Remedy: Control Gets to the Point Much Faster Than Quantum Break; We’ll Go Crazy with Bosses

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Oct 25
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As we get closer to 2019, Remedy is starting to unveil more details about Control, their upcoming action/adventure game due next year on PC, PlayStation 4 and Xbox One. Earlier this month, Game Director Mikael Kasurinen confirmed that there won’t be any fetch quests as all side quests in Control will be meaningful and interesting.

In a new interview published in the latest Official PlayStation Magazine (December 2018, issue 155), Communications Director Thomas Puha said that Control will address one of the complaints fans had with Remedy’s previous title, Quantum Break: its slow-paced beginning.

control-game-nvidia-rtx-3Related NVIDIA RTX Effects Cost 9.2 ms in Remedy’s Northlight Engine, Running at 1080p on an RTX 2080 Ti

We had a lot of back-and-forth on Quantum Break’s beginning, which was very slow-paced, and had a lot of setting up. Which was very deliberate. This gets to the point a lot faster.

Players can also expect to find ‘crazy’ boss fights.

We’re going to go very crazy with actual bosses. When we built the demo I was like okay, the take away for people will be like “That’s a boss fight.” It is and it’s not. They will be a lot bigger-scale and epic than what you saw there. That was kind of to give you sort of a taste.

Lastly, the Finnish developers are focusing on the delivery of a satisfying combat based on Jesse’s telekinetic powers. The idea is to make them as impactful as gun based combat would be.

We really wanted to challenge ourselves – let’s make the abilities really impactful, and getting the abilities to feel really good. Like Launch, where you grab objects and throw them – you have to get the physicality right. How does it work when I look at objects, do you have to kind of point at what you pick? – which kind of goes against this being an action-driven game. A lot of work has gone into that. You kind of look around and you see the object that you kind of feel you want, but we should be able to predict that too – and then you grab it and then you get to throw it, and that has to feel right when it impacts the possessed Bureau troops or the Bureau agents you’re gonna fight against, that has to feel really good. People really like shooting guns in games, so we really want to challenge ourselves so that the abilities would give you that same sort of a powerful feeling. We’re still working on it for sure.

Stay tuned for more news and updates on Control as we get closer to its release.

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