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Remedy Entertainment Details All Supernatural Abilities in Control

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Control Remedy Entertainment

In an expansive new feature on Control, developer Remedy Entertainment has detailed every supernatural ability in the game.

So far, a lot of discussion around Control has centred around its visuals and lore, but in a detailed feature with Game Informer, game director Mikael Kasurinen sat down and explained every ability the game’s protagonist, Jesse Faden, will learn.

Kasurinen explained the thought processes behind the overall style of the abilities first, stating Remedy preferred to “avoid using supernatural effects as much as possible.” As a result, each of Control‘s abilities errs on the side of implicit as opposed to grandiose, colourful statements of power.

The first ability is the game’s weapon, which Kasurinen calls “optical power.” Essentially, the weapon is an “expression of a basic weapon,” which organically grows and upgrades as the game goes on.

The second ability, Launch, is a telekinesis power, allowing players to pick up and use objects in the environment as shields or weapons.

An evolution of this telekinetic power is the game’s third ability, named Shield, which is used as a barrier against incoming damage. The power of the shield is dependent on the player’s environment as it consists of surrounding debris and objects.

The fourth—and perhaps most interesting—ability is Evade, allowing Jesse to use telekinetic powers to dodge, float, and levitate, opening avenues for melee-based counterattacks. This melee attack can also be used to manipulate the environment, knocking out walls and cover to gain a strategic advantage.

The final ability is explained as a “deviation from telekinetic abilities.” Instead, this ability is a telepathic ability to control an enemy’s mind. This allows the player to mind control enemies, turning them over to their side for a limited time.

Interestingly, Kasurinen described Control as a “Metroidvania” in the middle of the interview, implying the game will have an open-ended level design with avenues for rigorous backtracking.

For more on Control, be sure to check out the video interview embedded below, and follow OnlySP on FacebookTwitter, and YouTube for the best in single-player.

Ben Newman

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