Max Payne / Alan Wake / Quantum Break / Control

finally!

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am here to post about Control instead of cluttering up GYPT

the pistol sucks, it has no crunch/enemies take too many hits. I tried headshots and felt like they did nothing. makes me long for lock-on so I stop bothering. this magic weapon should fuck shit up and not make me think about playing Receiver instead

I don’t feel like I’m playing it ‘wrong’, but I worry somehow the intended loop isn’t to post up near some cover and wait for enemies to funnel through a chokepoint. took the first control point on my first try by the above + repositioning whenever Mr. Named Man got a line on me. I do feel like I don’t have enough crowd control tools at the moment to feel safe pulling a swarm

from this thread, feels like “after playing and enjoying every other Remedy game”

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Control to me felt like they were going for messy high risk combat that doesn’t cleanly link. Like you’re still just a human with a gun-like artefact, pushing physics to its limits in dangerous ways just to dodge around things or throw matter haphazardly at overwhelming threats.

I do think the health bar is a bit too punishing and overly balanced around the loot shit but I love the feeling of every action.

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No it’s scrambling around while blasting, this competes in the john woo class at the gunfighter grand prix, nothing like reciever

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Yeah the ideal playstyle is to be moving constantly, the game heavily incentivizes this. It doesn’t really come together until you get the flying power though.

I didn’t much like the pistol either, but some people swear by stocking it up with headshot mods. I found that didn’t work very well with the highly mobile playstyle. I ended up gravitating towards the machinegun + rocket launcher for my standard loadout, occasionally switching to the sniper for flying enemies.

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does Flight make you move faster

is there a dodgeroll

what if Elden Ring with a gun

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blasting stuff in Receiver is extremely good, love to knock out a drone at close range with a single well-aimed shot (and 5 wild misses)

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yeah there’s an Evade ability that boosts you in whatever direction, I used it so often I bound it to my mouse thumb button

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Re: Max Payne: It will always stick with me how the sniper rifle in that game was primarily there to show off the follow-the-bullet slo-mo effect, but if you did not zoom in when you used it, that effect wouldn’t trigger, and you had yourself a perfectly-accurate one-shot-kill golden gun.

I remember thinking how accidently unique it was that this character basically ran around using a sniper rifle as a magnum, rhythmically dropping goons with a single shot to the chest.

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imo put all of your upgrade points into the basic throw power, shooting is just filler in between hurling furniture around

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yeah at least for low level guys the loop is an easy burn power tossing concrete → empty a clip

though following this loop all the time meant i was pretty unprepared for the television OOP boss where you kind of need more defensive or evasive action

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is there a game that gets remote object flinging as good as this? i love how you don’t have to draw objects to your hand and pitch them like the half life gravity gun but can slightly lift then toss in a totally different direction, letting you hit guys around corners and generally react more quickly. the HUD manages to clearly communicate when you can release early for a hit. this keeps working even after you get the ability to hold multiple objects at once. what a well thought out interaction

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YES i love that lil tech. indispensable against the chair men

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I haven’t played Control yet but I have experience where games want you to play the intended “run around a lot” way but don’t do a great job teaching that, resulting in the experience for some being a mediocre cover shooter. I’m talking about Vanquish, but it sounds like Control might suffer from a similar set-up. You gotta be like Doom 2016 where not playing aggressive and moving constantly just murders you outright, giving players an “out” while they hopefully discover this is IMO flawed design.

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I love the base loop of throwing + shooting but imo Control really slaps when you have all the abilities and a couple upgrades in each one and you just use all of them constantly.

I really like Control but it is more than the sum of its parts. If part of it isn’t really speaking to you then it’s harder to get on board with the rest. Like I don’t know how much I’d really dig the combat and the slow build up of gaining all the abilities if I didn’t also love the story and the setting and the characters as much I do.

I’d played Max Payne and Quantum Break and thought they were fine, a good time etc, but Control got me to buy all in on the Remedy-verse. They got me wanting to play Alan Wake 2 and replay Control and play that Alan Wake remaster and get hype for Control 2 and look forward to all the new output from Remedy and I’m going to do all of it.

I’m going to replay Control and go for a maximalist play through and get all the abilities and fully upgrade all the abilities and weapons. I looked it up earlier today it’s apparently possible so why not. I wonder if I could grind that out without getting bored of it. I’m looking forward to finding out.

Mainly I just want more stories in this universe. I was watching some Alan Wake 2 previews and spoiler they’re bringing back Max Payne via a legally distinct character that Alan Wake is writing for his next book who is a hard boiled noir detective guy named Casey who looks like Sam Lake and is being voice acted by the original Max Payne voice actor. Hell yes sign me up I’d say I’m there day one but I’m not on current gen yet but Alan Wake 2 is on my list I just need two more games to justify the leap.

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My experience with Vanquish was that it required adjusting to a varied tempo of actions and movement & conscious meter management pretty early on to sort of “get it” on a satisfying level.

Control felt much more straightforward in alternating between small encounters that were less stressful/easy for testing specifics of powers/weapons & larger encounters that forced constant movement w/ big semi-empty spaces, enemies coming from all angles, crumbling cover , and flick to kill abilities. I remember being stuck maybe on an early boss but past that it didn’t require much thought.
Mostly a Call of Duty style shark-like state of pushing past bad cover w/ constant movement and reflexive scanning for threats to erase, maybe a little like a twin stick shooter in also having 2 kite enemies to maneuver around/through specific angles.
I agree that it was fun but mostly carried for me by presentation, escalation, + the regularly reinforced goodwill earned by Remedy’s sincere love of FMV.

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Anyone else find it weird how similar this game’s story is to Deadly Premonition 2.

looks better off

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