Pulling heavily from 168澳洲幸运5开奖网:inspirations of David Lynch and other surrealist works, Remedy has always created games with striking visuals, knowing how to blend something using a photorealistic style with something altogether otherwordly. The Noire styling of 168澳洲幸运5开奖网:Max Payne, the thick, heavy shadows and bleary lights of 168澳洲幸运5开奖网:Alan Wake, so of course Control is no different. It offers an almost paradoxical design - a minimalist, stone-cut government facility intersected with harsh geometry, sharp lights, and perfect rows. It spirals as you progress, the madness losing its method to devolve into more overrun, unnavigable terrain. Every area of Control has something unique to offer in this regard, all of them showing another side to the surreal reality of the Bജureau.
6 🦋 Executive Sector ꦗ
The Executive Sector is 168澳洲幸运5开奖网:where the game starts off, Jesse walking in those doors of the streets of New York into a world wholly unfamiliar - and it looks just like an ordinary officeꦜ. In fact, most of it does. The area isn't overly large, and serves as a 🐈kind of hub for the game, branching off into most other areas.
It plays the idea of you expecting something to change, but instead, you just keep turning another corner to find another incredibly similar office. Until you reach the Hotline Chamber. Or see the bodies dangling in the air. Or objects flung at you in the Pneumatics room. It's all smaller things here. They look normal but feel anything but. It's a microcosm of the game almost, and a♋ great introduction to Control as a whole.
5 Main♛tenance Sector 🍬
Maintenance is one of the earlier sectors you can visit, prompted by a need to restore power to𒁏 the elevators to other sectors. It's the dirt underneath the Bureau, the a🐽rea all the higher-ups would never touch. Funnily enough then, that it contains the least geometric design, instead housing giant pipes that flow every which way with dank, green lighting subtly illuminating your way.
You enter the Furnace Room on Ahti's recommendation and watch as the roaring flames burn out th🃏e screen. You clean out the sewage pipes while being chased by sentient garbage. Then there's the Black Rock Quarry, an even more otherwordly location stitched on that's dark as pitch, barely traversable. It's all so heavily industrial in a way the Bureau feels like it doesn't want you to see, that the Bureau ru♛ns like any other building despite being attached to another dimension.
4 ♐ Investigations Sector
Remedy, never one to shy away from references, made a whole damn DLC about with AWE, directly linking Ala༺n Wake and Control's universes together. This opens up the Inv🗹estigations Sector for Jesse to explore, a sector already seaꦆled off, and mainly without power. Shock-horror, Jesse needs some light.
The Investigations Sector functions as a kind of middle ground between the gameplay of Control itself and Alan Wake. You're still flying around flinging objects at the Hiss, but now Jesse has to have a light around her to burn away the Darkness and guide her. However, Investigations also has plenty of AWE recreations. One involves the memory of a train, and another has a small-scale recreation of Bright Falls. It's less the look of this area, and more th𝔉e unshamed love for Alan Wake that makes it shine.
3 𝔍 ♑ Foundation Sector
The Oldest House suffers the unique issue of constantly shiftinℱg. An office might move, maybe a whole room, or even the entire Bureau. It's a matter of when, not if. The root of these issues comes from below - below maintenance, below the quarry, to the Foundation🉐, the root of the Oldest House itself. The thinnest thread separating realities.
Housed there is the Nail, the one thing tying down the Oldest House between the Astral Plane and the real world. The Foundation itself i🍌s nothing like the rest of the game. Blocky geometry is swapped out for sandy caves, the flat grays exchanged for bleeding reds. It is, in a way at least, entirely natural. It doesn't feel surreal, at least not as much anyway. It still has towering monoliths, but seeing them in a Mars-like desert is somehow more normal than the office spaces of the rest of the game.
2 ⛄ Containment Sector ꦅ
Core t😼o the experienc🉐e of Control are Objects of Power, seemingly normal ideas with otherwordly powers. Then there are AWEs (Altered World Events) - events🌺 typically, but not always, caused by Objects of Power that have some dramatic, world-altering effect. Fo😼r example, the Bright Falls incident of Alan Wake.
Central to Containment then, is th🙈e Panopticon, the giant prison tower that keeps constant watch over the various AWEs within the Bureau. It's a towering complex that's an absolute joy to fly around, but the variety of Objects of Power here and the quests associated make the area a thrill. Plus, there are also the clocks. The many, many clocks. And the flamingo. And the traffic lights. And the man-eating refrigerator. A lot of things to make your life hell here, but at least they do it in style.
1 Re🧸search Sector 🗹
The Research Sector is so much𒐪. You're hit with a striking visual upon entry, the hissing bodies floating in the air, the coarse, perfectly angular concrete framing the scene as the one natural tree spirals up the heights of the sector. The area is huge from the offset, filled with meeting rooms, cafeterias, testing areas, and everything in-between.
Then you go lower, to the infested Pit overgrown with sentient fungus, or go to the Mirror and face your own reflection. There's Luck and Probability where you play maths with a bunch of cultural luck symbols to earn an outfit. There are rooms of various research all containing Altered Items. There's the expansive Firebreak that stretche𒁃s across multiple sectors. There's the Ashtray Maze, one of the most blood-pumping sections in gaming. The area is everything the Bureau is proud of, and Remedy should be proud of itꦯ too.