2019-05-01+Official+PlayStation+Magazine+-+UK+Edition

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rotagonistJesse’s
hair was white in the
early concept stages
of the project. Even after
casting Courtney Hope, an
actress Remedy had
worked with previously,
the developers’ thinking
was that white hair would
clearly differentiate Jesse
Faden from Hope’s
previous role as Beth
Wilder in Quantum Break.
But as time went on,
Control’s developers
decided that vivid red hair
marked Jesse out far

betteragainstthemuted,
neutral palettes of the
brutalist environments.
The developers wanted
to work with Courtney
Hope again partly because
a planned side-story
centred around the Beth
Wilder character was cut
early in the production of
their previous title.
Kasurinen reflects: “We
felt bad about it and we
really loved her in [that
earlier game], and then it
was really a natural fit to
have her back in Control.”

LEADING LADY
Jesse’s not one for Faden into the background

CONTROL


lying around, even ripping chunks
out of nearby walls if that’s all
you’ve got to hand.
Kasurinen tells us, “The
starting point was that we didn’t
want to do a cover shooter, and
there are like, you need to use
cover from time to time, but all
the mechanics of the game
should push you to keep
moving and kind of use
motion [and the environment]
to your advantage.”
This ever-changing nature
is reflected in Control’s
structure, as it deviates
from previous Remedy
titles’ more linear,
scripted approach

and adopts sandbox
stylings instead.
As we talk to the team,
it’s clear replayability is at
the forefront of the
developers’ minds.
Areas you revisit are
kept fresh thanks in
part to the game’s
Encounter system.
Game designer Sergey
Mohov quips, “We like to
say that the director’s job
is never done.”
The Control team
are still fine-tuning
the Encounter system
during our visit; as you
explore the Oldest House,
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