Control game .. A journey to find oneself and the unknown

الأحد، 18 أكتوبر 2020

Control game .. A journey to find oneself and the unknown

 


 

Control game .. A journey to find oneself and the unknown

 

After spending hours with the game, we present to you a review of the game Control ..
 
I always think, did the adventurers know what was going to happen to them when they were young? Do they know that they will prevail against the odds, and to what extent their journey will take them to their unknown destiny? Lack of knowledge in itself is part of the adventure, and the game Control uses this idea perfectly, and knows how to present an attractive adventure from beginning to end.
 
Control is a new game from Remedy, the studio responsible for the popular story games Alan Wake and Quantam Break.
 
And just as we saw when trying these games, the developer takes inspiration from many different fields of art such as movies, series and novels, and some areas that many creative developers do not address, such as engineering, medicine, and even fictional sciences and mythology.
 
There is a lot to talk about today, starting with the way the story is presented, how it is translated into the game system and the format of the missions to the side elements left in the sides of the world, and how the game often deviates from the norm, to make me think, hesitate and look at things around me differently.
 
I could not ignore the magnificence of the details and the creativity present in every corner and every detail of the game, and no matter how hard I tried to think that the detail or idea seemed normal or repetitive, I found the game surprised me by presenting the same idea in a new and different way.
 
The Control game will be released on the PS4, Xbox One, and PC gaming platforms (tested) on the 27th of August, with full support for the Arabic language in translating the words, menus and texts in the game.
 

Control game .. A journey to find oneself and the unknown

The game is about the top secret government agency called The Bureru. Our heroine Jesse Faden goes to this agency because she has many unresolved mysteries and matters in her childhood related to the activities of this secret company.
 
The building in which the agency is located (called the Oldest House) appears opaque and gloomy without any windows or any kind of distinguishing mark on the exterior walls. There is nothing that somehow draws your attention that what is happening inside may completely change your life and change reality as you know it forever.
 
Without any spoilers, the office deals with many unnatural phenomena, and they investigate an unknown external force that can change the laws of the world as we know it.
 
This force can influence people and their physical and mental powers, and it can also influence inanimate objects and change their shapes and physical properties.
 
For one reason or another, the heroine can resist the influence of this strange force, which is called The Hiss, and she is able to obtain a service or resistance weapon, a pistol with different characteristics, in addition to obtaining a set of supernatural powers such as moving things, flying and controlling the minds of enemies. Which means, it's a third-person shooter with some extra features and abilities.
 

A mixture of freedom and mystery in the Control universe

This is the initial information package that you get first. The game takes a slightly different curve from the usual stories that introduce you to the idea and purpose of the story from the first moment, and makes presenting the world and its strange details a priority.
 
I mean, you know what to do, but there are many weird things that surprise and pique you all the time and make you pause for a long look at this strange element or shape, whatever it is.
 
The place itself is an enormous structure made up of several geometric shapes of different size and interconnected in a balanced and striking way. As you pass through the different sections of the building, you can find the paths turning and changing direction randomly.
 
You can also find some floating objects in the open air, some strange chemical lumps blocking the openings, and a lot of things that can be interacted with such as TV screens that have been used before from Alan Wake.
You are able to explore almost anywhere you want, without the game pushing you in any particular direction. I was fascinated by the absolute strangeness found in everything, and the game helps to suppress this feeling through various types of papers, records, and files that explain all the details of the world, characters and creatures, and even the effects of the rustling phenomenon on the rest of the world.
 
I was interested in reading and understanding these elements, as they really make you feel that there is a great history being written within the game, and that there is an interconnected and complex world that is being built in order to write great and influential events.
 
There are many things that make you think and create theories against your will, and story scenes are not similar to each other, do not follow the same template, and always leave you with more questions before they give you the answers you want, even with the completion of the game and knowing all the details.
 

The combat system prompts you to think differently about Control

 
This feeling of freedom extends to the gameplay, as I mentioned you have a bunch of superpowers and a service gun that enables you to fight in different ways.
 
Not the first time that the game defines its basic identity by introducing a distinctive weapon, as we have seen the Monado weapon in the Xenoblade Chronicles, which can tamper with time, and the well-known Mjolnir weapon in the game God of War, all of which depend on the hero’s entitlement to it on a personal level, and all elements revolve around it Story and gameplay system.
 
I found myself in the game floating in the air in some confrontations, and used the powers of movement to throw furniture, seats and cabinets, and even with the progress in the game I found that I could throw bombs and bullets and reflect them on the enemies, and extract the concrete blocks from the walls and throw them on them.
 
Throwing different pieces causes a different amount of damage depending on the thing you pick up, which made me unusually aware of the things in the battlefield and think how to use them correctly to get the most damage.
 
The movement of the heroic girl is smooth and fluid, and the method of movement - along with many elements of the story - reminds me of the game Remember Me, which was a girl who was able to enter the minds of the characters using the ability of Memory Remix, but the game is more ambitious as you can control the minds of enemies and turn them in your favor whenever Their lives are decreased in the battle itself and not during the anecdotal scenes.
 
I think that the idea of ​​controlling the minds of enemies revealed the game's interest in the psychological aspect and the effect of the rustling phenomenon on the minds of the characters.
 

For example, from the very first moment in the game the heroine finds herself talking a lot and that you hear what is going on inside her mind and know her way of thinking, and it is not clear to the player at first for sure whether this is a way to add depth to the character, or is there something else the game aims to display On the psychological state of the heroine. Many theories reverberated in my mind on this

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