Remedy Entertainment's Control was no RPG, meaning its progression systems were fairly simple, but it offered players a variety of rewarding ways to make Jesse Faden stronger nonetheless. As players explored the Oldest House, they would collect and bond with various Objects of Power that allowed Jesse to move objects with her mind, call up telekinetic shields, fly temporarily, and more. Additionally, as players collected these objects, they would unlock skill trees that Jesse could progress through to make each ability stronger. While Jesse's collection of Objects of Power served her well in the first game, the upcoming sequel has to find a new way to handle them.
The elusive Control sequel may be tempted to strip Jesse of her paranatural tools in order to give players a clean slate. That approach would make sense, since it would also give Remedy room to rework Jesse's skillset, but there may be another way that's just as valuable. Control 2 could look into The Legend of Zelda: Breath of the Wild's approach to supernatural abilities, front-loading the collection of Objects of Power in order to make Jesse feel more powerful while giving her opportunities to navigate the Oldest House in creative new ways.
Control 2 Could Involve a Significant Time Skip
In most Zelda games, players steadily collect new items that let Link interact with Hyrule's environments in new ways, but Breath of the Wild had a different approach in mind. Instead of collecting key items in dungeons, Breath of the Wild's tutorial saw Link collect several Runes with his Sheikah Slate. Each of these Runes gave Link a special power that could help him solve puzzles, ranging from summoning Remote Bombs to freezing objects in place with Stasis. By giving players
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