![]() The standard difficulty level isn’t unfairly hard, but I died a fair number of times when I didn’t think to balance both offensive and defensive skills and got too cocky with jumping into the fray, for example. Control’s combat encourages constant movement, and finding cover is frequently necessary to survival, even if you have to summon it yourself. Late-game hovering allows for even more mobility, and Jesse’s shield is great when enemies with telekinesis of their own force you to go on the defensive. The other abilities aren’t quite as handy but mostly still fun to use. I easily relied on this form of attack the most, and while it’s not quite the same level of tactile satisfaction as Kratos’ Leviathan axe in God of War, the oomph of hurling heavy objects around with my mind is as close as I’ve felt since. With a wave of her hand a crate, table, or ever-reliable chunk of concrete snaps to your side with satisfying urgency, followed by being hurled at foes and the destructible environment, with just as much of a thrilling zoom. Jesse’s telekinesis is the best of the bunch. ![]() There’s enough variety for most of the 10-hour story campaign to make almost every move feel important. Control’s lineup of moves is the closest I’ve gotten thus far to wielding supernatural abilities, and Remedy has made each of them fun to use. ![]() Mind Over MatterAs a kid who grew up on the X-Men, I’ve always wished I’d discover some latent psychic powers, or at least the ability to grow my fingernails super fast or something. And while taking over the bureaucracy of a federal institution may sound like a dull time, when it’s filled with as many weird and distinctive characters and overrun by an inter-dimensional force known as the Hiss, it rarely ever is in practice. ![]() Play Jesse’s search is then sidetracked by solving everyone’s problems.
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