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Control (video game)
Control (video game)
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Control
DeveloperRemedy Entertainment
Publishers
  • 505 Games (2019–2025)
  • Remedy Entertainment (2025–)
DirectorMikael Kasurinen
ProducerJuha Vainio
DesignerPaul Ehreth
ProgrammerSean Donnelly
ArtistJanne Pulkkinen
WriterSam Lake
Composers
EngineNorthlight Engine
Platforms
Release
27 August 2019
  • PS4, Windows, Xbox One
    27 August 2019
    Amazon Luna
    20 October 2020
    Nintendo Switch
    30 October 2020
    PS5, Xbox Series X/S
    2 February 2021
    Stadia
    27 July 2021
    macOS
    26 March 2025
    iOS, iPadOS, visionOS
    2026
GenreAction-adventure
ModeSingle-player

Control is a 2019 action-adventure game developed by Remedy Entertainment. It follows Jesse Faden, the new Director of the Federal Bureau of Control (FBC), a secret U.S. government agency that investigates and contains phenomena that violate the normal laws of reality. As Jesse, the player explores the Oldest House–the FBC's headquarters–and uses paranormal abilities and a shapeshifting gun known as the "Service Weapon" to combat the Hiss, a hostile, otherworldly entity that has invaded and corrupted the FBC. Players unlock new powers by locating Objects of Power, mundane objects imbued with energies from another dimension. The Oldest House has four sectors that can be explored at a nonlinear pace, and players are free to complete side quests and explore hidden areas.

Control was completed within three years with a €30 million budget. Its gameplay is significantly more open than Remedy's past games; the developers drew inspiration from role-playing and Metroidvania games. The game was written by Sam Lake and was inspired by paranormal stories about the fictional SCP Foundation, based on the new weird genre. To demonstrate the game's destructible environmental systems, the Oldest House is designed in the brutalist style common in Cold-War-era government buildings. The game's voice cast includes Courtney Hope as Faden, and James McCaffrey, Matthew Porretta, and Martti Suosalo. The music was composed by Petri Alanko and Martin Stig Andersen. Control uses Remedy's in-house Northlight Engine and was among the first games to use real-time ray tracing built into the hardware of modern video cards.

505 Games published Control for PlayStation 4, Windows, and Xbox One in August 2019 and for the PlayStation 5 and Xbox Series X/S in February 2021. Remedy Entertainment began self-publishing the game in 2025. Control received generally positive reviews; critics praised its setting, art direction, gameplay, and characters, although its main story received mixed responses. The game sold over five million copies and was nominated for several end-of-year accolades, including Game of the Year at The Game Awards 2019 and the 23rd Annual D.I.C.E. Awards. Two expansion packs were released, the second of which, AWE, being a crossover between Control and Alan Wake, forming part of a shared universe named the "Remedy Connected Universe". A sequel, Control Resonant, is set to be released in 2026, and a multiplayer spin-off, FBC: Firebreak, was released in 2025.

Gameplay

[edit]
The player character gains psychokinetic powers, such as levitation. She is also armed with a "Service Weapon", a shapeshifting gun.

Control is an action-adventure video game that is played from a third-person perspective. The player assumes control of Jesse Faden, who is searching for her missing brother, as she arrives at the Oldest House, a featureless Brutalist skyscraper in New York City that houses the headquarters of the fictional Federal Bureau of Control (FBC). Most enemies in Control are human FBC agents who are possessed by the Hiss, an otherworldly force that is attempting to cross through a dimensional barrier into this reality. Enemies range from firearm-carrying humans to heavily mutated variants with superpowers.[1]

To combat these threats, Jesse is equipped with the "Service Weapon", a modular firearm that can shapeshift into five forms: Grip, Spin, Shatter, Pierce, and Charge.[2][3] Each form has unique gameplay properties, ranging from a close-range, shotgun-like blast to a long-range, sniper-like form.[2] Players can equip and swap between two weapon forms at any given time.[4] Jesse also interacts with Objects of Power to gain psychokinetic abilities. These abilities include "Launch", which allows her to telepathically hurl environmental objects as projectiles at enemies; "Evade", a quick dash to avoid attacks; "Shield", which pulls rubble from the ground to block incoming attacks; "Seize", used to briefly turn enemies into allies; and "Levitate", which enables Jesse to fly.[5] Outside of combat and transportation, the powers are essential for solving environmental puzzles.[6] Three of the five base powers are optional, and may only be obtained through exploration or completion of side quests.[7] The use of the Service Weapon and Jesse's psychokinetic powers is governed by two cooldown systems, allowing players to alternate between these combat options.[8] The game lacks a traditional cover system; players must remain mobile because defeated enemies drop health that is necessary for Jesse's survival.[9]

The Oldest House has an interior far larger than its exterior; the building is an enormous, constantly shifting supernatural realm that defies the laws of physics. Control is built in the Metroidvania format; the Oldest House has four sectors that can be explored at a nonlinear pace.[10][1] Throughout the building, players encounter Control Points, which are unlocked by clearing enemies and serve as hubs for fast travel, skill upgrades, weapon modifications, and outfit changes.[11] Reaching a Control Point will heal Jesse without resetting the level.[12] As players progress, Jesse's security-clearance level will increase and players will gain new skills, allowing them to access previously locked rooms or reach hidden areas.[1] The game's campaign is divided into 10 acts that are supplemented with 18 side quests.[13] There are also "Board Countermeasures" quests, which are challenge activities that task players with eliminating Hiss under certain conditions,[14] and timed challenges named "Bureau Alerts".[15] The Oldest House is filled with hidden documents, audio recordings, full-motion video (FMV) and television shows that provide context about the game's world and its backstory.[9][16] An artificial intelligence (AI) system known as the Encounter Director controls interactions with enemies based on the player's level and their location in the Oldest House.[1]

Players can further strengthen the Service Weapon and Jesse's attributes by equipping mods, with a maximum of three Weapon and three Personal mods allowed at once. Players can also craft their own mods through the Astral Construct system using materials and Source Energy, the latter of which is collected through killing the Hiss or decommissioning unwanted mods. Mods are divided into levels of rarity; more-rare mods offer greater power but require more resources to produce.[17] Source Energy is essential for upgrading the forms of the Service Weapons.[18] Completion of quests rewards players with Ability Points, which can be spent to upgrade Jesse's psychokinetic powers, increasing its damage, adjust its properties, and widen its use. They can also increase Jesse's maximum health, Energy, which dictates how frequently she can use her powers, and the strength of her melee attacks. Spending sufficient Ability Points grants players additional Milestone Rewards, which typically unlock additional mod slots for further customization.[19]

Synopsis

[edit]

Setting

[edit]

Control revolves around the Federal Bureau of Control (FBC), a clandestine U.S. government agency that investigates supernatural Altered World Events (AWEs). These AWEs affect the human collective unconscious and have "paranatural" effects, including the creation of Objects of Power, archetypal items that grant special abilities to their wielders. Objects of Power are connected to the Board, a black, pyramid-shaped entity that exists within the Astral Plane, an alternate dimension. The individual chosen by the Board to wield the Service Weapon, an Object of Power, is considered by default to be the director of the FBC.[20] Control takes place within the Oldest House, a Brutalist skyscraper in New York City that houses the headquarters of the FBC. The Oldest House is a Place of Power with several paranatural characteristics: it resists being noticed by anyone other than FBC members and individuals with an innate sensitivity to the paranatural, its interior is larger than its exterior, and its internal architecture is prone to shifting and rearranging in unpredictable ways. The FBC can stabilize portions of the Oldest House for its use by harnessing nexuses of resonance called Control Points.

The protagonist of Control is Jesse Faden (Courtney Hope), who the Board has chosen as the director of the FBC to replace the recently deceased Zachariah Trench (James McCaffrey). Seventeen years prior, Jesse and her younger brother Dylan (Sean Durrie) were involved in an Altered World Event in their hometown of Ordinary, Maine. After discovering an Object of Power in the form of a slide projector, the two children accidentally unleashed paranatural forces that caused Ordinary's adult population to vanish. Jesse and Dylan were rescued by Polaris, a mysterious telepathic entity. Shortly thereafter, the FBC arrived in Ordinary, capturing Dylan and the slide projector, while Jesse fled. In the present day, Jesse arrives at the Oldest House seeking her brother.

Other notable characters in Control include missing Head of Research Casper Darling (Matthew Porretta), research specialist Emily Pope (Antonia Bernath), security chief Simon Arish (Ronan Summers), Head of Operations Helen Marshall (Jade Anouka), Panopticon supervisor Frederick Langston (Derek Hagen), and a mysterious Finnish janitor named Ahti (Martti Suosalo).

Plot

[edit]

In October 2019,[21] Jesse Faden arrives at the Oldest House, after receiving a telepathic message from Polaris, seeking her kidnapped brother Dylan. Inside the building, Jesse discovers the body of Zachariah Trench and Polaris instructs her to pick up his fallen Service Weapon. The weapon translocates Jesse to the Astral Plane, where the Board appoints her the new director of the FBC, replacing Trench. Exiting Trench's office, Jesse is attacked by FBC agents possessed by an entity she dubs "the Hiss". Jesse learns the Oldest House is under emergency lockdown following the Hiss's spread, and that the Hiss has possessed everyone in the building except those wearing Hedron Resonance Amplifiers (HRAs), devices built by missing Bureau scientist Dr. Casper Darling. Jesse agrees to aid the surviving agents reclaim the building and contain the Hiss in exchange for Dylan's whereabouts.

Using an Object of Power known as the Hotline, Jesse communicates with the deceased Trench and learns his former management team knows the secrets of the Bureau. After lifting the building's lockdown in the Maintenance Sector, Jesse enters the Research Sector in search of Helen Marshall, one of Trench's management team, whom she helps secure the production of more HRAs. Marshall reveals Dylan, known to the Bureau as Prime Candidate 6 (P6), was being groomed to succeed Trench as the Bureau's director due to his immense supernatural abilities. After killing several Bureau agents, however, Dylan was deemed too dangerous and locked in the Containment Sector. Jesse rushes to the sector to find Dylan, only to learn he has escaped and surrendered to the Bureau in the Executive Sector. Dylan reveals to Jesse he has embraced the Hiss, and that the Hiss infiltrated the Oldest House through the slide projector, an Object of Power the Bureau recovered from Ordinary.

Ahti, a paranatural entity who manifests as a janitor, gives Jesse a cassette player that enables her to navigate an elaborate maze protecting the slide projector's chamber in the Research Sector. She finds the slide projector missing, but learns Trench and Darling used the projector to enter an alternate dimension known as Slidescape-36, where they discovered an entity they dubbed Hedron. Jesse finds Hedron and discovers it is Polaris, but moments later, the Hiss attacks and destroys Hedron. Jesse's mind is invaded by the Hiss, but she rediscovers Polaris within herself, allowing her to repel the Hiss and save the Bureau. In the process, Jesse learns Trench was the first individual to be possessed by the Hiss during the expeditions to Slidescape-36, and was responsible for releasing the Hiss into the Oldest House. Jesse finds the slide projector in the Executive Sector, where Dylan and the Hiss are attempting to enter the Astral Plane through a portal and overtake the Board. She deactivates the slide projector and seemingly cleanses the Hiss from Dylan, closing the portal but leaving Dylan in a coma. In the aftermath, the Oldest House remains infested by the Hiss and under lockdown to prevent its escape, but Jesse has come to terms with her new role as director and decides to find a solution with the FBC's surviving personnel.

The Foundation

[edit]

The Board summons Jesse to the Foundation, a cavernous area at the center of the Oldest House that houses the Nail, an object that connects the Oldest House to the Astral Plane. Jesse finds the Nail has been seriously damaged, causing the Astral Plane to leak into the Oldest House with potentially catastrophic consequences. As Jesse attempts to restore the Nail, she seeks the whereabouts of Helen Marshall, who entered the Foundation during the Hiss invasion and has gone missing. Meanwhile, Jesse discovers logs left behind by Theodore Ash, Jr., the former Head of Research who in 1964 was part of the first expeditions to the Oldest House. Ash reveals Broderick Northmoor, the director who preceded Trench, fell under the Board's influence during the expedition and was responsible for radically changing the Bureau in order to serve the Board's interests.

As Jesse continues to restore the Nail, she encounters Former, an extradimensional entity that grants Jesse a new ability, enraging the Board. Former claims to have once been a member of the Board who was blamed for an unknown transgression then exiled. Torn between the two entities, Jesse is eventually able to restore the Nail, but tremors occur between the Oldest House and the Astral Plane, threatening to destroy both dimensions. Jesse reaches the base of the Nail, where she finds Marshall possessed by the Hiss. With Former's aid, Jesse kills Marshall and cleanses the Nail. Jesse learns Marshall had damaged the Nail as a preventative measure against both the Hiss and the Board. Marshall's HRA was destroyed soon after, an act Marshall believed retaliation by the Board, allowing her to be possessed by the Hiss. With the crisis averted but having lost faith in the Board, Jesse vows to lead the Bureau her own way.

AWE

[edit]

AWE is a crossover between Control and Remedy Entertainment's previous game Alan Wake, which takes place in Bright Falls, Washington, United States. In that game, writer Alan Wake is coerced and trapped by a Dark Presence that inhabits the town's Cauldron Lake, a dimension that able to turn works of art into reality. Following the events of Alan Wake (as described in Control), FBC agents confronted and arrested Emil Hartman, a psychologist who attempted to investigate and exploit this power, and confiscate his research on the lake. In a final act of desperation, Hartman dove into Cauldron Lake and was possessed by the Dark Presence. Hartman was subsequently captured and taken to the Oldest House by the Bureau, who attempted to contain him in the Investigations Sector. After Hartman breached containment, the Bureau was forced to abandon and seal off almost all of the sector. During the Hiss invasion, the Hiss mixed with the Dark Presence in Hartman, twisting him into a monstrous entity that haunts the sector.

An apparition of Alan Wake, who is otherwise considered missing, summons Jesse to the Investigations Sector. She encounters Hartman, and Frederick Langston warns her Hartman cannot be allowed to escape the sector. Jesse attempts to traverse the Investigations Sector and destroy Hartman, and receives visions of Alan, revealing he was responsible for writing Hartman's escape into existence using Cauldron Lake's power to influence reality using works of art. Alan also implies his writing helped cause the Hiss invasion to create a "crisis" for his "hero", Jesse, as part of his attempt to escape from Cauldron Lake.[21] Jesse reaches the Bright Falls AWE area of the Investigations Sector and destroys Hartman. Langston informs Jesse of a newly detected AWE in Bright Falls, the date of which is several years in the future.

Development

[edit]
Control is one of the first games to support new graphics cards with real-time ray tracing. Here, the bottom image, with ray-tracing enabled, shows reflections of light and other surfaces in the marble floor, compared to the more traditionally rendered version shown on top.

Control was developed by Finnish studio Remedy Entertainment as its first major release since its 2017 initial public offering (IPO) and separation from Microsoft as a publishing partner. Control was developed using more efficient development strategies to reduce costs and development time. The game was completed within three years with a €30 million budget, a lower cost than that for a typical triple-A game.[22] Control was directed by Mikael Kasurinen, who worked on Alan Wake as lead gameplay designer and Quantum Break as lead director; and Sam Lake was the writer and creative director. Lake created the game's story and characters during the pre-production stage, and narrative lead Anna Megill developed its content.[23][24][25]

Control was developed using Remedy's proprietary Northlight Engine, which was first used on its previous game, Quantum Break.[26] Control was one of the first major games to be released after the introduction of graphics cards that support real-time ray-tracing through DirectX Raytracing, and was the first major game with a nearly full implementation of all available Nvidia RTX features and support for Nvidia's DLSS for resolution upscaling on supported graphics cards.[27]

Gameplay

[edit]

Gameplay was one of Remedy's development priorities for Control.[23] Whereas earlier Remedy games explore supernatural themes, Control is the first game in which the protagonist wields supernatural powers. The powers were designed to be easily recognizable and grounded in reality; the developers avoided adding magical abilities that would feel outlandish in the game's setting.[28] The telekinetic powers were designed to feel intuitive: players do not need to manually target the environment to pick up objects, and grabbed objects can be hurled to deliver devastating damage. To achieve this, Remedy replaced the Havok physics in Northlight with PhysX.[29][30]

The abilities and the Service Weapon are designed to complement each other in combat. One resource slowly recharges while the other is in use, encouraging players to strategically switch between them. The Service Weapon was designed as a highly capable tool for dispatching enemies. The artificial intelligence (AI) of the enemies in the game was designed to be aggressive, forcing players to use all of the skills in their toolset.[31][32] Internally, the Service Weapon was compared to Excalibur; whoever wields the gun became the director of the FBC.[23] Remedy considered Control to be a challenging experience; Thomas Puha, Remedy's head of communications, compared the game to Dark Souls.[33] The developers wanted to give players more options in combat and introduced enemy variants that force players to instantly change strategy because different enemies have different vulnerabilities.[1] Mods expand gameplay variety by allowing diverse builds. Players often need to adapt their approach to combat encounters based on their available equipment mods and weapon forms.[31]

To give players more agency, Kasurinen wanted the game to be non-linear, and adopted elements from sandbox games, role-playing games and Metroidvania games.[30][29] It was a response to Quantum Break, a linear action game that took five years to develop but only took players about eight hours to complete.[34] These design meant Control became less curated; as a result, the developers adopted a minimalist head-up display and removed waypoints. The mission logs only inform players about locations of interest, and players must find their way there. This approach avoided funneling players toward a particular direction and lets players immerse themselves in the game's world, encouraging exploration.[30] Areas in the game are interconnected, and each FBC sector has a large, central area with multiple exits that lead players in different directions.[29][35] In-game signage was created to guide players to different rooms in a sector.[9] Making some of the in-game powers optional created a unique challenge for the developers designing combat encounters and level layouts because they did not know what powers the player character has during a combat encounter. As a result, the team spent a lot of time in the quality assurance (QA) process to ensure players will not accidentally exploit the game and venture to unintended areas using Jesse's powers.[32] Early versions of the game included cooperative multiplayer, which was eventually cut from the game.[36]

Setting

[edit]
33 Thomas Street served as inspiration for the Oldest House.

The Oldest House setting is based on brutalist architecture, a style using large concrete blocks popularized in the 1950s and used in many contemporaneous government buildings. The game's world-design director Stuart Macdonald described brutalism as a good science-fiction setting because it has "this sense of power, weight, strength and stability to it".[37] The clean, utilitarian design of the Oldest House provides juxtaposition against the Hiss, a supernatural, otherworldly being that reconfigures the building's architecture to suit its needs.[38] Among the Oldest House's real-world influences is 33 Thomas Street, formerly known as the AT&T Long Lines Building, a windowless building in the center of New York City. Macdonald used this building as a modern example of brutalism and created the Oldest House as a "bizarre, brutalist monolith" to house the FBC.[37] Boston City Hall, the Andrews Building at the University of Toronto Scarborough, and the Met Breuer, among others, also served as inspiration for the Oldest House.[37] The relatively flat colors of the background walls make the Oldest House an ideal canvas for showcasing design and lighting effects; it works well with the telekinesis powers because the concrete walls are used in lieu of a target object when the player uses telekinesis to throw debris at foes. The initially pristine spaces eventually show the results of a large, destructive battle.[37] Ultimately, it made environmental destruction visually easy to communicate to readers.[35][1]

The work of other real-world architects inspired the game's structures. Carlo Scarpa's work was heavily used in designing stairways that ascend with other parts of the structure, while Tadao Ando's focus on lighting and spiritual spaces is reflected in other parts.[37] The Oldest House's interior design drew inspiration from the Yale Center for British Art, particularly Louis Kahn's blend of concrete and wood, as well as the office designs of Kevin Roche and efficiency pioneer Frederick Winslow Taylor. Both Roche and Taylor emphasize compartmentalized layouts that prioritize productivity and operational efficiency.[39] The design team also took inspiration from films, such as those of Stanley Kubrick, particularly A Clockwork Orange, as well as films featuring oppressive government agencies such as The Shape of Water.[37] Other films, like Tinker Tailor Soldier Spy, evoke the concept of repetition, process, and ritualism in these agencies, and that was used to define some of the internal artwork and architecture.[37] Art director Janne Pulkkinen stated they looked at churches and other places where ritual is common because lighting and design of those spaces are often used to draw attention to points of interest.[37]

Unlike previous Remedy games, Control departs from common tropes of genre fiction. Kasurinen said it allowed the developers to retain "remedy quirkiness without the setting limiting it", and to incorporate elements that are "a lot stranger".[29] Because Control was Remedy's intellectual property (IP), the studio was wiling to be controversial with it.[34] The gathered writings of the fictional SCP Foundation website were a major influence on Control. Stories on the SCP Foundation's site are based on singular objects with strange, paranormal impacts, and are narratively linked by the common format of reports written by the fictional SCP Foundation, which catalogs and studies the objects. Control was built atop this mythos, having the Objects of Power and Altered Items, along with collectible writings about these objects.[40] The developers fixed the story in the genre of the new weird, a modern variant of weird fiction, with stories that combine science fiction and fantasy, often involving a bureaucratic government agency. In Control, the developers reversed the role to place the bureaucracy at the center of the story; the game's narrative designer Brooke Maggs said an oppressive bureaucracy in a corporate office environment contributes to an unnerving experience.[41] Kasurinen said the Hiss was also inspired by the genre; he described them as a disease trying to invade a human body, and that it will slowly try to corrupt and take over its host.[42]

According to Kasurinen, one of the game's core themes is the "conflict of collision of strange and mundane". Control is filled with familiar, commonplace objects that seem innocuous until players discover their altered, often horrifying or incomprehensible, nature through paranatural phenomena.[43] According to the developers, unease and tension emanate from knowing even the most-ordinary items, such as a fridge, a floppy disc or a Merry-Go-Round horse, could be immensely powerful and dangerous.[41] Typical of new weird stories, the FBC will never know the true purposes or the extent of power of these commonplace items, and the FBC's approach of applying scientific theories to them would not have worked.[15] Maggs said Control is not a terrifying experience; instead, the game builds tension, and creates a sense of dread and a sense of awe due to the unknowable and elusive nature of the threat.[41] Works of David Lynch, the Southern Reach Series (including Annihilation), 2001: A Space Odyssey, Mr. Robot, Inception, Stalker, and Legion, were cited as sources of inspiration for the game.[44][45][46]

Narrative design

[edit]
Sam Lake served as Control's creative director who developed its original story.

Mikael Kasurinen envisioned a Remedy game that broke from tradition, one that emphasizes world-building rather than being character-driven.[36] The developers first created a vision for the game's world, rather than building its world around a screenplay.[30] The first concept was creating the FBC, a realistic setting that would serve as a basis for paranormal events and a catalyst for the story.[30] This enabled Remedy to consider stories they could tell about the player-character and other individuals in the FBC, but this created the challenge of presenting the stories of the other characters in the open-world format. As a result, the developers relied less on cutscenes and focused more on creating in-game conversations with non-playable characters (NPCs). Kasurinen wanted to give players the autonomy to figure out its mystery to create a more gripping and haunting experience.[30] He again cited Dark Souls as an inspiration for Control's approach to storytelling,[33] and said some story threads are intentionally left open for players to interpret.[45] Whereas the main story focuses on Jesse's personal arc, the side stories focus on the game's world and its inhabitants.[47] The development team used environmental storytelling to spark players' interest in optional content, rewarding curiosity and exploration with additional narrative and new playable powers.[43] These areas are not necessarily tied to the main narrative.[35]

Many of Control's voice cast also appear in Remedy's previous games. Courtney Hope stars as Jesse Faden, James McCaffrey plays Zachariah Trench, and Matthew Porretta, who plays Casper Darling. is featured in voice roles and live-action videos.[48][49] Jeremiah Trench was the first character created for Control; according to Lake, Jeremiahrepresented the FBC and its questionable morals, and he was "a man of action" and "a cynic" who had "suffered a great tragedy". The development team designed Jeremiah as an FBC outsider with insider connections. This concept forms the basis of a key plot point concerning the FBC's involvement in a tragedy during Jesse's childhood.[29] Jesse faced the crisis with a sense of relief; the unfolding events confirm her childhood memories of the incident are not a delusion but reality.[49] Hope was inspired by Vera Farmiga's performance in The Conjuring and the way her character remains calm in extraordinary situations.[50] As with Max Payne, self-narration forms a part of the Control's narrative, allowing players to know more about Jesse's true feelings about the world and characters around her.[44] There was a desire to make the game feel less "American";[51] Lake said he had been yearning to add his native Finland to one of their games. Finnish actor Martti Suosalo voices the janitor Ahti, one of the game's supporting characters. The game's music score includes a Finnish tango Lake wrote, Petri Alanko composed, and Suosalo sang.[52][53] The game also includes a voice cameo by Hideo Kojima and his English translator Aki Saito in a side mission.[54]

Remedy used fewer live-action elements in Control than in Quantum Break; most of the live-action footage in Control is of Casper Darling explaining parts of the Oldest House and Objects of Power within it. According to Lake, these videos were designed to be "slightly crude, clumsy, amateurish by design", and "slightly awkward and clumsy" because they were intended for internal training of FBC agents.[44] Control also includes short episodes of a fictional show called "The Threshold Kids", a puppet-based show seemingly aimed at children who may reside in the Oldest House.[41] Extra story elements are delivered through environmental objects, such as audio recordings and documents, or via live-action video footage played on in-game televisions. Given the game's heavy emphasis on environmental destruction, these methods allowed the developers to organically convey backstory without interruption, avoiding disruptive cinematics that could pull players out of the experience.[43]

The core game includes Easter eggs referring to Alan Wake, which shares paranormal themes with Control; one such Easter egg discusses the aftermath of Alan Wake as part of the FBC's case files, which reveals events that occurred in Bright Falls, the primary location of Alan Wake, to have been an AWE.[55] A secret area includes a vision of Alan Wake. A backmasked track in the credits sequence of Alan Wake: American Nightmare alludes to a past event in the town of Ordinary.[56][57] Kasurinen said the inclusion of such references helps establish a continuity between its games, elements to be found and shared by its player community, but these are not necessarily meant to establish a shared universe.[58][59] Sam Lake later confirmed the existence of a shared universe between Alan Wake and Control that is known as the Remedy Connected Universe.[60] This was cemented with the release of the AWE expansion, directly bringing characters and events of Alan Wake into Control.[61]

Music

[edit]

The game's soundtracks were composed by Petri Alanko and Martin Stig Andersen. Alanko worked on the main themes and cutscenes in Control, while Andersen worked on the themes of exploration and combat. Alanko regularly joined Remedy's meetings to stay informed about the game's story to better understand the emotional materials he had to work with. To create the haunting sound of the Hiss, Alanko used a microphone that can record electromagnetic radiation to record sounds of heavy wood being dragged across a floor. He also burnt a piano and destroyed electronic equipment to record its sound. These sounds were then processed to hearing range, generating cacophonous droning sounds.[62][63] The Hiss's main, six-note leitmotif was created very early in the game's development; Alanko used old choral recordings and processed the voices to strip away their normal pitch, creating a discordant sound to connote the otherworldly nature of the Hiss.[64]

Poets of the Fall, an alternative rock group that are close friends of Remedy, provided songs, including "Take Control"; these songs are stated in-game to be by the fictional band "The Old Gods of Asgard", an allusion to Alan Wake.[57] Remedy used "Take Control" as part of the "Ashtray Maze", a section in which Jesse fights her way through an ever-changing set of rooms. Remedy worked with Poets of the Fall so they could dynamically incorporate the song as the player progresses through sections of the maze.[65] Music from Poets of the Fall's album, including the track "My Dark Disquiet", is also featured in the game.[66]

Release

[edit]

In May 2017, Remedy announced it had partnered with 505 Games to publish Control, then codenamed "P7". 505 provided marketing and publishing support, and €7.75 million to assist the development, while Remedy retained the intellectual property rights to Control. In a press release, Remedy said Control would have complex gameplay mechanics and that it would be a "longer term experience" than its previous games.[67] P7 was being worked on by Remedy alongside two other projects.[68] Control was officially revealed at Sony Interactive Entertainment's E3 2018 press conference.[69] Control was released for PlayStation 4, Microsoft Windows, and Xbox One on 27 August 2019.[70] Epic Games had secured a year-long exclusivity deal for Control on the Epic Games Store with Digital Bros, the parent of 505 Games, for 9.49 million (US$10.5 million).[71] The game was bundled for free for purchasers of Nvidia's GeForce RTX 20 series graphics processing units (GPUs) from July to August 2019.[72] In January 2021, The Art and Making of Control, a companion book about the development of Control, was published by Future Press.[73]

Remedy supported Control with post-launch content, including two expansions that were set after the main game; in these, Jesse takes on her role as the FBC Director.[49] The first expansion, "The Foundation", was released on 26 March 2020 for PS4 and Windows, and for Xbox One on 25 June 2020.[74] It takes place in the Foundation of the Oldest House, a cave system in which the Astral Plane is set to collide with reality. "The Foundation" introduced new enemy types and side quests, a new character ability named "Shape" that allows Jesse to create platforms using crystals, and a weapon skill named "Fracture" that allows them to destroy said crystals.[75][76] The second expansion, "AWE", was released on 27 August 2020.[77] This expansion explores the events of Alan Wake, establishing a shared universe.[78] It also introduces a new Service Weapon form known as "Surge" that functions similarly to a grenade launcher, allowing Jesse to launch explosives at enemies and manually detonate them.[79]

Smaller, non-narrative content has also been released.[49] Photo Mode for the game was released in October 2019.[80] "Expeditions", which presents standalone missions of various difficulty with power-up items for their character, was released as a free update on 12 December 2019.[74] There are three difficulty tiers, the most-difficult tiers provide better rewards, and each run lasts for up to 25 minutes.[81] A free update that was released alongside "AWE" increased the number of control points or hard checkpoints where saving is possible, adding control points before boss fights, as well as several "soft" checkpoints where players can restart without having to return to a control point should Jesse die. A new "assist mode" was added to allow the player to have more control over customizing the difficulty; Remedy intended this update to make game completion possible for novice players.[82]

On 27 August 2020, the first anniversary of its release, Control: Ultimate Edition was released via Steam, including the base game, the "Foundation" and "AWE" expansions, and additional free updates.[83] The releases of the PlayStation 5 and Xbox Series X/S versions and updates were delayed from their original release date of late 2020 to improve the product's quality.[84] Players who owned the Ultimate Edition on PlayStation 4 or Xbox One were able to update their version on the newer consoles for no cost.[85][86] 505 Games stated while they searched for a free upgrade path that would work for all users, there was "some form of blocker and those blockers meant that at least one group of players ended up being left out of the upgrade for various reasons".[87] Digital versions were released on 2 February 2021, and retail copies on 2 March 2021.[88] Cloud gaming-based versions were released for Amazon Luna and Nintendo Switch on 20 October and 28 October 2020, respectively.[89] It was the first cloud-based game released on the Switch outside of Japan.[90] Control was released on Google Stadia in July 2021.[91] A version for macOS was released on 26 March 2025.[92] It is set to be released for iOS, iPadOS, and visionOS in 2026.[93]

Reception

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Critical reception

[edit]

According to review aggregator website Metacritic, Control received "generally favorable" reviews from critics for most platforms, except for the Nintendo Switch version, which received "mixed or average" reviews.[94][95][96][107]

Ben Reeves from Game Informer described Control's setting as "bizarrely fascinating" and an "eerie, dreamlike experience" players will remember even after finishing the game.[101] Andrew Webster from The Verge similarly lauded the game's unsettling atmosphere, writing the Oldest House feels both surreal and authentic, and commended Remedy's world-building.[108] Peter Brown from GameSpot praised the game's art direction, writing it instills a sense of dread and awe.[102] Sam Loveridge from GamesRadar called the Oldest House a "captivating" and innovative setting that serves as a "character of its own".[103] In The Guardian, Steve Boxer described Control as an "immaculately conceived paranormal fantasy" that "manages to feel simultaneously believable and beyond bizarre".[106] Several critics considered Control on PC to potentially be a "killer app" for Nvidia's RTX graphics cards, citing the hardware's capacity to enhance the game's visual style.[109][110][111]

The gameplay received generally positive reviews. Reeves said Jesse's psychic power, in particular her Launch ability, is central to the game's combat, adding their controls are intuitive but that other psychic powers are underwhelming in comparison. James Davenport from PC Gamer noted Control has the strongest gunplay in a Remedy game to date, and liked the gameplay cycle of switching between the Service Power and Jesse's powers. Davenport compared Control to Doom (2016), especially the way they reward players for playing aggressively.[105] Dave Tach from Polygon wrote the combat is "bombastic and satisfying", and said the game's world interactivity is its "most impressive technical achievements".[112] Several critics felt the progression system to be lacking because they failed to evolve the experience in the latter part of the game, because the upgrades did not significantly change the experience,[101][105] and the game does not have enough enemy types, forcing players to change strategy.[104] Andrew Webster from The Verge found the gunplay to be generic, and said the gameplay is not varied enough because it almost entirely relies on combat. He, however, found the telekinetic powers to be exhilarating.[108] Critics generally liked the game's Metroidvania elements; some said this gameplay structure makes narrative sense in the context of the game's story.[113][108] Boxer compared the game to Prey (2017), noting the addition of superpowers make exploration even more rewarding and fun.[106] The in-game signage was also praised for being surprisingly helpful for navigation.[113][102] The in-game map, however, was criticized for being confusing to read.[102][103]

The story received mixed reviews. Matthew Gault from Time said Faden's story kept him engaged from start to finish.[114] Reeves liked the way the story slowly reveals Jesse's backstory, but he found the motives of some characters to be unclear and excessively vague, resulting in plot points that can be confusing.[101] Brown liked Remedy's restrained storytelling and its handling of strange themes, writing: "obfuscation is part of what makes Control so spellbinding".[102] According to Davenport, the narrative is inaccessible at first but the game excels at making mundane objectives "fascinating and sinister".[105] Loveridge liked the story's strangeness and praised Remedy for telling a "surreal narrative that's capable of making even the ordinary feel extraordinary".[103] The game's characters and their voice performances were praised.[104][102] Jonathon Dornbush from IGN described the cast as "eclectic" and liked the way each character has an "engrossing" personality. While he praised the quality of Remedy's writing, he said Jesse's main story is an "afterthought".[104] Davenport found Jesse's personality to be "vapid" and disliked the way her story seemed quite disconnected from the rest of the cast.[105] Several critics noted the game ends abruptly, though they recognized its side quests help extend the game's length even after the campaign has ended.[103][101][105]

Sales

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During its debut week, Control was the fourth-best-selling game in the United Kingdom, behind Astral Chain, Wreckfest, and Man of Medan.[115] Control failed to debut in the top-20 best-selling games in the US in August 2019.[116] In Japan, the PlayStation 4 version sold 10,336 physical copies, making it the 13th-best-selling retail game during its first week of release.[117]

By December 2020, Control had sold over two million copies, and Remedy said it was their fastest-growing intellectual property since Max Payne.[118] While Remedy was happy with the game's performance, CEO Tero Virtala said Control had not been "a major hit in our industry" in terms of sales.[119] By August 2021, Remedy stated over 10 million people had played Control, accounting for those who played it through Xbox Game Pass and other non-sales routes.[120] By February 2024, Control had sold over four million copies and had garnered over €100 million in revenue.[121] By November, it had sold over 4.5 million copies and reached over 19 million lifetime players.[122] By June 2025, it had sold over five million copies.[123]

Awards

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Ars Technica,[124] IGN,[125] Game Informer,[126] Electronic Gaming Monthly,[127] and GamesRadar+[128] awarded Control as their "Game of the Year", while Polygon,[129] Easy Allies,[130] USGamer[131] Giant Bomb,[132] GameRevolution,[133] Eurogamer,[134] GameSpot,[135] and The Verge[136] listed Control among their top games of 2019.

Year Award Category Result Ref.
2018 Golden Joystick Awards Most Wanted Game Nominated [137]
2019 Game Critics Awards Best Original Game Nominated [138]
Best PC Game Nominated
Best Action/Adventure Game Nominated
Golden Joystick Awards Best Storytelling Nominated [139][140]
Best Visual Design Nominated
Best Audio Nominated
Critics' Choice Award Won
Ultimate Game of the Year Nominated
Titanium Awards Game of the Year Nominated [141]
Best Art Nominated
Best Game Design Nominated
Best Narrative Design Nominated
Best Adventure Game Nominated
Best Soundtrack (Petri Alanko) Nominated
The Game Awards 2019 Game of the Year Nominated [142][143]
Best Game Direction Nominated
Best Narrative Nominated
Best Art Direction Won
Best Audio Design Nominated
Best Performance (Courtney Hope) Nominated
Best Performance (Matthew Porretta) Nominated
Best Action/Adventure Game Nominated
2020 9th New York Game Awards Great White Way Award for Best Acting in a Game (Courtney Hope) Won [144]
18th Visual Effects Society Awards Outstanding Visual Effects in a Real-Time Project Won [145][146]
23rd Annual D.I.C.E. Awards Game of the Year Nominated [147][148]
Action Game of the Year Won
Outstanding Achievement in Game Direction Won
Outstanding Achievement in Art Direction Won
Outstanding Achievement in Character (Jesse Faden) Nominated
Outstanding Achievement in Original Music Composition Won
Outstanding Achievement in Story Nominated
Outstanding Technical Achievement Nominated
20th Game Developers Choice Awards Game of the Year Nominated [149][150]
Best Audio Won
Best Narrative Nominated
Best Technology Won
Best Visual Art Won
SXSW Gaming Awards 2020 Video Game of the Year Nominated [151][152]
Most Promising New Intellectual Property Nominated
Excellence in Art Nominated
Excellence in Design Won
Excellence in Narrative Nominated
Excellence in Technical Achievement Nominated
Excellence in Visual Achievement Nominated
16th British Academy Games Awards Best Game Nominated [153][154]
Game Design Nominated
Animation Nominated
Artistic Achievement Nominated
Audio Achievement Nominated
Music Nominated
Narrative Nominated
Original Property Nominated
Performer in a Leading Role (Courtney Hope) Nominated
Performer in a Supporting Role (Martti Suosalo) Won
Technical Achievement Nominated
18th Game Audio Network Guild Awards Best Dialogue Nominated [155]
Best Original Instrumental Nominated
Best Original Soundtrack Album Nominated
Best Audio Mix Nominated

Legacy

[edit]

In June 2021, Remedy announced an agreement with 505 Games for a multiplayer spin-off and a "bigger-budget" project to further expand the Control series.[156] In February 2024, Remedy acquired full ownership of the Control series from 505 Games.[157] In August, Remedy partnered with Annapurna Pictures to adapt existing Remedy games, including the Control series, for film and television.[158]

The "AWE" expansion of Control established the "Remedy Connected Universe". Lake said each game in the shared universe will be a standalone experience, but they will also serve as "a doorway into a larger universe with exciting opportunities for crossover events".[159] Ahti and FBC agents appear in Alan Wake 2, while Dylan Faden and the Oldest House briefly appear in its downloadable content (DLC) pack "The Lake House", which sets up a sequel to Control.[160][161] Control Resonant, an action role-playing video game whose protagnist is Dylan Faden, entered full production in February 2025 and is set to be released in 2026. In Resonant, Dylan must find his missing sister and prevent the Hiss from consuming the whole world after they escape containment from the FBC into downtown Manhattan.[162][163] A spin-off game, FBC: Firebreak, was released in June 2025. As a three-player cooperative multiplayer game, it sees players assume control as agents of FBC's containment unit who must enter the Oldest House to eliminate human enemies controlled by the Hiss. FBC: Firebreak was released to a mixed reception, though development continues.[164]

References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Control is a 2019 supernatural action-adventure video game developed by Finnish studio Remedy Entertainment and published by 505 Games. Released on August 27, 2019, for PlayStation 4, Windows, and Xbox One, with later releases including a cloud version for Nintendo Switch and native ports for PlayStation 5 and Xbox Series X/S, the game is played from a third-person perspective and centers on protagonist Jesse Faden, who assumes the role of Director at the Federal Bureau of Control (FBC), a secretive U.S. government agency tasked with containing paranormal threats. Set within the ever-shifting Brutalist architecture of the Oldest House in New York City, the narrative explores themes of altered world events and otherworldly entities like the Hiss, a corrupting force that has overtaken the bureau. The story follows Jesse, voiced by Courtney Hope, as she searches for her missing brother Dylan while unraveling the mysteries of her own past and the FBC's operations, guided by a mysterious entity called the Board. Drawing inspiration from SCP Foundation lore and featuring a non-linear structure with collectible documents and audio logs that expand the lore, the plot blends psychological horror, conspiracy, and supernatural elements in a world where reality bends through paranatural phenomena. Expansions such as The Foundation (2020) and AWE (2020), which ties into Remedy's Alan Wake universe, extend the narrative and are included in the Control Ultimate Edition released in 2020. Gameplay emphasizes exploration of the labyrinthine Oldest House, where players use telekinetic abilities like Launch to hurl objects as projectiles, alongside the shape-shifting Service Weapon that adapts into forms such as pistol, shotgun, or whip. Combat involves dodging attacks from possessed enemies, evading environmental hazards, and upgrading skills through ability points earned from defeating the Hiss, with modifiable loadouts allowing personalization of supernatural powers and reactive environments that respond dynamically to player actions. The game's Northlight engine enables seamless transitions between combat, puzzle-solving, and narrative discovery, creating an unpredictable and immersive experience. Developed over three years with a €30 million budget financed by Remedy and 505 Games, Control was directed by Sam Lake and emphasizes artistic direction influenced by Modernist architecture and Finnish folklore. It received critical acclaim for its atmosphere, art design, and storytelling, earning a Metacritic score of 82 out of 100 across platforms. The game won over 80 awards, including IGN's 2019 Best Action/Adventure Game and Best Art Direction, as well as Best Art Direction at The Game Awards 2019. As of August 2025, Control had sold over 5 million units and inspired a sequel, Control Resonant, fully revealed at The Game Awards 2025 and slated for release in 2026, featuring protagonist Dylan Faden navigating a paranaturally warped Manhattan amidst a cosmic crisis.

Gameplay

Core mechanics

Control is played from a third-person perspective, with players controlling Jesse Faden, the protagonist who assumes the role of Director of the Federal Bureau of Control (FBC). This viewpoint allows for fluid navigation through the game's primary setting, the Brutalist architecture of the Oldest House, a multidimensional headquarters in New York City that shifts and expands unpredictably. Free movement is facilitated by standard third-person controls, enabling Jesse to run, jump, and interact with the environment in an action-adventure framework. The central armament is the Service Weapon, an Object of Power that manifests as a versatile, shape-shifting gun bound to Jesse. It can switch between five primary forms—Grip (a semi-automatic pistol for precise shots), Shatter (a shotgun-like spread for close-range crowds), Spin (a rapid-fire machine gun for sustained damage), Pierce (a bolt-action rifle for long-range sniping), and Charge (a high-damage charged energy blast)—each altering its firing mechanics and ammo consumption. Upgrades for the Service Weapon are form-locked, meaning modifications and enhancements apply specifically to individual modes and are crafted at Control Points using collected resources like House Memory fragments, requiring players to specialize based on preferred playstyles. Levitation is a core supernatural ability acquired during the base game, granting Jesse the power to hover and fly short distances for enhanced traversal across the Oldest House's vertical and shifting layouts. This ability consumes energy but integrates seamlessly with environmental interactions, such as combining with object manipulation for momentum or accessing elevated areas, thereby expanding movement options beyond ground-based locomotion. Control Points serve as multifunctional checkpoints scattered throughout the Oldest House, activated by cleansing them of otherworldly corruption to unlock fast travel between activated sites. Upon activation, they also reveal sections of the map, provide ability upgrade stations, and allow crafting of weapon modifications, streamlining progression and resource management in the game's expansive, labyrinthine structure.

Combat and supernatural abilities

Combat in Control revolves around third-person shooter mechanics augmented by supernatural abilities, where players confront parapsychological entities known as the Hiss that have corrupted Federal Bureau of Control personnel. These enemies exhibit varied behaviors and vulnerabilities, emphasizing a dynamic loop of shooting, evasion, and environmental manipulation to disrupt their resonance-based attacks. The Hiss propagate corruption through chanting agents that amplify nearby foes and protective clusters that regenerate health for groups, requiring players to prioritize disruption of these elements to weaken encounters. Primary Hiss variants include troopers, functioning as basic grunts that levitate and fire projectiles while occasionally shielding allies; snipers, which perch at range to unleash precise energy beams and remain partially concealed; and Hiss Charged, agile melee assailants that charge rapidly and execute devastating close-range strikes. Hiss barriers, manifested as resonant fields blocking paths or objectives, are countered by eliminating guarding clusters or nodes, effectively purifying the area and restoring access. This corruption mechanic forces tactical prioritization, as unchecked chanting can escalate enemy aggression and health across battlefields. Seize, another key power, permits control of low-health enemies, converting them into temporary allies that turn against their former comrades, providing crucial diversions in overwhelming fights. Abilities progress through a skill tree accessed at Control Points, where points earned from completing main and side missions unlock tiers of enhancements, such as increased Seize capacity for multiple or larger foes. This system encourages experimentation, with milestones rewarding personal mod slots after investing set amounts of points. Service Weapon forms like Pierce and Spin integrate seamlessly into combat for targeted damage or crowd control, while Levitation briefly enables elevated positioning to evade ground-based assaults. The August 2020 update introduced Assist Mode, a set of customizable options including enhanced aim assist, adjustable damage multipliers, faster energy regeneration, and immortality for challenging sections, allowing players to tailor difficulty without altering core progression. Subsequent updates, including the October 2025 patch for consoles, added a new optional side mission, "Dr. Yoshimi Tokui’s Guided Imagery Experience," along with previously exclusive outfits now available to all players, and minor gameplay fixes like improved grenade indicators.

Exploration and progression

The Oldest House, the primary setting of Control, features a non-linear layout that defies conventional spatial logic, with its Brutalist architecture prone to shifting and rearranging in unpredictable ways to reveal hidden sectors and pathways. This ever-changing structure encourages thorough exploration, as players navigate labyrinthine corridors, multi-level areas, and sealed sections that open only after acquiring new abilities or resolving environmental challenges. Collectibles such as documents, audio logs, and hotfixes are scattered throughout these areas, providing essential lore on the Federal Bureau of Control's history, the Hiss invasion, and parapsychological phenomena; for instance, hotfixes detail containment procedures for Altered Items, deepening the narrative immersion without direct plot advancement. Puzzle mechanics in Control integrate supernatural abilities to manipulate the environment, promoting discovery and progression through interactive problem-solving. The Launch ability, a core telekinetic power, allows players to displace objects like furniture or debris to create bridges, activate switches, or clear blockages in shifting areas such as the Ashtray Maze. Other puzzles involve navigating Astral Constructs—ethereal, otherworldly projections—using abilities like Levitate to traverse impossible geometries or Seize to control entities that alter the environment. These elements tie exploration to ability growth, as solving puzzles often unlocks new sectors or ability points, rewarding players for backtracking and experimentation. Combat abilities occasionally aid in these environmental puzzles, such as using telekinesis to hurl objects at weak points. Player advancement is facilitated through customization options accessed via Personal Supply Boxes, found in safe rooms and Control Points, which allow crafting and equipping ability modifiers. These Personal Mods enhance Jesse Faden's capabilities, such as increasing energy recovery or shield duration, with origin-specific buffs tied to the game's lore—like Hiss Resonance for energy boosts or Threshold Remnant for health regeneration—enabling tailored loadouts for different exploration challenges. Mods are obtained from chests, mission rewards, or crafting using resources like House Memory fragments, and players can equip up to three at a time, unlocked progressively with ability points earned from exploration. This system emphasizes strategic progression, as experimenting with modifiers reveals synergies that improve navigation and puzzle resolution in the Oldest House's dynamic spaces. The game's mission structure blends linear story progression with optional side quests, creating a rhythm of directed advancement and free-form discovery. Main missions guide players through key areas with scripted events and ability unlocks, while side quests like Bureau Alerts—timed operations to neutralize Hiss nodes or protect personnel—encourage immediate exploration of nearby sectors for high-reward loot and ability points. Other side activities, such as collecting episodes of the in-universe show Threshold Kids hidden in vents or behind barriers, reward thorough searching with lore videos that contextualize the Bureau's child agent program. This hybrid approach ensures that progression feels organic, with optional content often revealing shortcuts or hidden lore that enhances subsequent main story beats.

Plot

Setting and lore

The Federal Bureau of Control (FBC) is a secretive U.S. government agency dedicated to investigating and containing parapsychological phenomena that defy conventional reality. Headquartered in the Oldest House, a nondescript Brutalist skyscraper located in New York City, the FBC operates in isolation from the public eye, monitoring events that breach the boundaries of the known world. The Oldest House itself is no ordinary building; it is a malleable, multidimensional structure existing partially outside ordinary space-time, serving as a Place of Power that shifts and reshapes in response to supernatural influences. This enigmatic headquarters acts as a nexus for the agency's work, housing containment sectors and research facilities dedicated to anomalous occurrences. Central to the FBC's mandate are Altered World Events (AWEs), which refer to documented instances where extradimensional forces intrude upon and alter everyday reality, often manifesting as unexplained disasters or shifts in physics. These events are frequently tied to Objects of Power (OOPs), everyday items infused with paranatural energy from other dimensions, capable of granting extraordinary abilities to those who bind with them. The most significant OOP within the FBC is the Service Weapon, a shape-shifting handgun that bonds paranaturally with the agency's Director, enabling them to wield its transformative powers in defense of the Oldest House. Jesse Faden assumes the role of the new Director upon her arrival at the bureau. The lore extends into extradimensional realms, including the Astral Plane, a vast metaphysical dimension of sliding planes and resonant constructs that influences the physical world through vibrational frequencies. This plane serves as a conduit for entities like the Board, an enigmatic collective that communicates with the Director to provide guidance on containing threats. Among the primary antagonists is the Hiss, a malevolent extradimensional force that invades minds and structures, propagating through resonance to corrupt reality and bend it to its chaotic will. Such resonance effects can warp architecture, induce possession, and destabilize the boundaries between worlds, underscoring the precarious balance the FBC maintains. The universe of Control forms part of the broader Remedy Connected Universe, with subtle references linking it to other Remedy Entertainment titles, such as mentions of the town of Ordinary—also known as Bright Falls—from Alan Wake, where an AWE involving dark forces drew FBC attention.

Main storyline

Jesse Faden, a woman haunted by the disappearance of her brother Dylan during a childhood incident in their hometown of Ordinary, arrives at the Federal Bureau of Control's (FBC) headquarters, known as the Oldest House, after receiving a telepathic summons from an entity called Polaris. Upon entering the Brutalist skyscraper in New York City, which serves as a nexus for paranormal phenomena, Jesse discovers the facility in chaos due to an invasion by the Hiss—a malevolent, otherworldly force that possesses and mind-controls individuals, turning them into aggressive "charmed" agents. The former FBC Director, Zachariah Trench, has been overtaken by the Hiss and takes his own life in a ritualistic suicide, but not before activating a slide projector that unleashes the full outbreak, sealing the Oldest House in lockdown. As Jesse navigates the shifting, labyrinthine interiors of the Oldest House, she encounters the Service Weapon—a paranatural firearm that bonds with her, granting her the ability to wield supernatural powers such as telekinesis and levitation. The Board, a multi-dimensional collective entity that oversees the FBC from the Executive Sector, recognizes her connection to Polaris and appoints her as the new Director, tasking her with reclaiming the bureau's sectors from the Hiss infestation. Guided by Polaris's voice in her mind, which provides cryptic advice and resonance to counter the Hiss's influence, Jesse allies with surviving FBC staff, including the enigmatic janitor Ahti and security chief Arish. She progressively clears contaminated areas like the Maintenance Sector and Containment Sector, binding the Service Weapon's forms and acquiring abilities to combat the Hiss while uncovering the bureau's bureaucratic secrecy surrounding Altered World Events (AWEs). Through exploration and interactions with audio logs and documents, Jesse pieces together the events of the Ordinary AWE: as children, she and Dylan discovered a slide projector—an Object of Power (OOP) from another dimension—that opened a portal, drawing the attention of the FBC. Dylan, designated as Prime Candidate Number 6 for directorial potential, was captured and subjected to experiments, while Jesse, labeled as a control subject (Number 7), bonded with Polaris, a pyramid-shaped extradimensional entity housed in a Hedron resonator created by FBC researcher Dr. Casper Darling. Darling's ambitious work on multidimensional resonance, including the Hiss Resonance Amplifier (HRA) to protect against invasive forces, inadvertently facilitated the Hiss's entry when a corrupted slide was used. It is revealed that Dylan, resentful of his captivity, secretly collaborated with the Hiss to sabotage Trench using the burned slide, escalating the invasion. Jesse's journey culminates in the Research Sector, where she confronts astral projections of Trench and learns of Darling's fate—trapped in a dimensional threshold after his experiments. Advancing to the Panopticon, the secure vault holding Dylan, now fully embodied as the Hiss's vessel, Jesse faces her brother in a climactic battle. The Board attempts to bond with Dylan as its new host, but Jesse, resonating deeply with Polaris's frequency, disrupts the Hiss's control, cleansing Dylan at the cost of destroying the Hedron and seemingly losing Polaris's direct guidance. Dylan enters a comatose state, the Hiss outbreak is contained, and the lockdown lifts, affirming Jesse's role as the legitimate Director. Though remnants of the Hiss persist, Jesse vows to eradicate them, embracing her identity amid the bureau's themes of control, fractured psyches, and supernatural bureaucracy.

Downloadable content

Control released two major downloadable content expansions in 2020, each extending the base game's narrative and introducing new gameplay elements within the Federal Bureau of Control's (FBC) universe. The first expansion, The Foundation, launched on March 26, 2020, for PlayStation 4 and PC via Epic Games Store, with an Xbox One release on June 25, 2020. It follows Jesse Faden as she receives an urgent Hotline call from the Board, compelling her to descend into the Foundation—the cavernous lowest level of the Oldest House—where the Astral Plane is intruding into reality due to a broken protective structure known as the Nail. Jesse must repair the Nail, navigate the Control Point network that anchors the Oldest House to our world, and confront threats tied to the Pyramid, a key paranatural entity. The expansion delves into the Board's enigmatic origins, revealing it as an ancient, otherworldly council that predates the FBC's establishment in the Oldest House and serves as a guiding force for the Bureau's directors. New mechanics include the Shape ability, a supernatural power allowing Jesse to reshape environmental crystals into temporary platforms for traversal and puzzle-solving, and the Fracture upgrade for the Service Weapon, enabling it to shatter crystalline obstacles. These additions emphasize exploration in the Foundation's labyrinthine caves and combat against Hiss-corrupted entities in altered astral environments. The second expansion, AWE, released on August 27, 2020, across all platforms, shifts focus to the Investigations Sector, a sealed area of the Oldest House overrun by a dimensional incursion. Jesse investigates an Altered World Event (AWE) linked to the Black Rock Quarry, uncovering connections to the writer Alan Wake and his encounters with the Dark Place—a shadowy realm that amplifies creative forces into reality-warping threats. The story explores Dr. Emil Hartman, a contained psychologist from the Bright Falls AWE, whose influence from the Dark Place has merged with the Hiss invasion, creating hybrid horrors. New gameplay features the Surge form for the Service Weapon, a sticky grenade launcher that deploys up to three explosives for delayed or manual detonation, enhancing crowd control in tight spaces. The expansion introduces Hiss variants such as Hiss Warped and Hiss Distorted, which exhibit twisted morphologies and behaviors influenced by the Dark Place, requiring adaptive tactics like environmental manipulation and precise targeting. Both expansions integrate seamlessly with the base game's narrative through post-credits scenes that tease their events, while shared lore elements—like FBC crossovers with external investigations into paranatural phenomena—bridge Jesse's arc to broader Remedy Connected Universe threads. The Ultimate Edition, released on August 27, 2020, bundles the base game with The Foundation and AWE, alongside free updates like Expeditions mode, Photo Mode, and exclusive content such as the Crisis Theory augmented reality app, which provides additional lore through interactive FBC case files.

Development

Concept and early production

The development of Control originated from Remedy Entertainment's initiative to create a new major intellectual property, internally codenamed P7, which began shortly after the 2016 release of Quantum Break, with pre-production advancing in 2017 as part of the studio's shift toward a multi-project workflow. According to Remedy's 2017 financial statements, the project was already progressing toward a planned 2019 release, emphasizing a third-person action-adventure structure with supernatural elements set in a bureaucratic organization dealing with paranormal phenomena. The project had a €30 million budget, co-financed equally by Remedy and 505 Games. Creative director Sam Lake and game director Mikael Kasurinen initiated the concept phase by brainstorming core ideas independently of the studio's prior titles like Alan Wake and Quantum Break, focusing on a self-contained narrative about a protagonist discovering her role in a mysterious federal agency. The game's thematic foundation drew heavily from literary and cinematic sources to craft its supernatural bureaucracy motif, including influences from Stephen King's horror-tinged explorations of the ordinary disrupted by the uncanny, David Lynch's surreal and unsettling storytelling, and the collaborative fiction of the SCP Foundation wiki, which features secretive organizations containing anomalous objects. These inspirations shaped the Federal Bureau of Control (FBC) as a shadowy government entity managing "Altered Items" and "Objects of Power" within the ever-shifting Oldest House, blending mundane office aesthetics with otherworldly horror. The project was formally announced as Control during Sony's E3 2018 press conference, marking Remedy's first major multi-platform title since Max Payne 2 and highlighting its departure toward broader accessibility while retaining narrative depth. Early production involved assembling a core team that expanded during full production to support prototyping of gameplay and world elements, consistent with Remedy's pipeline where teams grow to over 100 developers. Funding came via a co-development and co-publishing deal with 505 Games. Key challenges included iterating on the Oldest House's design to achieve its labyrinthine, non-Euclidean layout that encouraged player discovery without overt guidance, drawing from brutalist architecture for visual authenticity. Balancing high-octane action sequences—featuring telekinetic powers and dynamic combat—with intricate environmental storytelling proved particularly demanding, requiring multiple prototypes to ensure narrative integration felt organic rather than disruptive.

World-building and technology

Remedy Entertainment developed Control using its proprietary Northlight engine, a state-of-the-art toolset designed to support expansive, seamless virtual worlds and high-fidelity rendering. This engine powers the game's dynamic environments, particularly the Oldest House, by enabling real-time architectural shifts that rearrange layouts and reveal hidden sectors without loading screens, creating an illusion of a living, mutable structure. The Oldest House serves as the game's primary setting, a multidimensional headquarters of the Federal Bureau of Control that defies conventional spatial logic through constant reconfiguration. These shifts, triggered by supernatural events, leverage Northlight's GPU-based geometry pipeline and live-editing capabilities to integrate fluid transitions and environmental reactivity, enhancing the sense of an ever-evolving, otherworldly space. World-building in Control draws extensively from Brutalist architecture to ground its supernatural elements in a stark, institutional aesthetic. Developers cited influences like Marcel Breuer’s St. Francis de Sales Church for its raw concrete forms and symmetrical designs, which informed the Oldest House's monolithic, windowless exteriors and labyrinthine interiors filled with coffered ceilings and midcentury office motifs. Art Director Janne Pulkkinen emphasized that this style provided believability as a backdrop for the game's paranatural phenomena. The game's interiors blend hand-crafted sectors—meticulously designed by world artists to evoke bureaucratic isolation—with procedural techniques for added dynamism, particularly in destructible elements. Using Northlight's integrated systems, environments incorporate rule-based procedural generation based on material metadata (e.g., concrete, glass), enabling interactive destruction during combat that scatters debris and alters sightlines in real time. The PC version further enhances this through ray-tracing support, implementing reflections, shadows, and global illumination to heighten the realism of supernatural effects like energy blasts and shifting thresholds. Implementing these features presented significant technical challenges, especially in balancing visual fidelity with performance. Destructible environments were limited to approximately 200 active rigid bodies on-screen to maintain frame rates, requiring rigorous optimization of geometry and metadata consistency across assets. Lighting for supernatural effects, reliant on ray-traced interactions, demanded careful tuning to avoid performance dips while preserving the eerie, volumetric glow of altered objects and Hiss incursions, ultimately showcasing Northlight's capacity for reactive, physics-driven chaos.

Casting and audio design

Courtney Hope portrayed the protagonist Jesse Faden, providing both the voice acting and motion capture to create an expressive and immersive performance that captures the character's determination and vulnerability. Her work involved full-body performance capture sessions at Remedy Entertainment's studios, allowing for nuanced facial expressions and physical movements integrated into the game's cinematics and gameplay. Key supporting roles were filled by experienced voice actors, including James McCaffrey as the authoritative Director Zachariah Trench, whose gravelly delivery emphasized the character's commanding presence. Matthew Porretta voiced Dr. Casper Darling, bringing a layered intensity to the enigmatic scientist, drawing on his prior Remedy collaborations. Reflecting Remedy's Finnish heritage, Martti Suosalo provided the voice for the janitor Ahti, delivering lines in a distinctive heavy Finnish accent and performing an original tango song in Finnish, which earned him the BAFTA Games Award for Performer in a Supporting Role. The audio design, led by Senior Sound Designer Ville Sorsa, emphasized immersive and reactive soundscapes to enhance the game's supernatural atmosphere, with layered effects that respond dynamically to environmental changes and player actions. Composers Martin Stig Andersen and Petri Alanko crafted a soundtrack that adapts in real-time, integrating orchestral elements with electronic distortions to mirror the Oldest House's shifting reality. The Hiss corruption is sonically represented through eerie, resonant chanting and whispering that intensifies during encounters, creating a sense of psychological intrusion, while supernatural abilities like telekinesis produce visceral, feedback-heavy audio cues that evolve with usage. Licensed music from the Finnish rock band Poets of the Fall, performing as the in-game fictional band Old Gods of Asgard, added narrative depth; their track "Take Control" serves as a pivotal theme song, featuring modular, dynamic structure tailored to sync with gameplay sequences such as the Ashtray Maze puzzle. This integration of licensed rock elements with original sound design fosters an auditory experience that reinforces the game's themes of chaos and control.

Release

Announcement and marketing

Control was officially announced on June 11, 2018, during Sony Interactive Entertainment's press conference at the Electronic Entertainment Expo (E3) in Los Angeles, where developer Remedy Entertainment and publisher 505 Games revealed the title—previously known internally as project P7—with a cinematic announcement trailer. The trailer introduced protagonist Jesse Faden's arrival at the shifting, brutalist Oldest House, the headquarters of the Federal Bureau of Control, and showcased supernatural combat mechanics, including telekinesis and a shape-shifting Service Weapon, set against a backdrop of otherworldly corruption. It concluded with a manuscript page echoing elements from Remedy's 2010 game Alan Wake, hinting at shared lore within the developer's universe and fueling fan speculation about interconnections. The promotional campaign built on this reveal through a series of trailers and demos that emphasized the game's supernatural themes and reality-altering environments. At E3 2019, Remedy presented an 18-minute hands-on demo focusing on Jesse's powers, such as launching debris at enemies and manipulating architecture, which highlighted the fluid, emergent gameplay and the Oldest House's labyrinthine, responsive design. Additional marketing materials, including the Gamescom 2018 trailer, featured the original song "Take Control" by the in-game fictional band Old Gods of Asgard (performed by Poets of the Fall), underscoring themes of agency amid chaos and appearing in lyric videos tied to the promotion. Nvidia partnered closely with Remedy to integrate real-time ray tracing via RTX technology, promoting Control as a launch title for their RTX 20-series GPUs with dedicated trailers demonstrating enhanced reflections, shadows, and diffuse lighting to showcase visual fidelity. To drive pre-orders, 505 Games offered bonuses across platforms, including the Tactical Response Gear outfit for Jesse and a Crafting Resources Pack containing rare materials for weapon and ability upgrades. PlayStation 4 pre-orders included platform-exclusive items such as the Astral Dive Suit cosmetic, a Rare Service Weapon mod, a Rare Player mod, two static themes (Black Rock Quarry and Explorer), a dynamic Shifting Place theme, and a Control avatar for PSN profiles, designed to immerse users in the Bureau's aesthetic. These incentives, announced alongside the August 27, 2019, release date confirmation, were part of a broader strategy to highlight the game's modular progression and customization, with the Digital Deluxe Edition (PS4-exclusive at launch) adding early access to side missions and the Expansion Pass for further story content.

Platforms and editions

Control was published by 505 Games and released on August 27, 2019, for Microsoft Windows, PlayStation 4, and Xbox One. The PC version launched as a timed exclusive on the Epic Games Store, with the exclusivity period ending on August 27, 2020, after which it became available on Steam and other digital platforms. The game was offered in multiple editions: the Standard Edition contained only the base game, while the Digital Deluxe Edition included the base game plus three days of early access on PlayStation 4, the season pass for future expansions, an exclusive side mission titled "Isolation," cosmetic items such as the Urban Response Gear and Astral Dive Suit outfits for protagonist Jesse Faden, weapon and player mods, a crafting resources pack, the original soundtrack, and a digital art book. In 2020, the Ultimate Edition was introduced, bundling the base game with both major expansions—"The Foundation" and "AWE"—along with all prior digital content from the Deluxe Edition. A cloud-based version of the Ultimate Edition was released for Nintendo Switch on October 28, 2020, requiring a persistent high-speed internet connection. Enhanced versions for PlayStation 5 and Xbox Series X|S arrived on February 2, 2021, as a free upgrade for owners of the Ultimate Edition on prior consoles, introducing a performance mode targeting 60 frames per second without ray tracing and a graphics mode at 30 frames per second with ray tracing enabled. A port of the Ultimate Edition launched on Google Stadia on July 27, 2021, but it was delisted following the service's shutdown on January 18, 2023.

Post-release updates

In February 2024, Remedy Entertainment acquired full publishing, distribution, marketing, and other rights to the Control franchise from 505 Games for €17 million, allowing Remedy to self-publish future titles including Control 2 and the spin-off codenamed Condor after a transition period ending December 31, 2024. On March 10, 2025, Remedy released a free update for the PC version of Control Ultimate Edition (version 1.30), introducing official HDR support, a new "Ultra ray tracing" preset that increases rays per pixel for improved lighting and reflections with higher temporal stability, enhanced NVIDIA DLSS integration up to version 3.7, DLAA anti-aliasing, support for resolutions beyond 4K, and various performance optimizations for modern hardware. The update also unlocked previously pre-order and platform-exclusive outfits—such as the Astral Dive Suit, Tactical Response Gear, and Hiss Incarnate—for all PC players. In October 2025, Remedy issued another free update (version 1.30) for Control Ultimate Edition on PlayStation 5 and Xbox Series X|S, making the same pre-order and platform-exclusive outfits available to all console owners while adding the previously PlayStation 4-exclusive "Astral Constructs" side mission, Variable Refresh Rate (VRR) support, unlocked frame rates up to 120 Hz, and optimizations including PlayStation 5 Pro enhancements for ray tracing and performance. Throughout 2025, Remedy continued its "Faden Friday" series of community blog posts on the official Control website, sharing developer insights, artwork, and updates to engage fans; this included a special post celebrating the game's sixth anniversary on August 27, 2025, reflecting on its impact and announcing related community streams.

Reception

Critical reviews

Upon release, Control received generally favorable reviews from critics, earning Metacritic scores of 85/100 for the PlayStation 4 version based on 64 reviews, 82/100 for the Xbox One version based on 63 reviews, and 82/100 for the PC version based on 70 reviews. Reviewers frequently praised the game's immersive supernatural atmosphere and the intricate design of the Oldest House, which fostered a sense of ongoing discovery through its shifting architecture and lore-rich environment. The combat system was another highlight, with critics commending the depth and variety provided by Jesse Faden's evolving supernatural abilities, such as telekinesis and elemental powers, which integrated seamlessly with the Service Weapon's modular forms to create fluid, satisfying encounters. Ties to Remedy Entertainment's shared universe, including subtle connections to Alan Wake, were appreciated for enriching the narrative without requiring prior knowledge, adding layers of intrigue to the story's exploration of altered world events and paranatural phenomena. However, some reviewers criticized the main campaign for repetitive mission structures, particularly in side quests that often involved backtracking through familiar areas with similar objectives. Technical issues at launch were a common point of contention, especially on PC where frequent crashes, optimization problems with ray tracing, and input lag detracted from the experience despite strong hardware support. Console versions fared better in stability but still faced occasional framerate dips during intense sequences. The downloadable content expansions received solid but more tempered acclaim. The Foundation, released in March 2020, earned a Metacritic score of 77/100 across platforms, with praise for expanding the lore around the Hiss invasion and introducing new enemy types, though critics noted its shorter length and reliance on combat-heavy progression limited narrative depth. AWE, launched in August 2020, scored 73/100 on average, lauded for bridging the Remedyverse more explicitly through crossovers with Alan Wake and delivering atmospheric horror elements, but faulted for feeling brief and less innovative in gameplay compared to the base game. In October 2025, Remedy released an update for the Ultimate Edition on consoles, adding PS5 Pro enhancements like PSSR for improved resolution and reflections in Performance Mode, VRR and 120Hz support, unlocked frame rate, HDR, and new content including an Astral Dive Suit and a new mission. Critics welcomed these changes for enhancing performance and replayability on next-gen hardware, making the game feel refreshed without altering core mechanics.

Commercial performance

Control has achieved significant commercial success since its 2019 launch, surpassing five million units sold worldwide by August 2025. Earlier milestones included over two million copies sold by December 2020, following its strongest sales month in November of that year, and exceeding three million units by March 2023, which generated €92 million in revenue for publisher 505 Games. By February 2024, sales had reached over four million units, contributing more than €100 million in total revenue. The game's strong performance was bolstered by positive critical reception, which helped drive ongoing interest and purchases. As of August 2024, Control had reached over 19 million players worldwide, a figure significantly expanded by free giveaways and inclusions in subscription services. Digital sales dominated the market, accounting for over 90% of total units in 2020, with consoles seeing particularly robust performance on PlayStation 4 and Xbox One. On PC, initial sales were hampered by its year-long exclusivity to the Epic Games Store starting in August 2019, during which Epic provided an upfront payment of approximately €9.7 million to Remedy and 505 Games combined. However, sales recovered notably after the Ultimate Edition's release on Steam in October 2020, aligning with the game's best-selling month to date. The Ultimate Edition, bundling the base game with the Foundation and AWE expansions, further boosted accessibility and contributed to sustained sales growth post-DLC launches in 2020. The game was offered as a free giveaway on the Epic Games Store multiple times, including June 10–17, 2021; December 26, 2021; and December 25–26, 2024. The expansions played a key role in extending the game's commercial lifespan, with DLC sales helping Remedy achieve record profitability in 2020—a 30% revenue increase to €41.1 million—without a new title release, as ongoing Control content drove royalties and base game uptake. On consoles, Control was added to Xbox Game Pass on December 3, 2020, and the Ultimate Edition joined in March 2024, while it was included in the PlayStation Plus Essential tier in February 2021. These subscription inclusions and free promotions boosted the game's popularity and player engagement alongside direct sales. By early 2024, Remedy had acquired full publishing rights to the Control IP from 505 Games for €17 million, enabling higher royalty shares on future content and greater control over the franchise's monetization. Post-release updates, including next-gen enhancements, also helped maintain player engagement and support long-tail sales.

Awards and nominations

Control received widespread acclaim from industry awards bodies, with particular recognition for its innovative art direction, narrative depth, and audio design. At The Game Awards 2019, the game won Best Art Direction and was nominated in seven other categories, including Game of the Year, Best Game Direction (for Sam Lake), Best Narrative, Best Performance (for Courtney Hope as Jesse Faden), and Best Audio Design. The 2020 BAFTA Games Awards nominated Control in 11 categories, the highest number for any title that year, including Audio Achievement and Performer in a Leading Role (for Courtney Hope); it ultimately won Performer in a Supporting Role for Martti Suosalo as Ahti the Janitor. Control was also nominated for multiple categories at the 2019 Titanium Awards during Gamescom, including Game of the Year, Best Art, Best Game Design, Best Narrative Design, and Best Adventure Game.

Legacy

Spin-offs and connections

In 2024, Remedy Entertainment announced FBC: Firebreak, a co-operative multiplayer first-person shooter spin-off set in the same universe as Control. The game features three-player co-op gameplay where Federal Bureau of Control (FBC) agents respond to paranatural threats, emphasizing fast-paced action and containment missions within the Bureau's lore. Developed and self-published by Remedy, it was released on June 17, 2025, on PC via Steam and Epic Games Store, PlayStation 5, and Xbox Series X|S, positioned as a mid-priced title to broaden the franchise's appeal beyond single-player narratives. However, it experienced weak sales upon launch, contributing to Remedy's profit warning in October 2025. The Control series forms a key part of the Remedy Connected Universe, with significant ties to the Alan Wake franchise established through shared lore involving Altered World Events (AWEs). The 2020 AWE downloadable content for Control directly investigates an AWE linked to Alan Wake's manuscript and the events in Bright Falls, integrating elements like the Dark Place and the writer-poet mythology into the FBC's investigations. This connection deepened in Alan Wake 2 (2023), where protagonist Jesse Faden makes a brief cameo appearance during a scene in the Oceanview Hotel, echoing visions from the AWE DLC and reinforcing the interdimensional overlap between the titles. Beyond games, Remedy has expanded the universe through audiovisual adaptations. In August 2024, Remedy partnered with Annapurna Pictures to develop film and television projects based on Control and Alan Wake, acquiring options for audiovisual licensing to explore the shared lore on screen. These adaptations aim to bring the paranatural elements and interconnected narratives to new media, though specific formats and timelines remain in early development. To mark Control's sixth anniversary in August 2025, Remedy Entertainment launched celebratory events as part of its 30th studio anniversary, including livestream series where developers replayed the game and discussed its universe ties. These initiatives featured new merchandise, an art book, and discounts on Control: Ultimate Edition during Steam's Anniversary Sale, fostering community engagement across the Connected Universe titles like Alan Wake 2.

Sequel development

Remedy Entertainment first announced a sequel to Control, initially codenamed Project Heron and referred to as Control 2, on November 11, 2022, through a co-development and co-publishing agreement with 505 Games. This project builds directly on the supernatural themes of the original Control, expanding the narrative within the Federal Bureau of Control while enhancing player agency through deeper exploration and interaction mechanics. The success of the original game, which surpassed five million units sold by August 2025, provided the financial foundation to greenlight the project. In August 2024, Remedy shifted to a strategic partnership with Annapurna Pictures, securing 50% financing for development and enabling full internal ownership and self-publishing of the title. The game entered full production in February 2025, following the completion of pre-production phases such as proof-of-concept. By August 2025, development was progressing on track, with the team focusing on core gameplay systems, environmental design, and mission structures. The project maintains Remedy's signature narrative-driven style, overseen by creative director Sam Lake, who has shaped the studio's interconnected storytelling across titles. On December 11, 2025, at The Game Awards 2025, Remedy officially unveiled the sequel as Control: Resonant, confirming its release in 2026 for PlayStation 5, Xbox Series X|S, PC via Steam and Epic Games Store, and Mac. The game shifts the focus to Dylan Faden, the brother of the original protagonist Jesse Faden, as he navigates a paranaturally warped Manhattan during a cosmic crisis, including his search for Jesse. Control: Resonant evolves the series into an action-adventure RPG, emphasizing role-playing elements like character progression and choice-driven interactions to heighten immersion in the paranatural world. Compared to the original Control's third-person shooter mechanics, it introduces open-ended exploration of twisted city zones and melee-focused combat using the shapeshifting Aberrant weapon, which transforms between forms such as a heavy hammer and dual blades, while continuing paranatural themes including elements like the Hiss. Its €50 million development budget, split evenly between Remedy and Annapurna, is positioned as sufficient for delivering a high-quality entry without the scale of Remedy's prior title, Alan Wake 2. Unlike earlier indications of potential involvement from Jesse Faden, the narrative centers on Dylan as the protagonist. Control: Resonant integrates into the broader Remedy Connected Universe, sharing lore and events with spin-offs like FBC: Firebreak, a co-op shooter set six years after the original game's events and expanding Bureau operations. The announcement trailer generated significant buzz among fans, sparking theories about deeper connections to the franchise's paranatural lore and the cosmic entity's ties to existing elements.

References

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