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Here is a comparison between an early prototype build of Control (late 2017) and our E3 2018 build. Needless to say the E3 2018 build is now old news...![]()
Ist das Ding schon so weit? Gefühlt fliegt das ja dann meilenweit unter dem Radar?
Control puts you in the shoes of Jesse Faden, a young woman who seeks to discover more about who she is while finding answers to questions she's had about the supernatural her entire life. Her search brings her to the Federal Bureau of Control, a government branch that heads paranormal investigations. Upon her arrival, however, an otherworldly threat has taken over the headquarters and threatens to possess or kill everything in its sight. As Jesse, it's up to you to harness control over this entity with everything you've got.
During our cover story trip, we learned about Jesse's powerful abilities, such as levitation, launching almost anything with telekinesis, and "seizing" the minds of enemies so they work alongside her instead. We got hands-on impressions, a better understanding of the enigmatic astral plane, and the mysteries to be found in the ever-shifting headquarters of the Bureau, known as The Oldest House.
With Game Informer's new cover story on Control, we took the opportunity to sit down with Game Director Mikael Kasurinen to bombard him with questions about Control, working with Cory Barlog, and whether he's afraid of ghosts... because he should be.
https://www.resetera.com/threads/94-rapid-fire-questions-about-control-game-informer.103974/
- Skill trees.
- No multiplayer.
- Different collectibles.
- No New Game+
- Not linear.
- No photo mode.
- No difficulty levels.
- There is a twist at the end.
- You can watch TV.
- Kubrickian influence.
- Weapons are upgradeable.
- Not a horror game.
- Some weird puzzles.
Control’s Jesse Faden is a force to be reckoned with. Aside from her Service Weapon, a transforming gun, her main defense against the dangerous supernatural force known as The Hiss is her ever-growing arsenal of powerful abilities that bring devastating results. During our cover story trip, we spoke to Remedy about their creation, and tried a slew of abilities ourselves during a hands-on demo.
From Max Payne’s bullet-time to Alan Wake’s encounters with the paranormal, most of Remedy’s games feature some supernatural element. Remedy wanted to take that a step further with Control. “In this case, we actually have a supernatural hero who has abilities,” game director Mikael Kasurinen says. “Sure, in Quantum [Break] we had similar ideas, but I think here we’re really, really embracing that through the different attacks you can do. That was a conscious decision from the get-go: Let’s embrace that you have supernatural powers and go as far as we can with them.”
However, the team didn’t want to go so far down the path of supernatural abilities that Control felt unrecognizable to players. One rule the team wanted to adhere to was the notion that abilities should feel somewhat grounded in reality. “Though they are crazy and extraordinary, there’s kind of this realistic flair to them,” Kasurinen says. “Everything you see is what you’d imagine it to look like. We want to avoid magical [visual effects] like fireballs and things like that. We try to use the art and visuals of this world and use that in an extraordinary or supernatural way.”
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