a lot of the same things.
These two films make for a fascinating case of parallel thinking that tackles comparable subject matter through a similar lens, albeit in a bigger, less claustrophobic story in Recluse’s case. In fact, it’s the perfect horror film for anyone who was let down by undertone and didn’t feel like it brought enough to the table. It’s a considerably more conventional horror film, but this isn’t meant to denigrate its high quality. Recluse may hit some familiar notes, but it’s a scary, well-crafted haunted house horror story that goes for the jugular.

A gripping mystery that involves the tragic, unresolved circumstances that surround Joan’s mother teases a chilling connection to the recent horrors that have afflicted her father. Joan desperately tries to put these pieces together and give her family some sense of grander peace before she’s pulled under and becomes another victim of this festering curse that’s systematically worked its way through the Wyatt family. By doing so, Recluse digs into some deeper commentary on collective trauma, a very literal look at the “sins of the father” adage, and how one selfish decision can ripple through generations and fracture off into different dilemmas. By the end, Recluse has brilliantly flipped the powerful concept of legacy on its head by illustrating the horrors and sense of entitlement that can be born out of this idea.
A legacy is just another name for a curse under the right context.
”Listen” is a simple but powerful command from Joan’s father that she briefly obsesses over. In a way, it becomes Recluse’s grander mission statement, whether it’s in response to Joan listening to the people in her life, the signals that her body and mind are telling her, or the world’s greater whims. It’s important to reconnect with these grounding pillars, especially when it feels like control is slipping away.
Recluse excels with how audio and soundscapes can create entire universes that are full of rich details that transport individuals to these environments. There’s also a level of objectivity when it comes to audio recordings and the evergreen permanence that they’re able to provide. Joan’s career as an audio engineer makes sense for someone who wants to cling to hard evidence and proof of existence. It provides great insight into Joan without ever getting lost in contrived exposition.
Joan’s entire life is built around audio engineering, and so it makes sense that Recluse features excellent sound design that really goes above and beyond with its production elements. All of the sound design is expertly handled and turns the film into something special. These auditory elements intuitively keep the audience on edge so that they’re more susceptible to the actual scares that eventually strike. The smallest sound effect gets turned into a crushing, cacophonous assault. It’s a really effective way to build terror. Writer/Director Chaisson also handles the film’s music, which achieves a sublime, unnerving dissonance that further heightens the free-floating anxiety.

The story at the center of Recluse is slightly generic in some respects, but the film’s visual language and tone make it feel distinctly memorable. It also doesn’t hurt that the home that Joan returns to is basically an eerie art studio that’s full of contorted paintings. Recluse never struggles to generate mounting dread and terror that pump through every scene. Powerful, thoughtful cinematography consistently reinforces the film’s themes. Joan is constantly reflected in different surfaces or viewed through mirrors. She’s also often confined to tight, constricting framing that all speaks to her refracted identity during this moment of loss and her attempts to regain agency and control by making sense of something that’s seemingly unexplainable.
Recluse is full of truly disturbing visuals that make it seem like Joan is lost in a dream that turns out to be an extended nightmare. It’s a surreal journey reminiscent of invasive psychological horror like Silent Hill, with a touch of Sinister and Hereditary thrown in for good measure. There are so many individual frames that could endlessly fuel urban legends and creepypastas.
It does a great job with how it presents Joan’s fragile state of mind, where chilling flashes of the past sneak up on her and unresolved trauma manifests into unsettling imagery. There are endless shots that are obscured in darkness, or shadow is creeping in from the corners of frames like a suffocating force of nature. It’s very rare that a scene is fully lit. It leads to a very lonely, isolating atmosphere that’s easy to get lost in.
Chaisson’s debut stands out from the many other high-minded haunted house horror films without succumbing to the same pretensions that often drag down these stories. It’s a grief-stricken character study that’s full of upsetting visuals that scratch at something visceral and raw. The horror elements connect, and the answers to its grander mystery provide an appropriate and believable sense of closure. Those who are looking for an atmospheric horror film that isn’t afraid to be different while still channeling something real will appreciate Recluse.
Recluse made its world premiere at Tribeca; release info TBD.

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