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

(singke) #1
053

withease.It’sjustaswellJesseis so
well-equippedbecause,likewesaid
before,hersituationcanandwillget
worse...butwe’llcomebacktothat.

déjÀvu
Whenwefirstcomeinfromthesnow,
wewarmupwitha cupofcoffeeand
a lookbackatthegame’soriginal
pitch.A lothaschangedsincethen,
butcreativedirectorMikaelKasurinen
walksusthroughthekeyideasthat
werecoretotheinitialdevelopment
ofthegame’sworld.Thefirstofthese
wasphysicality.
Kasurinenexplains,“It’simportant
tomeandtousthatoncewekindof
starttodemonstratethese
supernaturalabilitiesbeingusedin

control


explosivescomingyour
way?return them to
sender – along with
anything else you fancy.


it keeps track of how many rooms you
enter and how long it’s been since you
faced a new load of enemies.
Mohov explains, “This accounts for
two situations in the game: the timer
is mostly for a player that stays in the
same combat arena or same room in
general, and [just reads], you know,
like [...] emails [...] and another one is
when they’re just running through and
in both of those [situations] players
will get a similar overall experience of
combat intensity in the game.”

house of horror
Larger encounters, once defeated,
grant a longer ‘cooldown’ period before
spawning a new wave. While you
can also run away from encounters,
this only incurs a reduced cooldown
period. The Encounter system does
not present adaptive difficulty so
much as properly pace proceedings.
For a sandbox experience, this is key.
That said, backtracking won’t be an
uphill struggle as there are various
fast travel points. Cleansing these at
the so-called ‘control points’ offers
you more paths throughout the Oldest
House and a sense of progression even
when you can’t entirely wipe the Hiss’
presence from the building.
Mohov elaborates, “We want this
game to feel like you’re constantly in
danger and anything can happen at
any point, but at the same time we
don’t want you to feel overwhelmed


  • we don’t want you to feel like
    you’re doing work. Combat should be
    fun and [Control] should be this
    sandbox that you can play around and


you can do whatever you want with
your abilities.”
In light of this enemy encounter
system, the new preternatural power
on show that piques our interest the
most is the Seize ability. As you
whittle down the Hiss’ health, you can
compel them to fight in your favour
by holding r. A new enemy type, a
red orb called a Hiss Cluster, heals
anything attacking you and can drag
out fights if not dealt with quickly. It’s
really annoying. However with Seize
you can exploit its healing properties
for your own benefit.
While the build we play boasts
abilities you won’t have from the start,
we get to grips with switching
between gunplay and the mind games

“we want this to feel like


you’re constantly in danger


and anything can happen.”


locKeD AnD loADeD
creativedirectormikael Kasurinen reveals
howJesse’sunusualfirearmtookshape

O


pm:howdidyou
developtheideaof
theshapeshifting
gun,thedirector’s
serviceWeapon?
mikaelKasurinen:there’s
anaspecttoit whichis
kindofa mundane
reasoning.I initiallydidn’t
liketheideathatthe
directorofthisBureau
wouldbea personwho
wouldgo
throughthis
worldand
collectthis
arsenalof
weapons[...]
thatjustdidn’t
workforme.
I wantedto
findsomething
thatis more
likea powerful
weaponbut
alsoatthe
sametime,willbea partof
thatcharacter’sidentity,
notjustpersonally,but
alsolike,whatthey
represent.Beingthe
directoroftheBureau,
theyshouldbea symbol
forit,butatthesame
time,it shouldreflectcore
elementsofwhothat
personis aswell.And
that’showtheideaforthis
weaponwasborn.
that it is this kind of,
let’s say, a prototype idea

of a weapon and of course,
there are similar ideas in
pop culture, like the
lightsaber [...] or you know,
magic wands [...] like it is a
familiar idea. But I wanted
to kind of bring it a bit
further with the idea of a
shape-shifting nature and
a kindofeternalideafor
thisweapon.
[...]the shape shifting
nature to me is
interesting,
because it kind
of makes you
thinklike,‘What
didit looklike?
let’s say this
thing existed
500 years ago


  • was it a
    sword?’ and so
    on. And the
    names that
    they use for
    these different forms also
    indicate the idea that they
    are kind of eternal ideas
    like Pierce [the shotgun
    formoftheService
    Weapon],or[...]every
    weaponhasagrip
    [another more standard
    firing mode for the Service
    Weapon] and so on. So all
    of these things are
    connected. It’s an
    expression of, you know,
    Jesse’s power and her
    being the director.

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