Review falithes 4/5 · Jun 11, 2026
X-files with a heavy emphasis on poltergeists
Remedy has a consistent vibe and style. You are either going to love it or hate it. I lean more towards liking it. A common critique with Remedy games, which I agree with, is combat is often very repetitive and halfbaked. You endure the repetitive and halfbaked combat for the story and atmosphere. That was certainly the case with Max …
Remedy has a consistent vibe and style. You are either going to love it or hate it. I lean more towards liking it. A common critique with Remedy games, which I agree with, is combat is often very repetitive and halfbaked. You endure the repetitive and halfbaked combat for the story and atmosphere. That was certainly the case with Max Payne and Alan Wake. Control feels like the best combat that Remedy has ever cooked up (I haven't played Quantum Break). It's honestly fun once you get 5 hours in. That said, by the end, the combat feels more routine and like a chore. This is because the game essentially introduces ever element to combat at 5 hours, and then never really expands it. Instead, they rely on throwing hordes of tough enemies at you, which feels more like a slog than a satisfying escalation of challenge.
They do throw some unique fights at you in the form of boss fights. Some of these are actually great! Such as the
The lack of the full moveset does lead to some early difficulty spikes, mostly because you don't have the tools to react. You fight a floating HISS who will relentlessly throw stuff at you. You don't have a dodge move and there isn't a cover system, so you kind of have to cheese it by hugging pillars. Not too satisfying of a challenge, especially since if you fought him with the dodge, it would have been a good fight. So this does cause some early pacing issues, mostly due to the game holding back key mechanics.
With the full moveset though, it's really fun to levitate above, using a rocket launcher and hurling random objects at your enemies. It's just a shame they couldn't design combat encounters better to allow for more creative experimentation with the combat and keep it engaging until the end. I think the game strikes a good balance with infinite ammo for guns, but with a cooldown and limited by recharging resources for your power. This is great design, because it encourages you to alternate between the two to keep up the pressure. It's a good balance. Another satisfying thing about the combat is the destructible aspects of the environments. It's nothing ground breaking, more superficial. But it does create a satisfying feedback to all of your attacks. Pick up a filing cabinet, hurl it through a table with books on it, causing the books to explode into a plume of papers, the table splintering and flying in multiple directions, then the cabinet smacks an enemy sending them flying throw a glass wall. This happens all the time, making your moves feel punchy.
So yeah, best Remedy combat, but still has issues with repetition. That said, the lore of the game is pretty awesome. Like with past Remedy games, it's really the writing, art style and atmosphere where their strength as a studio shines. One big downside to Control, compared to Max Payne or Alan Wake, is the main character is just so bland. I really didn't find Jess to be relatable or interesting. Sure she's trying to save her brother, but she feels pretty robotic throughout. It doesn't help either that the game has heavy doses of asinine internal monologues from Jess. Where she says "O geez I should ask so and so about that thing" then she immediately asks the question... like did I really need Jess to tell me what she literally was about to say? Most internal monologues are this. Where sometimes it tells us how she feels, which is often times just common sense from context. So yeah, most of these internal monologues just explain what we're already seeing. Committing the cardinal sin of internal monologues/narrations.
Still the world building is really cool. The lore behind the Hiss and most supporting characters, unlike Jess, are well realized with distinct personalities. Except for Jess' brother, who is portrayed in a cartoonish way. To be fair, he is possessed, but even in his audio recordings pre-possession, it still plays pretty cartoonish.
Remedy's use of media within media I think is quite effective here. The Threshold Kids and Dr. Darling's various PSA as both descend deeper into madness were great and always served as a fun diversion. You can fairly criticize these by saying it negatively impacts pacing, since you basically have to stand around for a few minutes to watch the TV, but these are completely optional. There's also a shocking amount of flavor text to read. Including tones of redacted classified documents. I started reading these, but lost interest. Mostly because there's just an insane amount of these.
I also really like the games usage of geometry to create an uncanny atmosphere. And While the Oceanview hotel never serves as a complex puzzle, the Twin Peaks Vibe of the place are awesome. Tying this whole universe to Alan Wake and including an optional section focused on Alan Wake was also a lot of fun, even if the boss felt like a slog to beat.
Overall, one of Remedy's best games, especially with the combat, but it still suffers from repetition. I find myself still smiling and respecting Remedy for committing to their vision. This is certainly pretentious, but at the same time, there really isn't anyone else making games this weird with as high of a budget (plenty of great weird indy titles). We need more weird high budget games like this!






