Posted September 08, 2019
Control was just released so... obviously I beat Quantum Break on Xbox One, ha! My first impression was that this one's gonna stink but ultimately I enjoyed it quite a lot.
So, the big deal about this game was that it was "part game, part live action show", it was supposed to be some big multimedia experiment that Microsoft requested from Remedy. Well, it's all utter bullshit. Ultimately it's just far too long cutscenes that play at four points during the campaign. Really, that's all it is. And while these cutscenes may have higher production value than your typical live action stuff in video games they would make a pretty boring and shitty TV series in terms of production value and editing and, depending on the character, acting. Also, when I started playing the game and reached the first of these live action scenes it turned out that those weren't even installed yet and the default method for watching them, streaming, apparently doesn't work anymore. So I had to take a break while a 75 GB "free DLC" was being downloaded. Aaargh!
But besides that: it's for the most part just an okay game. It's a solid third-person shooter but not a great one by any means. The one thing that distinguishes it from other shooters are the powers that the game's hero, Jack Joyce, has at his disposal. So he can create a shield, teleport, freeze enemies, sprint like the Flash... as a matter of fact a lot about this game reminded me of the current Flash TV series, heh. At first the combat seemed just generic and boring to me but the game has its moments once you reach tougher opponents, especially ones with powers of their own, and you are highly encouraged to use these powers (but at least on normal difficulty most of the fights can be done without using them at all).
Ironically it's the game's narrative design that falls utterly flat. Don't get me wrong, the story and overall writing are pretty great and especially towards the end I really cared about the fates of the characters, but the game handles narrative in a pretty shitty manner. A lot of the story is told through FAR too long collectable snippets, usually emails, and it feels like it's literally NEVER the right moment to go looking for or reading those. Heck, usually I'd be doing this while an allied character was talking to me and I could only follow the dialogue through the subtitles because I got too far away from them to actually hear them and when Jack talked back to them it seemed like he was talking to himself. Seriously, it's pretty shitty and archaic and frankly even the first Max Payne had handled narrative design better than this game. Oh yeah, and often trying to get collectables was quite a pita because I would accidentally step into the next area and the game would not allow me to go back for the collectable I was actually trying to get. It's quite frustrating, really.
Finally there's the thing with the choices. One of the game's advertised features was that you could change the course of the story, both in the game and "the show". There's actually just a few collectables that will trigger a few seconds of meaningless extra footage in the cutscenes and four "junction points" in the game where you can choose one of two options which will actually affect the story. The strange thing is that it's the villain whose decisions you determine, not the hero's. It's pretty weird, really, since the story, for the most part, implies that there's no free will and if anything it's the hero, not the villain, who believes in free will. I've done only one playthrough so I'm not sure how much they affect but since the game is narrated in past-tense during an interrogation I presume that the outcome is always pretty much the same. Oh yeah, and towards the end there was a cutscene that seemed to contradict earlier events - not sure if I just happened to choose the one path the developers ignored while writing the canonical storyline or there's actually some explanation that I may or may not discover through different choices.
Anyway, what matters is that ultimately the combat was pretty fun thanks to the time powers and the story is, as can be expected from a Remedy game, pretty great. Oh yeah, and I really fell in love with the performances of Aidan Gillen and Lance Reddick, who played the two main villains here. Ultimately I enjoyed my time with this game.
So, the big deal about this game was that it was "part game, part live action show", it was supposed to be some big multimedia experiment that Microsoft requested from Remedy. Well, it's all utter bullshit. Ultimately it's just far too long cutscenes that play at four points during the campaign. Really, that's all it is. And while these cutscenes may have higher production value than your typical live action stuff in video games they would make a pretty boring and shitty TV series in terms of production value and editing and, depending on the character, acting. Also, when I started playing the game and reached the first of these live action scenes it turned out that those weren't even installed yet and the default method for watching them, streaming, apparently doesn't work anymore. So I had to take a break while a 75 GB "free DLC" was being downloaded. Aaargh!
But besides that: it's for the most part just an okay game. It's a solid third-person shooter but not a great one by any means. The one thing that distinguishes it from other shooters are the powers that the game's hero, Jack Joyce, has at his disposal. So he can create a shield, teleport, freeze enemies, sprint like the Flash... as a matter of fact a lot about this game reminded me of the current Flash TV series, heh. At first the combat seemed just generic and boring to me but the game has its moments once you reach tougher opponents, especially ones with powers of their own, and you are highly encouraged to use these powers (but at least on normal difficulty most of the fights can be done without using them at all).
Ironically it's the game's narrative design that falls utterly flat. Don't get me wrong, the story and overall writing are pretty great and especially towards the end I really cared about the fates of the characters, but the game handles narrative in a pretty shitty manner. A lot of the story is told through FAR too long collectable snippets, usually emails, and it feels like it's literally NEVER the right moment to go looking for or reading those. Heck, usually I'd be doing this while an allied character was talking to me and I could only follow the dialogue through the subtitles because I got too far away from them to actually hear them and when Jack talked back to them it seemed like he was talking to himself. Seriously, it's pretty shitty and archaic and frankly even the first Max Payne had handled narrative design better than this game. Oh yeah, and often trying to get collectables was quite a pita because I would accidentally step into the next area and the game would not allow me to go back for the collectable I was actually trying to get. It's quite frustrating, really.
Finally there's the thing with the choices. One of the game's advertised features was that you could change the course of the story, both in the game and "the show". There's actually just a few collectables that will trigger a few seconds of meaningless extra footage in the cutscenes and four "junction points" in the game where you can choose one of two options which will actually affect the story. The strange thing is that it's the villain whose decisions you determine, not the hero's. It's pretty weird, really, since the story, for the most part, implies that there's no free will and if anything it's the hero, not the villain, who believes in free will. I've done only one playthrough so I'm not sure how much they affect but since the game is narrated in past-tense during an interrogation I presume that the outcome is always pretty much the same. Oh yeah, and towards the end there was a cutscene that seemed to contradict earlier events - not sure if I just happened to choose the one path the developers ignored while writing the canonical storyline or there's actually some explanation that I may or may not discover through different choices.
Anyway, what matters is that ultimately the combat was pretty fun thanks to the time powers and the story is, as can be expected from a Remedy game, pretty great. Oh yeah, and I really fell in love with the performances of Aidan Gillen and Lance Reddick, who played the two main villains here. Ultimately I enjoyed my time with this game.