Enjoy//Absorb The Control Video Game//Sermon

Matt Stephen
3 min readJul 28, 2021

I finshed Control this week, I’m not very good at it, and here’s my walkthrough.

a scene from Control — a dimly lit office space with office workers suspended in mid air.

First, some thoughts — this is one of the best-produced games I have ever played. The use of prose, live-action footage, audio logs, and general world design and characters is so pristine, so pure (with one exception which I’ll touch on shortly) that I find it hard to think of another game which is as committed to its own world building and atmosphere as Control. I felt a little let down as the credits rolled because it only took me just under a week of play to finish the main game — but the post-game provided by Remedy seems, initially, rich and full, so I’ll refrain from commenting too much on that.

The game is buoyed by strong motion capture performances and the regular presence of Bureau Quack Dr Darling adds a layer of normalcy that most games in this genre completely abdicate in favour of rich world-building.

Essentially, your role in the Federal Bureau of Control as the new director is to help solve the apocalyptic threat accidentally unleashed within the bureau by scientific over-reach. Regular trips in and out of the Astral Plane, as well as correspondence with “The Board”, essentially a big triangle with a funny voice, really set this game outside of the traditional paranormal universe that games like to play in. A combination of stunning brutalist architecture and genuinely unprecedented visuals will make it hard to forget.

It’s not the most outstanding, unique or effervescent game to play, but like the best weird B-movies and tv shows, being along for the ride is more than enough to keep you invested.

Here’s how I recommend spending an evening with Remedy Games’ CONTROL.

Drink:

I advise a red wine to play Control, my preference would be a Chianti but it shouldn’t matter too much. As you sit and watch the Bureau’s informational videos on interdimensional demons, or possessed VCR players, or whatever it may be, just take a moment to nose the wine and enjoy a sip as you try wrap your head around whatever the hell those freaky guys are on about. For the teetotal, I would recommend a ginger beer with lime cordial.

Snack:

Control is probably best enjoyed without a snack, with the short main game run time meaning it’s best to be fully engaged while you’re enjoying it. But just to soak up the wine and stop you from forgetting the third act of the game, I’ll recommend some choc chip cookies in moderation (my tendency is to completely demolish an entire packet which is why I say moderation). Think of it as taking chunks out of the bureau’s weird foundations.

Music:

I won’t be recommending music for every game, but Control’s score is low-key and understated, meaning for the most part you can stick on your own playlist while you play through. Best to pause the music for dialogue-heavy cutscenes so you don’t miss out on the exposition if you are so inclined. I also recommend muting your music for the playthrough of the Ashtray Maze — I don’t want to spoil anything so just bear that in mind.

For the music may I recommend BADBADNOTGOOD, the Canadian jazz 3-piece. The swirling, cloud-like vibes of most of BBNG’s albums will be the perfect companion for a building of brutalist design with much of its 1960s charm retained. If you don’t like BBNG, any jazz playlist will do — but only the most dissonant and weird jazz will do.

— — — — — — — — — — —

Control gets a 8/10 from me! Aside from the slightly conflicting mechanical demands of the combat system and a genuinely really annoying internal monologue, it’s a game that pushes at the limits of what we expect from a video game story and plot, and I’m a sucker for a codex — so to finally add a visual element to the usually tedious audio logs really added layers and layers of intrigue to the game. I loved it! I hope you love it too.

--

--