Thirith on 2/9/2021 at 07:24
I didn't find Control quite as frustrating as you did, but I've definitely had this problem with several of Remedy's games: I like the ideas and personality, but I don't particularly enjoy playing them, in fact I find them kind of grating.
henke on 2/9/2021 at 08:09
Quote Posted by Yakoob
I skimmed the Control thread (didn't wanna necro) and very much agree with
henke's description of the loop from hell: die in a really stupid way, stare at loading screen for 1 minute, backtrack through the same areas for 1 minute to where you were, die in a really stupid way, repeat.
Whoa that doesn't sound like me, but then I went and checked and... (
https://www.ttlg.com/forums/showthread.php?t=150039&p=2429148&viewfull=1#post2429148) yeah it does. I guess nostalgia shades had totally erased that part of the game from my mind, because I kept going, finshed it, finished all the DLCs, and my final verdict is: I love Control!
demagogue on 2/9/2021 at 08:23
Control has a charisma to it, but I'll admit the gameplay has a disproportionate share of rage-quit moments.
PigLick on 2/9/2021 at 09:02
Yeh I played about an hour or so, at first I thought "this is cool, gonna love this game", later "fuck this"
Briareos H on 2/9/2021 at 09:51
I don't think I even got to the cool parts. Immediately got the claustrophobic feeling I was running down hallways with closed doors and invisible walls waiting for the next bit of narration and for the combat tutorials to finish, said "screw it" right away. Maybe I just wasn't in the mood, but I can't stand the way most modern games introduce you to their mechanics in a safe and uninteresting way.
Malf on 2/9/2021 at 10:17
Control's difficulty is... spiky, to say the least.
I think those invisible fuckers with the one hit kill are the most aggravating for me.
The concept of Control is fab, but it just never quite gets as weird as something based on SCP needs to. And a lot of that is to do with the fact that the enemies you're fighting moment to moment come from a very limited roster, which is utterly anathema to the whole idea of SCP.
Still, dat Ashtray Maze.
Definitely one of the most memorable set-pieces in gaming from the past decade.
WingedKagouti on 2/9/2021 at 11:05
Quote Posted by Malf
Still, dat Ashtray Maze.
Definitely one of the most memorable set-pieces in gaming from the past decade.
It's IMO only memorable due to the music. Without that specific song it's just more of what you've been doing for the last several hours with a different background texture.
Aja on 2/9/2021 at 14:17
I just finished Control for the first time (and most of the DLC), and while it was frustrating in parts, it never made me want to quit. Whenever I reached a difficulty spike, it was pretty easy to just take a different direction and come back later with more powers (the loading screen specifically tells you to do this!)
Overall I loved it, not so much for the combat but for the atmosphere and the impetus to explore that it creates. The designers struck a pretty fine balance of a crazy dream world that somehow also feels like a real, lived-in place, and while I was certain it would eventually become tedious, I was immersed till the end. The only thing that really didn't work for me was the Alan Wake story integration, which made even less sense than the main story, although the gameplay parts in that DLC were fun and challenging.
WingedKagouti on 4/9/2021 at 22:15
I just finished Yoku's Island Express (the weekly EGS freebie) and the combination of Pinball and Metroidvania worked a lot better in practice than I expected it to from the genres alone. The setup for the story is a bit silly: You're playing a dung beetle, who is taking over as postmaster on an island, and instead of a ball of dung you're rolling a marble that's tied to one of your legs and for some reason the island is filled with flippers, bumpers, chutes, targets and launchers. The fact that the ball is tied to one of your legs also lets you control the ball as long as it doesn't have more inertia than you can overpower, which is sometimes crucial in various puzzles. You don't have a limited amount of tries in the usual sense, instead if you fall into brambles (usually found at the bottom of select sections) you'll lose some of your collected fruit (the stand-in for points) which are limited by your carry capacity. Fruit also serves to unlock various extra bumpers or shortcuts as well as purchase a couple of items.
The abilities you get help navigate the map, both to progress the story and to gather various collectibles. The Dive Fish and Slug Vacuum are both easy to use, but the Sootling Leash takes more precision (at least for me) than anything else in the game and there are a couple of story required climbs where you need to use it multiple times in succession. Luckily brambles generally only appear in some pinball sections, so failing a leash climb is at worst going delay progress for a bit.
Each of the bosses were different enough that I didn't feel they repeated themselves, despite having similar "Unlock the weak point by hitting the right targets. Hit the weak point x times. Repeat." gameplay. And I didn't expect the final boss to be who it turned out to be, but once revealed it didn't feel like complete nonsense either.
Overall, if you like pinball or the art style I'd recommend trying it out. Especially with the current price of free on EGS.
Yakoob on 5/9/2021 at 08:47
So now I'm playing Shadowrun: Dragonfall and while I'm enjoying it a lot, Jesus Christ is there a lot of combat. I'm only 7 hrs in and I probably killed like 200 people by now. Then I finally got to some decking sections and though "oh cool, a change of pace!" Nope, decking is just more combat >_>