Ever since I started keeping a list of games I’d like to review (some 6 years now) it’s become clear to me just how many I don’t get around to playing. Still I try to make time for the ones that everyone seems to enjoy or have seen wide critical acclaim. Which is why I went back to play Control as it has managed to snag many Game of the Year awards and nominations from many of the top game reviews websites. My opinion differs significantly to those as whilst I think Control is a very competent and novel game it’s far from game of the year material. Perhaps the most grievous sin it commits is to follow in the footsteps of the many Assassin’s Creed and Ubisoft open world titles that came before it, introducing the concept of grind into a single player game. Combine that with a game that’s still needing some polish 5+ months after its release and I really have to wonder why so many think Control is a better game than the numerous other contenders for the 2019 release year.
You are Jesse Faden and have arrived at the headquarters of the Federal Bureau of Control, a place called the Oldest House. However upon your arrival you find it practically deserted the only person around being an old man called Ahti who appears to be to be bureau’s janitor. He then points you towards the director’s office for your interview, commenting that he could really use a new assistant to help him out. Upon arriving in the directors office you find his body, apparently dead from suicide. As you grab his weapon from the table you’re transported to another realm where it becomes clear that there’s much more to the bureau, and the world at large, than you first thought.
Control uses Remedy’s proprietary engine called Northlight which was first used with Quantum Break back in 2016. Back then I commented on how good the game looked but it seems like Control hasn’t really improved much on the visuals that the engine is able to offer. I think a large part of this is the fact that the vast majority of Control takes place in smaller spaces, making the lack of detail in some areas a lot more apparent than they otherwise would be in a more open setting. There also isn’t a great amount of variance in the environments either which makes the blandness stand out even more. This isn’t to say Control is a terrible looking game, more that it’s a half step or so behind what I’d consider to be the norm for a AAA title. No doubt part of it is also my now 5 year old rig which seemed to struggle in some places, even at 1080p, but given I had similar troubles 3 years ago with Quantum Break I have my suspicions that the engine could use a few more optimisations.
Control is a third person shooter/RPG hybrid with a healthy dash of open world elements thrown in for whatever reason. Whilst there’s a main campaign mission to follow there’s dozens of side quests, tasks and other errands for you to run that’ll reward you with varying amounts of resources, crafting materials and, if you’re really lucky a skill point or two. You don’t technically find new weapons instead you craft new forms of the “Service Weapon”, most of which fall into the typical archetypes we’re familiar with (pistol, machine gun, shotgun, etc.). Progression comes in 3 different ways: skill points, weapon mods and personal mods. The former is granted on completion of some, not all missions, and feels like it’s mostly tied to the main missions and a few of the longer side missions. Mods can drop from basically anywhere and are randomly generated, meaning it’s quite possible to pick up a mod with a god like roll that won’t get replaced for some time. This is where the game starts to tend towards endless grind territory as you attempt to seek out the best mods to tweak your preferred build. There’s even endgame level activities if you’re so interested although honestly I can’t really see why you’d bother.
Combat is typically medium paced as pretty much every encounter will have a couple waves of enemies and whilst your ammo and powers are unlimited they’ll need recharging pretty often, slowing down how many bad guys you can dispatch in any one go. After the first couple hours you will have seen basically every enemy archetype there is though and so after then it just becomes a matter of numbers and how many waves get thrown at you for any particular combat encounter. For the most part if you take your time there’s not much in the game that can kill you, especially considering that most encounters you can simply just walk away from and leash the enemies, giving you time for round 2. This makes for an overall combat experience that’s OK but somewhat boring after a while as you’re literally just doing the same fights over and over again.
It probably doesn’t help that the progression in the game is kinda meh for the most part. All of the upgrades you get, apart from the 3 or so new abilities and new weapon forms granted to you over the course of the game, are percentage based stat increases and so don’t feel particularly impactful to how you play the game. To be sure there’s a couple skill upgrades which make can change things a little, but even then not by much. Really the only one I got any kind of use out of was the levitating enemies when their health was low perk and even that was only useful because the enemy bodies were usually bigger than the other bits of crap I could hurl around.
If I was able to stack a ludicrous amount of mods then I could see myself having a lot of fun with some really stupid builds but unfortunately you’re limited to 3 weapon mods (per weapon type) and 3 personal mods. Whilst that makes for a large amount of build variety I don’t feel many of them are particularly viable as you’re going to want a health upgrade and, by consequence, the upgrade that makes the little health thingies that the enemies drop more effective. Either that or waste your valuable skill points on the same things which would limit you to the vanilla base skills. Really I feel like Control could’ve been a lot more fun if they just let you go hog wild with these things and become a complete wrecking ball like many other RPGs do.
Control also suffers from a few issues which at this late juncture I would’ve expected to have been ironed out by now. Switching from the menu to the game triggers a good 3 seconds of single digit frame rates which is a real pain in the ass when you have switch in and out of it all the time to read the various files strewn about the place just so you understand at least the basics of the plot. Since a good chunk of the game is physics based you’ve got the usual emergent behaviour issues that goes along with it, something that becomes readily apparent when you say, walk through a room with stuff strewn everywhere and Jesse seemingly forgets how to walk around or over things. In the grand scheme of things these are minor issues but given this is a AAA title, from a big name house and it’s been out for a while now I figured it should be basically issue free.
The story is interesting enough, being a kind of X-files meets the Twilight Zone kind of deal. The game does go out of its way to be especially obtuse with the various plot elements it introduces you to directly, forcing you to sniff around all the various files to find context and detail that you’ll so desperately need to have any clue about what’s going on. The main character’s inner dialogue also started to grate on me after a while as I didn’t feel like it added much and almost felt like a remnant of a choice system that was implemented and then scrapped halfway through the game’s development. If anything it’s reflective of the game as a whole: well built but just lacking that hook to really get me to buy in to the whole thing.
Control is a well constructed game that’ll tick a lot of boxes for many people but seems to lack that certain something to bind everything together to make the concept really sing. Indeed all of the individual elements are good to begin with but fail to evolve or improve over time. So the experience you get at the start feels largely the same as the one you have at the end which, for 10 hours invested, does make you question why you’d bother in the first place. I’m sure there’s some out there with dozens more hours invested in the game’s various end game and open world activities but, for me, I just couldn’t get invested enough to want to keep playing. Just goes to show that what makes something game of the year material will be different for everyone and, for me, it seems that I simply can’t find what others see in Control.
Control is available on PC, PlayStation 4 and Xbox One right now for $59.99. Game was played on the PC with a total of 10 hours play time.
Ever since I had my first taste of a story first game all those years ago I’ve been hooked on finding that same experience again in modern titles. Whilst Quantic Dream has always managed to deliver a solid experience in this regard newcomers to this field are very hit or miss, often not achieving what they set out to do. The struggle between just how much game makes it into the final product is what usually trips up most first time developers with the story suffering because of it (or vice versa). Murdered: Soul Suspect treads carefully enough to avoid some of these potential pitfalls whilst unfortunately falling prey to many others.
In the sleepy town of Salem, Massachusetts a murderer walks in the shadows. The killings seemingly have no relation to one another except for the victims always being young girls. The case has become something of an obsession for one of the local officers, Ronan O’Connor, a reformed criminal looking to make up for his questionable past. When he gets word of the Bell killer’s location he disregards all calls to wait for backup and pursues the criminal himself. However things don’t go as planned and in an instant things take a dark turn with Ronan thrown out a window and his life unceremoniously ended by his own weapon. Now, as he lies trapped between this world and the next, Ronan is compelled to find out who his killer is.
Visually Murdered: Soul Suspect is a dark and dreary place with the whole game taking place during the course of a single night. The graphics are about average when you compare it to similar titles of its time, a lot of the style still rooted in the previous generation’s console limitations. This might also be partly due to the use of the Unreal 3 engine which always seems to have a similar visual feel no matter the art styling. The styling of the UI elements seems to be of much poorer quality than the rest of the game, to the point of being quite distracting. I understand that at least some of this was done to enhance the “supernatural” feel of the game but since it’s not consistent throughout the various elements it just ends up sticking out more than anything.
Murdered: Soul Suspect is a puzzle game, one that requires you to gather up all the clues you can find and then use them in order to piece together what happened at a particular scene. Typically the clues are just things lying around the room, waiting for you to interact with them, although some will require a little more detective work in order to unlock them. Whilst the world isn’t particularly big you are free to explore pretty much all of it at your leisure although some places will be unavailable to you until you’ve unlocked some of your ghost abilities further down the line. There’s also numerous side quests and collectible missions which unlock various other stories that aren’t related to the main campaign, something which bolsters Murdered: Soul Suspects otherwise drastically short play time.
The puzzles that you’ll solve really aren’t that difficult at all considering that you’re told what area you need to look in to find them (moving out of an area where a clue might be removes the clue counter, indicating you’ve wandered too far) and that relevant clues typically come with a “memory flash” of what happened. These flashes sometimes come with another word puzzle element which has you choosing a few words to describe the picture you’re seeing. The hardest part then comes from selecting the right clues to complete the investigation or figuring out how to influence someone in order to get the clue you need. Indeed the only time I struggled to finish investigations was when the game decided not to spawn the required objects for me to interact with, something I’ll touch on later.
There are open world aspects to Murdered: Soul Suspect as well, allowing you to run around Salem looking for collectibles and helping out other ghosts that find themselves trapped in this realm. You can also posses people and read their minds, which sounds fun to begin with, however after a while you start to find that many NPCs are reused throughout the game and, despite their different circumstances in which you find them, they always have the same few lines to say. I feel like there’s something of a missed opportunity here as it would’ve added a little something more to the world to be able to influence the random people on the street or if there was another story you could unlock by reading enough minds. Sadly there isn’t and so after the first hour or so you’ll likely find yourself skipping all non-essential ghost power use.
Murdered: Soul Suspect is also rather glitchy as the screenshot above will attest to. There are numerous times when NPCs just won’t spawn or will spawn but won’t be visible or in the location where the game wants them to be. You can often resolve this issue by restart from a checkpoint but other times, like during an investigation, you’ll be left wandering around in circles wondering where the last clue is or clicking on clues you’ve already discovered hoping they’ll trigger something else. For a game that struggles with pacing at the best of times this isn’t a great glitch to have and it definitely had a negative impact on my experience.
However Murdered: Soul Suspect’s greatest failing is that the story just fails to captivate you in any way. On the surface the concept sounds pretty amazing, you’re a ghost detective solving your own murder, however I simply failed to empathize with the majority of the characters. There was massive potential here to give the characters incredible depth using the mind reading mechanic which unfortunately seems to be used to pad the game time out. Worst still the characters that were seemingly given the most attention, in terms of backstory development, are the ones with the least amount of presence in the actual game, being constrained to journal entries. Honestly my hopes weren’t that high for an emotional rollercoaster but I have to say that the overall story felt very lacklustre which is only amplified by the sub-par mechanics.
It’s a real shame because the side stories, typically the ones you unlock from collecting a bunch of artifacts in a particular area, are actually quite good. This was probably the only reason I pursued most of them down as they are the shining moments in Murdered: Soul Suspect, both in terms of their stories as well as the voice acting behind them. Again it feels like another one of the game’s missed opportunities as these stories are a part of the history of this game’s world and yet they’re limited to 5 minute reading sessions that are only unlocked through a tedious collecting mechanic. I don’t have a good idea as to how they could be worked in but suffice to say that Airtight Games would do well to replicate what they did in those stories in the main campaign.
Murdered: Soul Suspect unfortunately fails to achieve the goals it set out to do, delivering a mediocre story behind trivial puzzle mechanics whilst hiding its best aspects in a tedious treasure quest. I won’t deny that I had my hand in this as when I heard about the concept I immediately started drawing comparisons to Heavy Rain in my head and there are few games, in my mind, that come close. Still even taking that into consideration Murdered: Soul Suspect feels like a decidedly average game, failing to evoke the kind of emotional investment required by a game of this nature.
Murdered: Soul Suspect is available on PC, PlayStation3, PlayStation4, Xbox360 and XboxOne right now for $49.99, $79.95, $99.95, $79.95 and $99.95 respectively. Game was played entirely on the PC with 7 hours of total play time and 83% of the achievements unlocked.