Control
game
2/2/2026

Control

byUnknown
8.8
The Verdict
"Control is a landmark achievement. It's a game built with a rare and potent combination of high-minded intellectual curiosity and the raw, kinetic thrill of a great action game. While a frustrating map and a story that sometimes prioritizes mystery over clarity can act as minor blemishes, they do little to diminish the brilliance of the core experience. Remedy took a massive creative risk, trading the comfortable language of mainstream game design for something far stranger, and the result is one of the most memorable and important games of its generation. It is a masterpiece of mood, a symphony of destruction, and a world I was desperate to get lost in."

Key Features

Kinetic, Supernatural Combat: This is the core of Control. Players wield a single firearm, the Service Weapon, which morphs between different forms (pistol, shotgun, submachine gun, etc.). This is paired with a suite of telekinetic abilities—like launching debris with explosive force—that operate on a cooldown, forcing a dynamic, aggressive rhythm of play that feels utterly distinct from its cover-shooter contemporaries.
The Oldest House: The game's setting is its best character. A masterpiece of Brutalist architecture, this "Place of Power" is a shifting, non-Euclidean labyrinth. Entire rooms reconfigure themselves, new areas are hidden behind redacted documents, and the environment itself tells a story of decades of paranormal research gone awry.
Deep, Esoteric Lore: The narrative isn't just what happens on screen. Control's world is built through hundreds of collectible files, research notes, and multimedia logs. From reports on altered world events to corny but deeply unsettling internal training videos, the game layers its mystery, rewarding the curious with a universe far richer than the main plot alone.

The Good

Exhilarating, unique combat system
Masterful world-building and art direction
A truly original and intellectually engaging concept
Rewards player curiosity with deep, compelling lore

The Bad

Narrative can be opaque without reading collectibles
The in-game map is frequently unhelpful
The Switch "Cloud Version" is a significant compromise
Initial performance on consoles was rough

In-Depth Review

Bottom Line: Control is a confident, high-concept triumph of world-building and combat design. Remedy Entertainment has crafted a truly singular experience that fires on all cylinders, even if its narrative occasionally buckles under the weight of its own glorious ambition.

The Combat Loop

Control's combat is a rejection of the modern shooter's stop-and-pop cowardice. There is a cover system, but using it is a death sentence. The Hiss are aggressive, numerous, and attack from all angles. Survival depends entirely on constant, fluid motion and the masterful interplay between the Service Weapon and Jesse's supernatural abilities. This is the game's central, and most brilliant, design choice.

Your gun requires ammunition, but your powers—like Launch, which lets you telekinetically grab a chunk of the environment and hurl it at an enemy—run on an energy meter. This meter recharges quickly, but it forces a tactical choice in every moment. Do you unload your Shatter (shotgun) form up close, then retreat to let your energy recharge for a powerful Launch attack? Or do you hang back, using your Grip (pistol) form to pick off weaker enemies while your energy returns for a defensive Shield? This push-pull creates a combat loop that is relentlessly engaging. It turns every encounter into a kinetic puzzle where the environment itself is your primary ammunition source. The sheer destructive satisfaction of ripping a fire extinguisher off the wall and blasting it into a cluster of Hiss-possessed soldiers never gets old.

World-Building and Exploration

The Oldest House is an architectural marvel and a narrative masterstroke. Remedy's artists and designers deserve endless credit for committing so fully to the Brutalist aesthetic. The stark concrete, oppressive geometry, and cold, institutional lighting create a mood that is at once awe-inspiring and deeply unsettling. But it’s more than just a visual theme. The building is alive, a conscious entity that Jesse must cleanse and navigate.

Exploration is driven by curiosity and security clearances. Finding a new keycard opens up vast new sectors, each with its own distinct flavor of paranormal disturbance. The world is dense with secrets. The true story of the Bureau isn't told through cutscenes; it's pieced together from redacted documents, audio logs from the lead scientist, Dr. Darling, and even a bizarre puppet show called "The Threshold Kids" that explains complex parascientific concepts in the most unsettling way imaginable.

However, this is where the game's most significant point of friction emerges: the map. It is, to be blunt, awful. A layered, 2D representation of a complex, overlapping 3D space, it often hinders more than it helps. In a game that otherwise excels at making you feel powerful and in control, being lost because the map fails to convey verticality or simple direction is a recurring frustration that temporarily breaks the sublime immersion.

Editorial Disclaimer

The reviews and scores on this site are based on our editorial team's independent analysis and personal opinions. While we strive for objectivity, gaming experiences can be subjective. We are not compensated by developers for these scores.