It spoils nothing, I hope, to reduce a game as luxurious and uncanny
as Control to just four words. Here goes, then: Hell is an office.
Remedy's latest takes place inside the Oldest House, the austere,
echoing and inhumanly vast headquarters of the Federal Bureau of
Control. The FBC is an agency that deals with unusual horrors and is, as
of your arrival, in the process of being overwhelmed by them.
Unusual
horrors are not actually that unusual in games, though, so the peculiar
genius of Control is that its oddness often lurks in its workaday
setting rather than the many dizzying glimpses into the void on offer.
There is something wonderfully perverse about so many of the things I
marvelled at in Control. Sure, here is a magical winter forest growing
out of an old storage room, but look at how convincingly placed these
snowfalls of Post-it notes are! I can throw desk chairs around with my
mind, which is great, but it's so much better when one of the desk
chairs in question hits a wall of filing cabinets and the doors of the
cabinets ripple, woozily, outwards and away from the point of impact! That I could watch pretty much forever.
This
blend of the paranormal and the clerical works so well because offices
are weird already. Testify! What are offices if not places where
ill-matched strangers come together in the name of some nebulous and
often deeply abstracted common cause? Offices are filled with monstera
deliciosa and water coolers, but they are also filled with grudges and
arcane rituals and human secrets and mysteries. Certain phrases act like
incantations in offices: we've-always-done-it-this-way-that's-why and only-Henry-knows-how-to-make-copies-on-both-sides-of-the-page-and-he's-off-today.
Meanwhile,
in a large company, computer systems often grant certain users powers
over their fellow humans that may make them akin to a god, or at least
something that hovers in the mind and shines brightly and leaves
everyone else a bit nervous. You can raise invoices?! And sign off expenses?!
Yes, Control is committed to the Fortean side of pseudo-history. It's a
bit like Psi-Ops: The Mindgate Conspiracy, as you cause havoc with your
telekinetic powers. But it's also a bit like Who Moved My Cheese, the
polite modern fable regarding the best approach to dealing with
operational change in complex organisations. And in the mingling of
these two things something pretty special happens.
There's plenty
of story, but this is a mood piece at heart. Anyway, I am going to spoil
as little of this stuff as I can. Know only this: you arrive at the
Oldest House on a mission of great personal importance, but you quickly
discover that the place is a bit of a state. Things run amok,
the FBC's leader appears to be dead and everyone who's still alive seems
to think only you have what is needed to take over at the top. Hey,
have this magical gun that can morph between different modes and
generates its own ammo! Here come the hordes! Briskly, the pieces are
arranged for an obligingly straight-ahead blaster mounted in the most
ornate of frames. And Control delivers.
(Yes, this does mean there's a bit of backtracking involved,
incidentally, and occasionally a difficulty spike will leave you some
distance from a respawn point. This is annoying! But I wonder if it's
also just a consequence of what Control is trying to do: give you a
world that is daunting, that feels strange but also real and governed by
its own inscrutable rules, and in which you have to pay attention to
where you are. So much of what the game is conjuring would be weakened, I
reckon, if the team made it a little more spatially forgiving. Control
exerts control.)
The Oldest House is a knife-edge construction, in
other words. Its scope is the scope of myth, but its detailing speaks
to the homely old 9-5 toil of an earlier generation, walls of punch
cards and rows of desks, elevators, as the poet said, to drop us from
our day. It's spooky even before it starts to change. But the more you
push forward, the more the world begins to shift and recalibrate itself
around you.
It's beautifully done. Down in the basement the office
plants have escaped from their polite concrete sarcophagi and have
started to reclaim the walls and ceiling, making a swamp of the floor.
Employees dangle in mid-air, arms limp and heads bowed. Further south a
furnace room is home to a gaping mouth of flame that is so bright, so
overwhelmingly yellow, that it was a relief to get out of
there. My skin seemed to tingle. It is Moloch's realm: wordlessly I
understood this. Elsewhere, a bottleneck of baddies will stain the air a
Marnie red and, once they're cleared, the walls will Rubik's Cube
themselves about a bit, opening out the space, one world reclaiming
another, rejecting another. This is a kind of concrete that has tides,
it seems. It advances and retreats, and it is a reliable pleasure to
watch it move.
It's
a world of finishings as well as scale. Along with those signs pointing
to departments like Para-kinesiology, there are rooms of antique lab
equipment and there are sextants gleaming in display cases. There's
acoustic tile, coal seams, old AV equipment like reel-to-reels and
projectors, rooms of plastic stacking chairs politely gathered around a
yellowing screen and an OHP. All of this adds up. The Oldest House
creates a cumulative sense of the dangerous wonders of research, of the
dark side of curiosity.
And this is all the more powerful for
being delivered largely straight. There are funny moments in Control -
and if you dig deep in the collectables you will discover some excellent
fancies - but on the very top layer there are few tedious jokes about
the jaunty paradoxes of corporate life booming from every speaker, and
on the walls there are oil paintings depicting darkly studious former
employees, a smug hierarchy, rather than lame riffs on motivational
posters. You get a sense of a wayward and addled heritage rather than a
bunch of threadbare stand-up routines telling you how lame it is to have
to wear a tie every day. And anyway, you don't need that kind of stuff
to make a game playful when you can kill someone with a photocopier or a
lunch bench, or when you can send blizzards of paper raffling through
the air just by looking at them. Control's obvious delight in - and
stubborn defence of - its own fictions is completely intoxicating.
Speaking
of killing people with photocopiers, the bulk of what you actually do
in the Oldest House orbits around combat. And combat, I will be honest,
took a while to click with me. There was a sense, in some early battles,
that Control might simply have too much taste and poise to let itself
go. The rooms seemed too big, the threats too small. It was like a
diorama of fun rather than the real thing.
I shouldn't have
worried. As you level up and get used to your abilities, and as the
game's particular thrills seep into your marrow, Control's battles
become truly hilarious.
And they're built from such simple pieces. Control has a handful of
different enemy types and as the game progresses it often just throws
them together in new configurations. There are basic weapon grunts,
flocking in hallways, gathering in corners. But they are soon joined by
ragged floaty guys who explode, floaty guys who lob things, ground-based
guys who lob lots of things, icy weirdos who...
These things
warp in with streaks of red light and expire in spectrum blurs that
bring to mind the sickly rainbows of a migraine aura. At its best,
Control chucks threats at you that have real style. I'm particularly
fond of a large glassy sphere rimmed in colourful light that gives off
health buffs as it zips around and always makes me feel I am shooting at
old Gary Numan cover art. Elsewhere, though, the visual design of the
baddies cannot match the Oldest House.
In terms of whittling
these guys down, one of Control's central gimmicks is a single gun - the
Service Weapon - that can become many guns over the course of the game,
shifting and recombining in your hand to move between machine pistol,
shotgun, charged sniper shot, rocket launcher. Besides unlocking new
forms for the gun you can also collect and add mods - you can mod
yourself too - which flare each build in specific directions. It's fun
enough, and the crafting resources have brilliant names: Undefined
Reading, Corrupted Sample.
Excellent sound design complements the
Service Weapon's modular, voxely form, but in truth your best weapons
are the kind of thing that you can find in an old Viking catalogue
anyway. This is because the gun is designed to be paired with your
growing suite of supernatural powers, the first and greatest of which is
Launch. God, Launch is great. It's so simple, a squeeze of the bumper
grabbing an object from the nearby environment before you heft it at
whoever you fancy taking out. If there's no object available, Launch
doesn't mind: It will simply pull something jagged out of the ground or
the walls for you and you're still off to the races.
Launch
is soon joined by a dash move, the ability to seize weakened enemies
and have them fight alongside you, and a few other tricks that I don't
want to spoil. All of these can be tweaked with their own skill trees,
which generally offer incremental power boosts but chuck in the odd
twist now and then. (Launch can be powered up so you can heft really big
stuff, for example, or heft actual people.)
And, like the
Service Weapon, which offers infinite ammo but needs a recharge period
after each clip, powers are, well, powered by a separate stock of
recharging energy. The aim of the game, in other words, is to manage and
balance these dueling cooldowns, shooting only when you can't afford to
chuck anything, and vice versa.
To Control's credit this never
feels like clinical meter-wrangling. Rather, it encourages you to be
creative, to take risks, to think improbable thoughts. The same is true
of the health system, which forces you to regain health only by
collecting the little pieces of blue light dropped by your enemies as
you shoot them. Almost dead? The best tactic may be to charge straight
into the worst of it. It all gives Control a welcome vitality, a forward
momentum tinged with panic. It is not too stylish for desperation and
carnage after all.
When it all comes together, Control's hallways
and board rooms echo with wretched joy. There is something about the
chaos of throwing big things about combined with the precision of the
powers' targeting system that elevates the action. There is a special
halo in nailing someone with a humidor through a distant
railing, watching the bars go skewiff and the body crumble. Pillars shed
their concrete under gunfire filling the environment with dust and
grit. This game is the famous thick-air scene from the Matrix. It takes
pains in depicting the way that things fall apart.
And in the crush of it all, Control has great fun with the
impedimenta of office life. It is so energising to deck a machine-gunner
with a well-placed white board, or use the spidery wheel-sprout of an
office chair as a spinning glaive. Form follows function, too: the retro
technology that the Oldest House runs on is perfect for style and
atmosphere and also perfect to simply chuck around. The look of Control -
a swipe-file mixture of what's cool in interior decorating at the
moment, all of which suggests that Remedy's developers are probably
doing up their own homes with Ercol and whatnot as they work - plays on
the carefully disorienting time-warp detailing of movies like It
Follows, where people have mobile phones in their pockets but use rotary
phones back at the house, and it also makes the most of the fact that
the good old era of heavy tech meant that there was an awful lot of
stuff to hurt people with. Nobody's wounded by a flatscreen PC monitor,
but something with a bit of Bakelite to it is going to do damage that
everyone's going to remember.
Everything is an opportunity, in
other words. It gets to you. Towards the end of the game, I chased one
straggler halfway across a map just so that I could hit them with an
armchair I particularly liked. Minutes later I survived an encounter
simply because the physics are so bright eyed and malicious that you can
nail people with an object as you pull it towards you in the first
place: you can kill with concrete even before you've taken proper aim.
There is something of Skate 3 to Control at these moments.
And
when it all gets quiet again, you're left with a strange realisation.
There's a little trickery in the narrative some of the time, but Control
refuses to descend into all-out mechanical weirdness for the
most part. It never forgets the pleasure of being a shooter above all
other things, and with a few exceptions it's more eager to hit you with
full-on with architectural beauty than warp your brain with the kind of
spatial shenanigans you get in something like Portal.
In other
words, while it invokes the dark things that lie beneath, Control's
actually a peerless argument for the beauty of the surface. It revels in
the peculiarly warm gloss of polished concrete, the simple and
undeniable thrill of combat backed up with enthusiastic physics and
animation, and the visual buzz of UI that has a stark, minimalist beauty
to it. Without any shade of a slight, I would call Control a sort of
coffee-table book in terms of its sheer visual flair - but for how
dazzling it looks in motion as you wrench individual blocks from a
stacked trolley, sending them thudding through the air, as you fling
rockets back at the people who fired them at you, amber sparks glinting
as they pass in and out of focus and then die away for good.
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