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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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“AHS: Delicate” Review – “Little Gold Man” Mixes Oscar Fever & Baby Fever into the Perfect Product

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American Horror Story Season 12 Episode 8 Mia Farrow

‘AHS: Delicate’ enters early labor with a fun, frenzied episode that finds the perfect tone and goes for broke as its water breaks.

“I’ll figure it out. Women always do.”

American Horror Story is no stranger to remixing real-life history with ludicrous, heightened Murphy-isms, whether it’s AHS: 1984’s incorporation of Richard Ramirez, AHS: Cult’s use of Valerie Solanas, or AHS: Coven’s prominent role for the Axeman of New Orleans. Accordingly, it’s very much par for the course for AHS: Delicate to riff on other pop culture touchstones and infinitely warp them to its wicked whims. That being said, it takes real guts to do a postmodern feminist version of Rosemary’s Baby and then actually put Mia Farrow – while she’s filming Rosemary’s Baby, no less – into the narrative. This is the type of gonzo bullshit that I want out of American Horror Story! Sharon Tate even shows up for a minute because why the hell not? Make no mistake, this is completely absurd, but the right kind of campy absurdity that’s consistently been in American Horror Story’s wheelhouse since its inception. It’s a wild introduction that sets up an Oscar-centric AHS: Delicate episode for success. “Little Gold Man” is a chaotic episode that’s worth its weight in gold and starts to bring this contentious season home. 

It’d be one thing if “Little Gold Man” just featured a brief detour to 1967 so that this season of pregnancy horror could cross off Rosemary’s Baby from its checklist. AHS: Delicate gets more ambitious with its revisionist history and goes so far as to say that Mia Farrow and Anna Victoria Alcott are similarly plagued. “Little Gold Man” intentionally gives Frank Sinatra dialogue that’s basically verbatim from Dex Harding Sr., which indicates that this demonic curse has been ruffling Hollywood’s feathers for the better part of a century. Anna Victoria Alcott’s Oscar-nominated feature film, The Auteur, is evidently no different than Rosemary’s Baby. It’s merely Satanic forces’ latest attempt to cultivate the “perfect product.” “Little Gold Man” even implies that the only reason that Mia Farrow didn’t go on to make waves at the 1969 Academy Awards and ends up with her twisted lot in life is because she couldn’t properly commit to Siobhan’s scheme, unlike Anna.

This is easily one of American Horror Story’s more ridiculous cold opens, but there’s a lot of love for the horror genre and Hollywood that pumps through its veins. If Hollywood needs to be a part of AHS: Delicate’s story then this is actually the perfect connective tissue. On that note, Claire DeJean plays Sharon Tate in “Little Gold Man” and does fine work with the brief scene. However, it would have been a nice, subtle nod of continuity if AHS: Delicate brought back Rachel Roberts who previously portrayed Tate in AHS: Cult. “Little Gold Man” still makes its point and to echo a famous line from Jennifer Lynch’s father’s television masterpiece: “It is happening again.”

“Little Gold Man” is rich in sequences where Anna just rides the waves of success and enjoys her blossoming fame. She feels empowered and begins to finally take control of her life, rather than let it push her around and get under her skin like a gestating fetus. Anna’s success coincides with a colossal exposition dump from Tavi Gevinson’s Cora, a character who’s been absent for so long that we were all seemingly meant to forget that she was ever someone who was supposed to be significant. Cora has apparently been the one pulling many of Anna’s strings all along as she goes Single White Female, rather than Anna having a case of Repulsion. It’s an explanation that oddly works and feeds into the episode’s more general message of dreams becoming nightmares. Cora continuing to stay aligned with Dr. Hill because she has student loans is also somehow, tragically the perfect explanation for her abhorrent behavior. It’s not the most outlandish series of events in an episode that also briefly gives Anna alligator legs and makes Emma Roberts and Kim Kardashian kiss.

American Horror Story Season 12 Episode 8 Cora In Cloak

“Little Gold Man” often feels like it hits the fast-forward button as it delivers more answers, much in the same vein as last week’s “Ava Hestia.” These episodes are two sides of the same coin and it’s surely no coincidence that they’re both directed by Jennifer Lynch. This season has benefitted from being entirely written by Halley Feiffer – a first for the series – but it’s unfortunate that Lynch couldn’t direct every episode of AHS: Delicate instead of just four out of nine entries. That’s not to say that a version of this season that was unilaterally directed by Lynch would have been without its issues. However, it’s likely that there’d be a better sense of synergy across the season with fewer redundancies. She’s responsible for the best episodes of AHS: Delicate and it’s a disappointment that she won’t be the one who closes the season out in next week’s finale.

To this point, “Little Gold Man” utilizes immaculate pacing that helps this episode breeze by. Anna’s Oscar nomination and the awards ceremony are in the same episode, whereas it feels like “Part 1” of the season would have spaced these events out over four or five episodes. This frenzied tempo works in “Little Gold Man’s” favor as AHS: Delicate speed-runs to its finish instead of getting lost in laborious plotting and unnecessary storytelling. This is how the entire season should have been. Although it’s also worth pointing out that this is by far the shortest episode of American Horror Story to date at only 34 minutes. It’s a shame that the season’s strongest entries have also been the ones with the least amount of content. There could have been a whole other act to “Little Gold Man,” or at the least, a substantially longer cold open that got more out of its Mia Farrow mayhem. 

“Little Gold Man” is an American Horror Story episode that does everything right, but is still forced to contend with three-quarters of a subpar season. “Part 2” of AHS: Delicate actually helps the season’s first five episodes shine brighter in retrospect and this will definitely be a season that benefits from one long binge that doesn’t have a six-month break in the middle. Unfortunately, anyone who’s already watched it once will likely not feel compelled to experience these labor pains a second time over. With one episode to go and Anna’s potential demon offspring ready to greet the world, AHS: Delicate is poised to deliver one hell of a finale.

Although, to paraphrase Frank Sinatra, “How do you expect to be a good conclusion if this is what you’re chasing?” 

4 out of 5 skulls

American Horror Story Season 12 Episode 9 Anna Siobhan Kiss

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