Control isn’t just one of the best games of 2019, but it's also one of the most important games of the generation. In a time when it's commonplace to see publishers and developers iterate on evergreen franchises, Remedy Entertainment delivered a game that was uncompromising in its nature. Most importantly, however, it did all that while boasting consistently high production values at a fraction of the AAA budget; igniting a renewed interest in the AA market.
However, despite all of its merits — Control isn’t a flawless game. There are many things that could have been done better, especially in the game’s narrative department. With a sequel confirmed to be in the works, it just might be the perfect opportunity for Remedy to course-correct its shortcomings with an altered approach to its narrative.
Control’s Narrative Feels Antithetical To Remedy’s Strengths
Remedy Entertainment has cemented its reputation as one of the industry’s top talents, with a consistently high-quality output of games for generations. The studio’s biggest strength lies in how it has handled narrative in its games. Whether it's the cynical dialogues in Max Payne, or the twisting town of Bright Falls in Alan Wake, Remedy has continually told simple stories effectively with a consistently unique presentation. At the center of it all has always remained memorable characters, with questionable ambitions and complex backstories, who stay in the players’ heads long after the credits have rolled.
Control breaks that tradition by taking place in the high-concept setting of The Oldest House, which features an extensive history of its own, tons of secrets, and mind-bending mechanics. To properly explain it all to players, Remedy has to resort to expository information in the form of optional dialogue, audio diaries, and log entries. Of course, the story of Jesse and Dylan was at the forefront of Control, but more often than not, it ended up playing second fiddle to the other narrative proceedings. Both of them are well-written characters with compelling backstories and motivations, but their personal stories get overshadowed by the overarching narrative pretty frequently.
As a result, the excellent story gets heavily marred down by what seems to be a bloated storytelling structure, alongside shallow side characters that lack the personality fans have come to expect from a Remedy-developed game. It isn’t bad by any means, but it most certainly feels antithetical to the studio’s strongest suits. One could chalk it up as a necessary evil given the focus on the game’s high-concept setting and world. The sequel to Control can be the perfect opportunity to address these criticisms.
How Control’s Sequel Might Do Better With Narrative
Remedy Entertainment hasn’t confirmed what the sequel to Control will entail, but if it takes place in the same universe, it’s the perfect opportunity to build upon the narrative foundations of the original. Remedy can take advantage of the fact that it has already fleshed out the world, its concepts, and its history with the first game — meaning the story can once again alter its focus to align with the writers’ strongest suits of effective storytelling in an interesting setting.
Without the need to ease players as Jesse into understanding the Oldest House and the FBC, Remedy should be able to craft a story that exclusively focuses on her character, Dylan, and the relationship they share. Jesse underwent a great deal of mental trauma following the Ordinary incident, and the sequel could further delve into the insecurities and her twisted mental state. In a similar vein, Control’s sequel could take advantage of the fact that Jesse is now the director of the FBC and knows most of the bureau’s officials, and use that to flesh out the personalities of the side characters.
By delegating all the exposition to optional collectibles for fans who missed out on the original, Control’s sequel could also make some much-needed leaps in its narrative pacing too. If all works out, fans just might get a sequel in the vein of Max Payne 2 — a much tighter, focused experience that places the utmost emphasis on the central characters and their journey through a twisted and morally-gray world.
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