Walk Deeper Into The Environments Of Control With A New Dev Diary

Control

The latest dev diary for Control is here and goes into more of the environments and dynamic gameplay we should expect from Control

It has been a bit since we last had a solid developer diary for Control and I am glad to say that we have a new one to look at here. Sure, we have seen a few things from Remedy directly in terms of gameplay and features we can expect in the game. Usually, it is something mixed into a stream or recycled from old footage, but now we have something new for Control to show off more of the environments in the game. Something that is supposed to be part of this "new weird" the team is aiming for. Also, something that it looks like they are nailing on the head from videos past and this latest one.

What we have here to look at today will take us further into the Oldest House and the world of Control as we see how the team uses cues and key landmarks to help us navigate everything without a specific marker on the screen. Given how the location has been said to exist and have been designed already, it seems like there would be a need for more of this in the game, but I guess we are just going to have to explore. Again, another key feature of Control, so it looks to have played right into their hands here. Have a look at it all below with a nice little look at how the main weapon can be upgraded. It has no context, but we can at least see a bit more than we have in the past right here.

Control — Dev Diary 06 — Dynamic Gameplay & Reactive Environments

In the latest of our dev diaries series, Thomas Hudson (Senior Game Designer), Sergey Mohov (Game Designer), Mikael Kasurinen (Game Director), and Paul Ehreth (Lead Designer) discuss about Control’s dynamic gameplay and reactive environments.

How do you feel about not having a marker system of sorts in Control and will the landmark system work for you to get around? Do you think that it could get confusing along the way given the different shape and size the building is supposed to be in? Will forcing key narrative items to be on non-destructible items lower your immersion or will it be a sacrifice you will take to make sure you do not accidentally force yourself into a corner? Let us all know down in the comments and then feel free to discuss. When we have more to share for Control, we will share it all here. Just be sure to keep checking back in for all of that in the coming weeks.