Control isn’t just one of the best games of 2019, but it's also one of the most important games of the generation. In a time when it's commonplace to see publishers and developers iterate on evergreen franchises, Remedy Entertainment delivered a game that was uncompromising in its nature. Most importantly, however, it did all that while boasting consistently high production values at a fraction of the AAA budget; igniting a renewed interest in the AA market.
However, despite all of its merits — Control isn’t a flawless game. There are many things that could have been done better, especially in the game’s narrative department. With a sequel confirmed to be in the works, it just might be the perfect opportunity for Remedy to course-correct its shortcomings with an altered approach to its narrative.
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Remedy Entertainment has cemented its reputation as one of the industry’s top talents, with a consistently high-quality output of games for generations. The studio’s biggest strength lies in how it has handled narrative in its games. Whether it's the cynical dialogues in Max Payne, or the twisting town of Bright Falls in Alan Wake, Remedy has continually told simple stories effectively with a consistently unique presentation. At the center of it all has always remained memorable characters, with questionable ambitions and complex backstories, who stay in the players’ heads long after the credits have rolled.
Control breaks that tradition by taking place in the high-concept setting of The Oldest House, which features an extensive history of its own, tons of secrets, and mind-bending mechanics. To properly explain it all to players, Remedy has to resort to expository
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