Reviews from

in the past


AWESOME game! So much flavour text for a story-focused player like me. The assist controls were very useful to help me out a couple times, because I'm not great at shooters. Ended up finishing with about 29 hours on my playthrough, and I haven't even played The Foundation yet! Will definitely be coming back to this later.

Pros:
•Sam Lake does it again, with a really engaging story that leaves you raring for more.

•The game nailed its paranormal atmosphere, the main setting had a lot of mysterious vibes and non-Euclidean design. The various files and items that you find around the Oldest House add to this.

•I really liked the lore and how it connects with Alan Wake.

•The gameplay was intuitive, with great utilisation of the mechanics like telekinesis and levitation to give you several approaches to enemy encounters. The customisation aspect was good also.

•Graphically impressive, the amount of detail in the game shows a lot of intricacy.

•Breaks the mould that Alan Wake had regarding linearity, by giving you a range of different sidequests to tackle at your leisure.

•The final act of the game was immaculate in its presentation.

Cons:
•The characters were pretty boring and not very memorable. I wish they had more screentime or development or anything.

•The navigation in the game didn't feel particularly good. I don't mind getting lost in games, but I just found the map to be really unhelpful, with me often wandering around aimlessly.

•I still think Remedy needs to get a better grip on designing shooters. The game could get frustrating at times, and the way the checkpoint system worked didn't help.

•I experienced a couple of crashes.

Overall rating: 7.9/10

Fun game mechanics even though there's way more to chew here than needed for the game's length. Also ultimately unsatisfying story pacing after 1/3rd of the way through, but the connection to Alan Wake was interesting. Can't wait to see what comes of that in sequels if they come. 6/10 Max out 'Launch' and don't look back~

Technically great and the theme is interesting, but the protagonist is flat and the repetitive gameplay stretches on for way too long.

I had heard much about Control prior to even being interested. I knew it was from the creators of Alan Wake, so I was expecting a good single-player experience and decided to buy it to have it ready for when I had some time for it.
I started up Control just to try it out and see how it would run on my PC before going back to other games, but, the game has no benchmark option, so I decided to start a new game and then delete the save just to test the performance. I played for 30 minutes, and that was enough to bewitch me. I needed to play Control, in that 30m it was already THAT good. The review will be without major spoilers, and I’ll be talking about it as I would while suggesting it to a friend of mine.

Narrative and World Design

The game has a very unique way of telling its story. Usually, in a game, the player learns about the world and the events in it alongside the main character, but that’s not the case in Control. Jesse – the name of the protagonist – already knows a lot, but it’s you the player who doesn’t. During the game, you’ll be putting together a puzzle without knowing what the picture looks like beforehand, and the narrative does a great job at that, helped, obviously by the world design. The whole game is set inside the Federal Bureau of Control or FBC, a clandestine organization that works with para-natural events. Once inside the Bureau’s building, we learn that the FBC's main job is discrediting an event and instead giving a more reasonable explanation to the public. Thing is, para-natural events exist, and the FBC contains them and/or studies them. It had been a long time since I played a game and read every single piece of lore and document in it. The first document I read in Control set a tone of love and detail that made me want more, hence reading every piece of lore I found. The document stated that no employee was to bring in any smart device for reasons, but the game is set in our days. Once I was done reading it and went back to the game I noticed that around me were only older PCs and old tech: that’s attention to detail. Every side mission, piece of lore, audio note, or video adds so much to what you see exploring the map that it helps connect the dots and get more of the picture than the main story depicts. An important mention goes to the map design when it comes to para natural objects, it really gives that black magic fu*kery moment, like those illusion photos that are still but look like they move. It’s a very unique aesthetic the game has. That combined with the gameplay provides a very unique experience.

Gameplay

The Service Weapon is gonna be your gun throughout the game: a shifting weapon that has multiple forms. It goes from being a simple pistol, to a shotgun, a sniper, a mini machine-gun, etc. The game has a mod system that allows you to customize the weapon forms and how they perform. That mod system also translates to Jesse, customizing her already great abilities and an ability tree that improves her abilities or unlocks variants of it, on top of an outfit system to customize Jesse’s looks. Control has a Metroidvania-like progression system: the more you go forward with the story, the more abilities you unlock and the more the map opens up. Game design as a whole usually is the science of limiting the player and building an experience around it. Already introducing something like gravity in a game is hugely limiting the movement the player can do, and often, in games, it so happens that there are a lot of limitations making the game not as fun as it could be. The best example I can give is the Souls series against Sekiro from the same developer: both are good games, but the movement of Sekiro is on another level. It has been since Nier: Automata that I didn’t see a developer so proud of the movement and the design of their maps that they give you complete freedom and make said maps a playground for the player. By the time you finish Control, the map is fun to go around in, and it’s extremely interconnected. This attention to game design goes into everything. There are no traditional levels or leveling system, the HUD on enemies just indicates how challenging they are, but the player doesn’t have a level-up bar, and ability points are rewarded for playing the game and doing missions and side missions. They want you to have fun so much that in the options there is an Assist Mode which can be used to tailor the experience to any player, starting from aim assists that literally lock on to the enemy, to immortality, one-shot enemies or having energy/ammo/etc. quicker. The challenge from the game is more than fair, but it’s nice to see they allow everyone who wants to play it to make it easier and have more fun with it!

PhysX

One of the many powers you’ll wield is telekinesis or the power of moving objects with your mind. It’s a very cool power, but it’s even cooler how Remedy implemented it, using PhysX by Nvidia and building a world that is physics-enabled. Every object in control can be picked up, thrown, and it’ll break. Everything can be destroyed and used as a tool. It was crazy to me when I threw an object on a desk and instead of moving the whole desk, it broke in half, with splinters and everything. I’ve been video gaming for a long time, but especially in the last generation a lot of devs left the physics more barebones to favor stronger graphics, and it was a breath of fresh air seeing a game with all-around physics that still looks gorgeous. Something else I was shocked for how good the physics simulation is, was when I walked on some stanchions[t.me], and when falling they pulled each other down. It’s not flawless, but it’s something that really compliments the game’s gameplay.

The Foundation, AWE, Expedition, and Isolation

As this is the Complete Edition, it comes with all the DLCs and expansions, and as I’m approaching the end of the review it’s important to talk about them. Both the Foundation and AWE unlock at the end of the game, and they both act as an epilogue after the game’s ending, though the Foundation does that more, while AWE is heavily connected to Alan Wake. They both add a map to explore at the same level and quality as the ones in the base game while playing the story, with new mechanics and powers/weapon forms. Expedition is a free DLC players have access during the story, and it’s a replayable mode with 4 objectives where stronger mods can be obtained and a challenge can be faced, ending in Tier 3 difficulty with an extra outfit. And this is where I’m gonna talk negatively about Control. Not for the game itself, but for some business choices: if I’m buying a complete edition, I expect everything to be in it, including pre-order bonuses, but especially exclusive content. There are two extra outfits on PS4, one is a reskin but the other is completely unique, and on top of that there is a unique mission with a cameo from Hideo Kojima “Isolation”. The game has this content in it, it’s just locked on PC, and thankfully, thanks to some modders we learned how to edit the executable to unlock the skins that are not included for some reason, and the Isolation mission. It’s a bit “hacky”, but worth it if you ask me.

Conclusion

The game is extremely solid, fun, intriguing, and absolutely a gem I added to my favorite games and will suggest to everyone I know. I’m already planning a couch replay to show the story and gameplay to a my partner!

9.5/10, keep up the good work Remedy!


This review contains spoilers

Neta estoy decepcionado.

(TODO ESTO ES MI OPINIÓN NADA DE ESTO ES LA VERDAD PURA, DE HECHO TODO EN LA VIDA ES MUY SUBJETIVO)

Empecemos por lo bueno, desde que lo pusieron en GamePass me ha llamado la atención, hace tiempo lo descargue y me fascinó el inicio, en ese entonces me pareció una propuesta muy original, recuerdo que me emocionaba cuando salían los textos así bien mamadores cuando llegabas a una nueva zona.

Cuando lo volví a empezar, aun me gustaba eso. Honestamente este juego hace cosas muy interesantes en el ámbito visual. El juego puede llegar a crear composiciones muy bonitas que de verdad llegan a evocar sentimientos que tristemente se quedan así, pero hablaré de eso después.

De misma manera el diseño sonoro es impecable y muy limpio, creo que algo muy importante para este juego es mantener el 𝙡𝙤𝙤𝙠&𝙛𝙚𝙚𝙡 de una corporación y al momento de trabajar su sonido se la mega rifaron. Este juego es preferible con audífonos.

El gameplay es muy bueno, y está lo suficientemente pulido para seguir jugando. El problema que tengo con este juego:

𝙴𝚕 𝚓𝚞𝚎𝚐𝚘 𝚜𝚎 𝚍𝚎𝚜𝚖𝚘𝚛𝚘𝚗𝚊 𝚎𝚗 𝚕𝚊 𝚗𝚊𝚛𝚛𝚊𝚝𝚒𝚟𝚊

>SHOW DONT TELL:
Regla básica de contar historias visuales: las acciones valen más que las palabras. Este juego hace todo lo posible por contarnos como se sienten los personajes en lugar de mostrarnos.
De verdad hay momentos en los que Jesse (la protagonista) empieza a hablar sobre cómo extraña a su hermano, como es lo único que quiere, como siempre se ha sentido sola, blablabla...
Okey, puedes preguntarte ¿a quién le estaba diciendo esto? la respuesta es que estaba hablando sola. Cabrón, hay mil maneras mejores de demostrar el cariño de dos hermanos. El pinche Dylan (el hermano en cuestión) no aparece hasta la mitad de las misiones principales y muy apenas podemos decir que sigue siendo él mismo.
Mi punto es que para el momento en que pasa el reencuentro, no siento nada, nunca he visto a Dylan, no sé como fue su relación con Jesse, simplemente me contaron, es como un chisme de personas que me valen verga, te pongo atención pero no va a cambiar mi vida.

Para mi desgracia y del juego, hay narración. No estoy en contra de ella como recurso narrativo cuando esta bien usada, pero dios mio. Creo yo que la narración debería aportar a la historia, hacerla moverse hacia adelante, en este caso, la información que Jesse nos da es completamente obvia.
Bueno, puede ser que esté un poco justificado, por todo el rollo de que Polaris vive dentro de la cabeza de Jesse, pero por favor, como escritor creo que debes diferenciar cuando algo sirve y cuando algo no.

Este problema de decir las cosas en lugar de mostrarlas perdura durante todo el juego hasta el final. Justo cuando derrotamos a hordas de malos, y por fin llegamos hasta Dylan, simplemente presionamos x⃣ y nos muestran una escena donde Jesse dice: "ahora Dylan esta en coma y los malos siguen sueltos pero ps ya soy la mera verga"

¿QUÉ?

Los dos objetivos de Jesse (encontrar a su hermano y liberar la FBC de la madre esa malvada) se quedaron inconclusos... ¿para qué jugué este juego? Los personajes se supone que deben cambiar.

De verdad este juego me enoja bien cabrón, traicionado resulta ser poco para describir mis sentimientos.

>DIALOGOS PENDEJOS
Para terminarla de chingar el juego tiene dificultad para usar las palabras correctas. Siento yo que los diálogos resultar ser disonantes cuando pones en perspectiva al tono que el juego quiere tener. Es decir, intenta ser serio, pero luego dicen diálogos super pendejos. Así de simple.

Y bueno, tampoco estoy en contra de uno que otro chistesillo por ahí, pero es que de verdad toda la suspensión de incredulidad se iba rápidamente. Sus diálogos son muy cliché.

>PACING
Esto lo noté casi al final de la historia. Claramente intentaron hacer el juego más largo, pero no se pudieron encontrar una forma menos cagante que hacerte recorrer de un punto a otro buscando un objeto, con la excusa de que al llegar al supuesto lugar donde está localizado, alguien lo movió.
Esto pasa como 3 veces.

En un punto Jesse tiene que buscar un objeto de poder importante, que supuestamente esta en el Departamento de Investigación (research) pero al momento de llegar se ve forzada a buscar en otro lugar y cuando llega ese lugar, tiene que buscarlo en otro lugar y así sucesivamente.

Si necesitas tiempo, espárcelo durante todo el juego no al final.

Otro ejemplo de esto es que para liberar a Polaris, necesitas limpiar como 6 puntos y no es algo que puedas hacer rápidamente, necesitas matar enemigos, activar eso, ver una pequeña escena, y repetir varias veces, todo para que la pinche Polaris también se muera.

Para que me haces trabajar si no me vas a dar un resultado mínimo satisfactorio. No necesariamente que todo vaya bien, pero que tenga sentido, que sea una verdadera consecuencia a mis acciones.

En general creo que el juego es bueno prometiendo cosas, pero nunca cumpliendo esas promesas. Show dont tell.

Una de esas susodichas promesas es el "Board" son como unos seres interdimensionales que solo hablan con el director (tu) de la FBC y que le comparten conocimiento y consejos. ¿Suena chingón no?

Básicamente son tutoriales. Los seres interdimensionales son reducidos a: "haz misiones secundarias y te daremos recompensas"

Aburrido.

Así este juego, prometiendo cosas, dejándome desvestido y alborotado para al final simplemente terminar de manera anticlimática.

Pudo haber sido un juegazo




Remedy really asked what if they mixed SCP foundation with supernatural roots that Alan Wake established.

The result, is game that not only is a great narrative, sharing a lot of the same attributes that made their previous game great (World building, interesting characters, in depth lore, and much more) but it also has really fun gameplay using psychic abilities that never got old.

Again, if the premise sounds interesting to you do not look at any of the lore or story of the game beforehand.

Control is another incredibly unique experience from Remedy. From its gripping start that left me wanting more, to plenty of secrets and rich lore waiting to be uncovered, it's a game that pulls you in and keeps you hooked. The intriguing storyline, the immersive atmosphere, the amazing sound design, and the sheer thrill and fun of hurling all kinds of objects at otherworldly beings all contribute to its unique charm.

But as the hours passed, the gameplay loop of navigating the same environments, fighting the Hiss, and cleansing the control points started to feel a bit too repetitive. While the storytelling remained creative and engaging, the lack of variation in enemies and scenery became a noticeable drawback. This honestly slowed me down quite a bit as my play sessions became less and less frequent. As much as I love story-driven games, the gameplay loop just didn't click with me as much as I wish it did. Which is a shame, because the actual gameplay with all the fun physics and abilities is buttery smooth.

Overall, I'm glad that I finally got the time to play Control and experience something special. Just like Alan Wake, Control stands as a fantastic testament to creative storytelling. It's a perfect example of how story-driven games can unfold in innovative ways.

And the Ashtray Maze was just freaking awesome. Ahti has great taste in music.

Great storyline and a new combat system, albeit a little confusing at times to navigate (Mainly due to the map design) and what to do but overall a great experience.

Sobre Control eu já tinha uma certeza: a que eu ia gostar muito! Adorei Quantum Break e sempre achei Alan Wake interessante mas como sou medroso, evito todo jogo de terror/suspense (Sim, pelo que a internet fala, eu deixo de jogar muita pedrada dos games mas não consigo mesmo kkk).
Sobre o jogo, a gameplay é ótima, os poderes tornam os combates deliciosos. Os gráficos são lindos, especialmente cenários em que usam e abusam dos efeitos de luz. A história é interessante do início ao fim porém um pouco confusa, quem ler os coletáveis pode ter um pouco mais de contexto mas são tantos que acaba deixando a jogatina chata com tanto texto a cada poucos minutos. Sobre os personagens, achei que faltou dar uma trabalhada a mais neles, nenhum interessante exceto a Jesse, nossa protagonista. O mapa do jogo também é algo que não gostei, principalmente no início, parece muito confuso.
Control é um excelente jogo, possui uma história interessante e um combate excelente, a campanha principal não é muito grande, o que ajuda pra quem procura uma experiência um pouco mais light do que muitos jogos de hoje em dia.

Control is a wild ride through a twisted world of mystery and power, delivering an experience that not only captivates but also feels like a love letter to Remedy Entertainment's past works. Coming right out of Quantum Break, I was thrilled to hear echoes of Beth Wilder in Jesse, a clever nod by Remedy to their own universe despite not having the rights to the IP.

From the get-go, the game's visuals, enhanced by ray tracing, are nothing short of breathtaking. This was my first experience with a game truly built to utilize ray tracing and I could not have asked for a better way to test out my new hardware. Every detail, from the vintage designs to the font choices, adds to the immersive experience. And speaking of immersion, the integration of game mechanics into the narrative is genius. It's like the game acknowledges its own existence, making the experience seamless and organic.

Let's talk about those powers! Telekinesis felt so satisfying, especially as you unlock and upgrade skills throughout the game. It's a testament to Remedy's expertise in combat mechanics, building upon what worked in Quantum Break and refining it to near perfection. I absolutely have to mention the Ashtray Maze, it’s up there with some of my favorite moments in gaming and had me smiling at my screen.

Exploration is rewarded generously, with no fear of missing out on anything which is huge for me in games. Lore, world-building, and environmental storytelling are everywhere, enriching the experience and making every corner worth exploring.

The nods to Remedy's universe? They're everywhere, from subtle Easter eggs like a reference to a book I’ve read authored by a character in the Alan Wake games to major plot points with the AWE DLC. It's like a treasure hunt for fans, deepening the connection to the world of the game.

The DLCs, Foundation and AWE, further expand the story and gameplay, introducing new abilities and tying in elements from Alan Wake seamlessly. The Foundation was a great way to expand on the base game’s story and I enjoyed the inclusion of Marshall as a key character. The horror elements in AWE are particularly fun, and the inclusion of familiar themes and gameplay mechanics from Alan Wake was done well. I can only imagine how the ending must have felt prior to the announcement and release of Alan Wake 2.

Overall, Control is a masterpiece that continues to showcase Remedy's talent for storytelling, gameplay, and world-building. With its thrilling combat, immersive world, and nods to its own universe, it's a must-play for fans and newcomers alike.

Definitely not a bad game, but it's not for me.

I like the concept and I like the gameplay for the most part. But there are too many ridiculous difficulty spikes and the map is super confusing. I understand that from a narrative perspective, this makes sense. But it’s not super fun to play through, and I eventually decided that it wasn’t worth my time.

Uno de los mejores juegos de accion que he tenido el placer de jugar. La narrativa es sorprendente, la historia bastante interesante y la jugabilidad da gusto de lo bien pulida que está. Pierde un poco de fuerza en los DLCs, y aun así son superiores a la oferta promedia del mercado moderno. Completarlo se me hizo corto

El juego base es fantastico, los dos dlc no aportan casi nada.

Control: ainda não entendo nada mas continuo adorando.

Segunda vez que eu zero esse jogo, e eu ainda não entendi a história direito akakakkaka mas é um jogão, a melhor decisão que eles tomaram foi fazer essa versão pra nova geração a 60fps pq puuuta que pariu o desempenho da versão do XONE é bizarro 🤨, mas tanto na versão antiga quanto na nova, continua sendo um jogasso, esse é um daqueles jogos que só fica melhor quanto mais você avança nele, a destruição do cenário é espetacular, os poderes funcionam muito bem, o combate é divertido, a história eu n tenho propriedade pra falar sobre pq eu n entendi nada kakkakak.

Nota: 9/10

historia chata side quests horrorosas e desinteressantes e as mecanicas nas lutas de boss sao praticamente inuteis. jogo de merda

Minha porta de entrada no universo da remedy, fiquei fascinado com a construção de mundo, seja por documentos ou filmes. O jogo se concentra em um prédio governamental, mas mesmo assim o cenário não chega a ser monótono seja pelas constante mudanças na estrutura causada pelas manifestações sobrenaturais ou peala diversidade de cenários que conseguiram produzir dentro do edifício.
O contra que achei foi pelo design dos monstros e chefes, que não chegaram a sair muito da anatomia humana.

Good game, too bad the localization is shit.
Also the fighting feels good but is a little bit fuzzy.

This review contains spoilers

Después de que el doblaje me hiciera diarrea el cerebro, abandoné Control incluso cambiándolo al inglés. Pero tras ver que tenía relación con Alan Wake, había que darle otro try. Hoy (en inglés) es el noveno jueguito, DLCs incluidos, que me paso este año. Menuda joyita que me perdí en su día 👌😬

Parece mentira cuantísimo le debe Alan Wake 2 a Control. Escenografía, narrativa, recursos... Hasta el momento musical o los insertos de acción real! Se nota mucho que Sam Lake aquí experimentó a saco para luego pulirlo. Sin desmerecer por supuesto a Control, porque aquí funciona todo 10/10.

Lo que no entiendo es qué pasó con las físicas en Remedy: aquí son cojonudas, pudiendo agarrar y destruir todo, pero de repente en Alan Wake 2 dieron varios pasos atrás en esto. Aquí la jugabilidad es de chalaos, físicas bien hechas, todo va fluido, da gustito moverse y pegar tiros.

Sí que es verdad que no me ha molado mucho la gestión de mapa ni que la acción sea tan incansable. Esperaba un poco de chill a veces, algo más centrado en la narrativa. Pero quizás ese es su fuerte, que una historia tan loca entra de 10 por lo el ritmo que tiene.

Juegarral. Para cuándo Control 2?

Tentei várias vezes zerar ele, tanto no xbox quanto no pc pela gog e pela steam, mas simplesmente não dá. O mapa é extremamente confuso e o jogo é extremamente bugado e mal polido para o PC no quesito da otimização.

Control is the best Remedy game I've played thus far, because it's the only Remedy game I've played that lets the gameplay speak for itself. Alan Wake 1's RE4 imitation has certainly not aged as badly as a lot of people say, but it didn't always feel like it suited the game, and Alan Wake 2's mixture of survival and action horror was certainly ambitious but it wasn't exactly good either.

Meanwhile Control has a different problem: it's too fun but doesn't shake it up. Control definitely gets pretty repetitive at times, the enemy variety is low even when accounting for how short the game is, and the telekinesis power is just so OP that you'll rarely want to use any other strategy than spamming it in between gunfire. While the repetition definitely wore me down in some play sessions, overall I have a hard time being too critical of it when this is some of the most pure fun you can have with a third person shooter. What you're basically getting here is InFamous: but the rest of the game is good now too, flaws and all.

One area that really surprised me in the game is the setting. I absolutely loved it. If you asked me in 2019 what I thought of Control's setting, I would have told you it looked like one of the most boring ever conceived for a game. Every video was just about running through some offices or some random shapes, with not a lot else. Once you actually play the game, it becomes an entirely different experience. That can be said about a lot of Control, honestly, as I found my expectations were positively outdone pretty consistently throughout playing it. But it's especially true for the setting, as the Brutalist architecture combined with the fantastic lore logs make for some of the best atmosphere in gaming. Seriously, Remedy is uniquely great at collectibles.

By now saying that Remedy has good stories is pretty cliche but yes, the story in this game is good. I was surprised by how much I liked Jesse considering the marketing made her look like a pretty flat character. The narrative conceits of having her own internal voice, and also struggling to find where she stands during the course of the game ended up winning me over. I don't think this game stands up to Alan Wake in the character department though, and notably there's some odd things about the way it handles characters. Mainly that the supporting cast rarely feels important despite the fact that the game is always trying to make them seem important, even when they show up a lot and move to your base, they never have much impact in the story or major events and it's bizarre considering how much emphasis each individual character gets in their own chapters.

Unfortunately I feel like I kind of ruined the ending for myself, because I stopped playing the game 30 minutes before the end thinking I had at least another hour or two left, so I sort of experienced all the mini-climaxes before the finale. The actual finale itself is a bit lame, it really shows that this game could use more bosses when you're fighting the same trash mobs in the last two hours, but also I don't think it entirely works thematically. One of the things that really endeared me to Jesse was that it becomes clear that the game is more about Jesse overcoming her doubts and becoming the Director, and reappropriating the grooming into the role the FBC has been doing in the process by finally making a stance and taking the leadership role. This is more or less just hinted at in the final few hours of the game, but it isn't treated like a twist into the final hour. Even as someone who understood the theme very well long before the game had to reveal it, the fact that it's only really touched upon in detail right at the end of the game felt really sloppy. Or maybe it's more like the fact that Faden's transformation into letting go of her insecurities and taking up the role felt really sloppy, considering the office sequence is only like thirty minutes before the end of the game. The internal conflict itself is done really well, and the leadup to the finale is amazing, but it doesn't quite stick the landing.

I've been pretty critical of Control but overall I loved my time with it. It has a lot of flaws, and I mostly wish the gameplay was given a bit more attention so that the player would have to use more than one strategy, but it's one of the best games I've played in the last few years.

I had always tried getting into this game but I never managed to get very far, so when I started playing the Alan Wake games I decided to pick it up again since there is some connection through the DLC.
The graphics are gorgeous, and my jaw was constantly dropping at the incredible world blending in with the red theme. There are some weaker areas in the map which are not quite as interesting as others, yet the way you can interact with the environment and break it during combat was awesome.
The combat starts a bit slow, but once you start unlocking abilities it gets way more fun, albeit more challenging. Unfortunately, I did feel some of the enemies were simply damage sponges, which made some fights extend for more than they should have.
The story is pretty decent, but honestly what had me more interested were the little tidbits of information you would gather along the game, especially the video tapes where you would get a pretty good explanation on something.
As for the DLC, I loved both of them, maybe Foundation more than AWE though. There are several nods to Alan Wake throughout the whole game, but the AWE expansion is where this becomes even more apparent, as it features not only Alan Wake himself but some developments on the story from what I can assume is the events between AW1 and AW2.

Overall, very enjoyable game.

Alan Wake 1.5

Jokes aside, it's a very fun. Little confusing navigating at times but gameplay was incredibly solid.

La storia non l'ho capita, gameplay molto molto carino.

Another one of those games that took me years to get too...
I got it on launch and hated it the performance on ps4 so i dropped it. i tried again when ultimate came out and I have no idea why i dropped it. Really this games biggest flaw is the map and figuring out where to go. Its just not fun and really messed with the pacing for me. Levitate is so satisfying to use and the Ashtray maze was sick. Now I can play Alan Wake 2.


A primeira vez que joguei ainda no PS4 o jogo não me prendeu tanto, achei até mesmo um pouco cansativo como ele contava boa parte da história nos coletáveis, - não vejo problema nisso, a questão é que o Control tem MUITOS COLETÁVEIS - sendo documentos, gravações de áudios ou vídeos. Talvez na primeira vez que dei a chance pro jogo não fosse o momento ideal. Agora, em 2024, dando uma segunda chance eu vejo que é um jogo com uma história e uma jogabilidade excelentes. Nessa segunda tentativa me adaptei mais a questão dos coletáveis, mas ainda com a sensação de ter passado um pouco da conta. Control é um jogo que tem uma história complexa então sugiro tentar jogar quando estiver com a cabeça mais leve (funcionou pra mim).

It's objectively pretty good and the narrative is intriguing but I started to get burnt out very quickly after like 5 hours but I still enjoyed it.

The metroidvania styled level design is fun as well as all the different options of powers that you can utilize can make combat pretty enjoyable.

Idk it just felt like it started to get stale, I can't exactly formulate why but it was still pretty cool.