
Winner of over 80 awards, CONTROL is a visually stunning third-person action-adventure that will keep you on the edge of your seat.
Most likely between $22.8M and $64.6M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $39.99 | 87% | approximately $38M |
| GOG | $5.99 | 84% | #7 |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $2.68 on GOG · Türkiye (−93%). Compare 30 prices in 15 markets →
Reviews
Themes across 2701 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
One of the best paranatural world experience games i've ever played. Can't wait for part 2 in September.
Control has the flesh of a masterpiece, but the bones of it all are still a bit crooked. THAT'S WHY I AM BETTING IT ALL ON CONTROL RESONANT BABY, THAT ONE WILL FOR SURE FIX ALL THE ISSUES WOOOO! After 36 hours of reading censored bureaucratic documents, I think Control warrants a review. Control is Remedy's sixth game, if you count those that actually matter, and you can tell it all really started to click by now. After all, this is the game that *officially* started the Remedy Connected Universe. While it doesn't stray far from what came before, it solidifies what makes Remedy games so unique, so fascinating, and frankly so much better compared to their AAA contemporaries. The story is overly complex, the art direction is staggeringly jaw-dropping, and the gameplay is holding the experience back in some way. This is what Remedy is, and I wouldn't have it any other way. Okay, but what actually is Control? Control is technically a third person shooter, but I don't think that classifies the game well. This is actually a third person supernatural power fantasy action game where you can also shoot a gun. The story follows Jesse Faden, a regular adult, who, in search for her missing brother, ventures to The Oldest House, an enigmatic, brutalist and seemingly endless building which houses the secret US government organization called the Federal Bureau of Control. The FBC is an agency which handles all things paranormal, whether it's a floating bucket, or an a fridge that will eat you if nobody is looking at it (Yes, the setting takes a lot of inspiration from SCP). Jesse stumbles through the building until she finds a gun called "The Service Weapon", which in turn somehow makes her the director of the entire organization. That's the gist of it, because I don't want to get into spoilers, but you can see how that would make for an intriguing story. Hands down the best part of the package is the worldbuilding. This setting is just SO unbelievably cool. Even though the game technically takes place in a single building, the idea of an ever-shifting interior with paranormal entities gives them the flexibility to do basically everything they want. As Jesse enters the scene when the FBC is in a disarray, you learn all about it and the entire ecosystem around it through scattered documents, videotapes, and audio cassettes. I have resorted to reading, watching, and listening to all of them because they are simply FASCINATING. Out of (apparently) 412, I was uninterested with maybe a handful of them. My favorite part of it all was certainly Dr. Darling, a fanatic Head of Research scientist, who recorded himself explaining many different paranatural items or past events. He is just mesmerizing to listen to (also voiced by the amazing Matthew Porretta a.k.a. Alan Wake himself). Going hand in hand with the worldbuilding is the level design, which is suprisingly astonishing. While the building is extremely complex, it's still completely logical. There is a main elevator, which will take you to your desired floor and it branches out however it wants from that point on. You will need to jump between the floors and specific locations in them pretty much constantly, but thankfully, the developers gave you a map! ...Right? Well yes, but the map is not all that useful. It will let you know that the location you need to get to is somewhere southwest, but it won't be effective if you want use it for actual real-time navigation. This might sound bad, but I actually have grown to love it a lot. I am not going to lie, I was frustrated at first, but once I understood what you are supposed to do, I think it's quite genius. As you can't completely rely on the map, the building has a ton of signage (just like real life corpo buildings!), which you will have to use instead, further improving the immersion. It will certainly not be for everyone, as I understand the feeling of just wanting to know where to go, so take that as you wish. It is elevated by the superb graphics. Control was one of the first games to use ray-tracing, and probably the first to ACTUALLY use it. This was the cutting-edge game some time ago, and it still remains top tier. They went all in and you can certainly see it when the game is maxed out. And it's not only because your PC will cry out for help. This game is gorgeous, especially when it comes to the lighting and the reflections. It coming out during the ray-tracing infant days is a bit of a curse though, as even on maximum settings the environment will display distracting noise. Thankfully Control Resonant will have path-tracing, so it will just be this game's art direction without the flaws. Hopefully. All of that culminates in a simply fantastic atmosphere. Unknown voices echoing through the hallways, sudden light shifts, and the constant excitement of the unexpected keeps the experience immersive throughout the entire runtime and is simply a cherry on top. Now, let's stop all this sweet talk and get to the more shaky parts of the experience. The story itself is, meh, alright. As always, no spoilers, but the story genuinely has (because I'm sure the sequel will expand on it) a ton of potential. It is very ambitious, but it works for the most part, and it will make sense if you indulge it. The issue is that it all just goes a bit too quickly. Big things happen, but they don't elaborate on it enough and just move on to the next big thing. While 36 hours is certainly not a short game, I probably spent like 9h on the actual story, so they certainly could've extended it a bit. I stil like it, but it is definitely carried by being based in this cool world. The dialogue that supports it is a bit weird. It feels uncomfortable, with quite long pauses and awkward interactions, but at the same time it feels completely intentional? Like I am weirded out whenever I am listening to them, but the concept of this story is quite absurd, so the circumstances completely call for the awkwardness. It helps that the voice actors themselves are quite great. Finally, the gameplay is the mixest of the mixed bags. What else did you expect from a Remedy game? It starts off fine, the guns feel weighty, the animations are gorgeous, and the enemies are interesting. However, as the time goes on, the gameplay becomes the least interesting part of the package. The new enemies don't differ enough to change your approach to them, the powers you gain are not as useful as your "throw ♥♥♥♥ at the enemy" ability, and you already found your favorite gun so you don't need to switch it around. ...Until you get the levitate ability, which is just SOOOOOO cool that it makes the combat like 5x better. And then you get bored of it as well, but you've probably finished the game by then. It does not help that there is a leveling system, which feels insanely tacked on. You earn skill points which you can spend on stuff like: a) Your ability #1 deals 5% more damage b) Your ability #2 stays active for 5 more seconds c) Your ability #3 is 5% more durable Honestly, what's the point? I never felt like they changed anything aside from some exceptions like the upgrade that lets you hold three throwable items at once. That one is sick. Hopefully they also rework this in the sequel. All in all, Control is an incredible experience that engrossed me in its world way more than I expected. While the gameplay is not top of the class, it is a fun power fantasy, and probably the best out of all Remedy games so far. The series itself has a ton of potential and I am unbelievably excited for Control Resonant.
oynanış konusunda hissiyatı mükemmel hikaye konusunda gelirsek wtf oluyorsunuz çünkü çok hızlı gelişiyor her şey ama hikayeyi boş verip combat olsun diyorsanız çok güzel <3
Story was perfect as it was expected from REMEDY . Jesse Faden and her communication with NPCs was also great. Music hits hard and its mixture with the story of the game results in perfect moments. Gameplay was glorious. Levitation and Lunch abilities were great and killing hiss and mold hosts with these abilities felt great. Story had good plot twists and side quests were unique. So, what's better than this?...
Игра по ощущениям вышла ну так себе, будем честны. Из плюсов отмечу лишь физику разрушения, как объекты и само окружение ломаются при взаимодействии с ними с помощью захвата или взрывая всё подряд. И на этом плюсы закончились.. Сюжет просто ни о чем, нифига не понятно в течении всей игры, что вообще происходит. Диалоги унылые, скипал уже на середине игры, читать записки коих тут набросали тонны на каждом шагу, мне впадлу, и как по мне это худший способ повествования. Боевка вышла фиговой, способностей мало, табельное оружие вроде и прикольное, шесть вариаций, много различных модификаций, но в основном бегал с вращением и пирс. Вращением добивал лоу хп бомжей после броска, пирсом сражался с боссами, урона много, плюс дали модификацию на мгновенный выстрел. Способностей крайне мало, бросок, щит и полёт, по сути всё.. а файты тут происходят каждую минуту, учитывая что приходится бегать туда сюда. Ну и лично от меня премия за самую ублюдскую и неудобную карту получает эта игра, настолько всратый и неудобный вид карты сделал настоящий мастер своего дела, по мазохизму разумеется, ибо одному только разрабу известно, по какому принципу делалась карта всех секторов в игре. Напоследок, с оптимизацией здесь явно какие-то проблемы, игра очень много жрет, видеокарта сильно греется и шумит, просадок хоть и не было, но я не заметил здесь чего-то прям выдающегося. Купил по солидной скидке 90%, видимо игра не оправдала у многих ожиданий. Мне не зашло, на последних минутах проходил ласт дополнение через силу, посредственный геймплей и особенно сюжет.
[h1] HARCANMIŞ POTANSİYEL [/h1] Bu oyunu 2 defa oynamayı denedim birinde doku yüklenme hatasından dolayı birinde de ilk 1 saatte çok sıkıcı bulduğumdan dolayı bırakmıştım. Yeni oyunu da çıkmak üzereyken tekrardan deneyeyim belki hatalıyımdır dedim ve bu sefer oynadım, bitirdim hatta %100 başarım aldım. Ve yanılmışım, bu oyun sandığımdan da SIKICI. Öncelikle hikaye; Sam Lake abi yazmış da yazmış. Kötü yazmamış bu arada, güzel yazmış ama uzun yazmış. Yine de kendini merak ettiren şeyler var hikayede. Ama sorun hikayede değil, hikayenin anlatım şeklinde. Ben hayatımda bir hikayeyi daha sıkıcı anlatan bir oyun görmedim. Hikayeyi o kadar rezalet bir şekilde anlatıyor ki hikayesi ne kadar ilgi çekerse çeksin 3. diyalogdan sonra uyuklamaya başlıyorsunuz. Ne bir sinematik var ne başka bir şey. Etrafta toplanabilir zibilyon tane belge ve ses kaydı var ama ilk 3 belgeden sonra açıp da okumadım çünkü ÇOK SIKICIlardı. Yani elinde şöyle fantastik bir anomali hikayesi var, gizemlerin olayların ardı arkası gelmeyecek bir altyapıya sahipsin, hikayeyi şu şekil anlatıyorsun. O kadar yazık etmişler ki anlatamam. Mekaniklere gelirsek; oyunda toplam 4 mekanik var (kalkan denen işe yaramaz özelliği saymıyorum) Sırasıyla silah(lar)ınız, eşyaları tutup fırlatma yeteneğiniz, süzülme yeteneğiniz ve düşmanları kendi safınıza katma özelliğiniz. Silahlardan bahsedecek olursam farklı silah modlarınız var ve tek silahı onlara dönüştürerek kullanıyorsunuz, açıkçası pierce hariç gerisi çöp; hasarları yok denecek kadar az veya savaşlarda işe yaramayacak kadar kötüler. Eşyaları tutup fırlatma mekaniği ise oyunun %90'ı desem yalan olmaz. Oyundaki savaş döngünüz stamina bitene kadar eşya fırlat, stamina bitince ateş et, mermi bitince eşya fırlat; tüm oyun böyle geçiyor. Süzülme yeteneği gayet güzel ama neden en sonunda sınırsız uçabileceğimiz bir geliştirme vs. yok anlamadım, havadaki düşmanlarla süzülerek savaşırken asla göremeyeceğim altımdaki boşluğa düşerek kaç defa öldüm hatırlamıyorum. Kısacası belli bir süre sonra paşa paşa yere inmek zorundasınız. Düşmanları ele geçirme olayı da basit ama düşmanken aimbot'u varmış gibi davranan düşmanlar ben ele geçirince ahraz ve beyinsiz oluyor, klasik. Kalkan özelliği dediğim gibi çöp, hiçbir boka yaramıyor, yok kalkanla dash atmak yok kalkanı kapatınca fırlatmak falan bomboş. Kalkanı tasarlayan arkadaşa buradan selamlar.. Bölüm tasarımına ve genel oyun dizaynına gelecek olursak, oyunun ilk yarısı klasik bir third-person shooter oyunu gibi sade ve güzel akarken ikinci yarısı sanki control oynamıyorsunuz da World War Z oynuyorsunuz. İkinci yarısından sonra sadece akın akın düşman geliyor; 5 düşman görüyorsunuz öldürüyorsunuz ve yeni, canı daha yüksek, daha zorlayıcı, zırhlı 5 düşman daha spawn oluyor öldürüyorsunuz ve yine yeni, canı daha yüksek, daha zorlayıcı, zırhlı 5 düşman daha spawn oluyor öldürüyorsunuz ve yine ve yine ve yine aynısı. Bi noktadan sonra oyun o kadar kaotik olmaya başlıyor ki aynı anda max 2-3 düşmana saldırabileceğiniz oyunda sağdan soldan size saldıran 10'dan fazla düşmanın arasında kalıyorsunuz. Neden abicim neden böyle yaparsın ki? Aynı şey boss fightlar için de geçerli; bossların ilk aşaması bossu nasıl yenerim zayıf noktası nedir falan diye düşünüp gayet normal şekilde fightlıyorsunuz. Bossun ikinci aşamasında boss kuduruyor ve size saldıracak zaman bırakmıyor, sürekli normal düşmanlar spawn oluyor ve kudurmuş bossla uğraşırken beyninizin tam orta yerine roket/mermi yiyor, 1 can kalınca da bossa ölüyorsunuz. Bırak da bossla fightlayalım be abi. Genel bölüm dizaynı olarak da görsel olarak atmosfer olarak çok başarılı, objectiveler standart şeyler git, gel, öldür gibi. Bulmacalar oyunun ilk yarısı mantık çerçevesinde çözmesi eğlenceli bulmacalar ama oyunun ikinci yarısından sonra düşünerek asla ama asla bulamayacağınız, mantıkla uzaktan yakından alakası olmayan bir hale bürünüyor, çoğu saçmalık yani. Müzikler ve grafikler gayet iyi (kaplama hatası dışında) Ama bir noktadan sonra birbirini tekrar eden koridorlara dönüşüyor bazı yerler. Müzik demişken; Ahti isimli karakterin kulaklığıyla labirente girdiğimiz bir bölüm var, diyorum ki NEDEN TÜM OYUNU O BÖLÜM GİBİ YAPMADINIZ? O bölüm o kadar iyiydi ki, müzik olsun, uçan kaçan bölüm dizaynı olsun, akın akın gelmeyen sayısı belli olan düşmanları olsun; yemin ederim tadı damağımda kaldı. Bu oyunu 27 saat oynayacağıma o bölümü 27 saat oynamayı tercih ederdim. Kısacası; çok iyi bir oyun olacakken oyun yapmayı bilmeyen (ki öyle demek istemiyorum sonuçta Remedy Ent.) insanların "Abi bu oyunu çok sıkıcı yapalım, hatta düşmanları da akın akın yollayalım zorluk olur." demesiyle yapılmış gibi bir oyun olması o kadar üzücü ki. Şu oyun güzel ve vurucu bir hikaye anlatımıyla, daha mantıklı ve daha eğlenceli bölüm tasarımıyla, daha fazla düşman çeşitliliği ve daha fazla karakterle çoook daha güzel hatta belki de başyapıt denilecek bir oyun olabilirmiş. Ama yine de yeni çıkacak olan Control Resonant'ı merakla bekliyorum. PUANIM: 6/10
几年前刚出的时候我怎么就GET不到爽点呢,玩了两三个小时就弃了,现在重新拾起来才发现这游戏很赞,视觉方面太古屋美术氛围感拉满,TPS搭配异能系统打架真的很爽,就是容易迷路,要有一定的耐心,剧情方面本体还好,但是两个DLC在讲什么我是真的有点云里雾里。
[h1] ВНУТРІШНІЙ ЗВІТ БЮРО[/h1] [h3]Об'єкт: Control Статус: СХВАЛЕНО ДЛЯ ПОДАЛЬШОГО ДОСЛІДЖЕННЯ[/h3] [b]Після численних [spoiler]випробувань[/spoiler] встановлено[/b], що [spoiler]Об'єкт «Control»[/spoiler] демонструє винятковий рівень аномальної якості. [spoiler]Старий Дім[/spoiler] успішно порушує звичні закони архітектури, здорового глузду та сприйняття реальності, викликаючи стійке бажання дослідити кожен [spoiler]коридор[/spoiler], навіть якщо він вирішить більше не існувати. [b]Директор [spoiler]Джессі Фейден[/spoiler] проявляє високий рівень стійкості[/b] до [spoiler]паранормальних явищ[/spoiler], а застосування Службової Зброї та телекинезу створює надзвичайно задовільний досвід нейтралізації Ворожої Сили. Кожен бій супроводжується контрольованим [spoiler]хаосом[/spoiler], який рекомендовано не стримувати. [b]Зафіксовано побічні ефекти:[/b] неконтрольоване читання всіх знайдених [spoiler]документів[/spoiler], захоплення атмосферою та бажання повернутися до [spoiler]Старого Дому[/spoiler] після завершення основної операції. [b]Висновок Бюро:[/b] Об'єкт Control становить аномально високий рівень художньої, сюжетної та [spoiler]ігрової цінності[/spoiler]. Рекомендується всім [spoiler]агентам[/spoiler], які не бояться незрозумілого, люблять дивну наукову фантастику та готові прийняти той факт, що не на всі [spoiler]питання[/spoiler] існують відповіді. [b]Рівень загрози:[/b] Низький. [b]Рівень захоплення:[/b] Критично високий. [b]Статус справи:[/b] НЕ ЗАКРИВАТИ. [hr][/hr] [b]МИ/РАДА СХВАЛЮЄМО ЦЕЙ ОБ'ЄКТ/ДОСВІД, БО CONTROL НЕ ПРОСТО ГРА/ВИПРОБУВАННЯ, А ПОДОРОЖ/ПРИЙНЯТТЯ, ДЕ ХАОС/ПОРЯДОК, ДИРЕКТОР/ГРАВЕЦЬ І СТАРИЙ ДІМ/ЖИВА СУТНІСТЬ СТАЮТЬ ЄДИНИМ ЦІЛИМ, ДО ЯКОГО ТИ ПОВЕРТАТИМЕШСЯ/БУДЕШ ПОКЛИКАНИЙ ЗНОВУ.[/b]
玩法是扔东西,各种东西碰来碰去,频繁的会加载地形,然后怪刷的多且频繁,所以优化不好。战斗的时候卡顿会很致命,但用游戏内置的官方外挂玩,能够减少高血压时刻,可以开无敌和秒杀,我后面玩的时候只开了无敌,玩的难受了直接开别跟自己过不去。游戏引导一般来说都不会卡关,看指示牌,地图和文档,有一定其他游戏经验,不需要仔细看就能稳定推进游戏,实在不知道怎么解密,或者一时找不到路,就搜攻略和问ai吧。体感有点像罐头游戏,我只通关了本体和dlc的主线部分,剩下一大堆支线任务不想打了。
Throwing chunks of concrete at enemies while floating around like a Sardaukar from Dune never gets old, and the physics make every fight satisfying. My playtime was split almost evenly after I stopped playing in spring 2025, and that was a mistake. The story is already difficult to follow, so taking a long break made it even more confusing. The puzzles are enjoyable, and the brutalist architecture of the Oldest House is one of the game's highlights. The shifting environments and destructible scenery make exploration worthwhile. Farming specific upgrade resources is less enjoyable because enemy spawns are random. The Service Weapon's different forms are a good idea, but some could use a balance pass to make some forms more useful. Game ran fantastic on my system, high 1%s on high even when things are chaotic on screen. I found Control to be an excellent action game with memorable combat and fascinating world building. It also ties in well with Alan Wake, making both games more rewarding to play. Remedy wears its influences, particularly David Lynch, Stephen King and SCP on its sleeve, but still creates something that feels distinct. I would happily recommend it.