Control - PlayStation 4

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Features

  • Uncover the mysteries - Can you handle the bureau’s dark secrets? Unfold an epic supernatural struggle, filled with unexpected characters and bizarre events, as you search for your missing brother, and discover the truth that has brought you here.
  • Everything is your weapon - Unleash destruction through transforming weaponry and telekinetic powers. Discover new ways to annihilate your enemies as you harness powerful abilities to turn everything around you into a lethal weapon.
  • Explore a hidden world - Delve deep into the ominous expanses of a secretive government agency. Explore the Bureau’s shifting environments only to discover that there is always more than meets the eye…
  • Fight for control - Battle a relentless enemy through exciting missions and challenging boss fights to earn powerful upgrades that maximize abilities and customize your weaponry.

Product Description

From the creators of Max Payne and Alan Wake comes Control, a third-person action-adventure game combining Remedy's trademark gunplay with supernatural abilities, giving the player the ability to approach each situation in their own way. Control is set in a unique ever-changing world, juxtaposing the strange and unpredictable with the mundane. A supernatural enemy has taken possession and you must use your unique abilities to take back Control. Welcome to the Federal Bureau of Control!

Control is Jesse Faden's story. The main plot focuses on her personal search for answers as she grows into the role of the Director. The world of Control has its own story, as do the allies Jesse meets along the way. Side-quests and Secrets are everywhere. Jesse works with other Bureau agents, decodes cryptic ciphers and discovers strange Bureau experiments.

WORLD WITHIN A LOCATION

Explore diverse environments and shifting architecture in a deep unpredictable world, set within a sprawling New York building.

FLEXIBLE AND SUPERNATURAL COMBAT SYSTEM

Define your playstyle by integrating supernatural abilities, upgrades, and modifiable loadouts.

REACTIVE ENVIRONMENTS

Harness dynamic environmental destruction for exciting combat possibilities and master complex rituals to alter your surroundings.

REALITY MEETS THE UNEXPLAINABLE

Dive into a dark and brutalist-inspired world where daily reality has been corrupted by an otherworldly force.

8.75 Game Informer Must Play

Control

A Heady Power Trip

by Ben Reeves on Aug 26, 2019

Game Informer Must Play

When Jesse Faden walks into the Federal Bureau of Control and picks up the director’s handgun, she inadvertently assumes authority over the enigmatic government organization. The director’s gun is a powerful and versatile tool, but it’s also a deception; Jesse’s greatest weapon isn’t the one in her hand, it’s the one in her head. Control gives players access to a host of powerful psychic abilities that are as satisfying to use as they are to watch. So Jesse has the gun, but she doesn’t need the gun. Jesse is the gun.

With games like Max Payne and Alan Wake, Remedy has always put care into telling stories through kinetic action. Control perfectly fits that mold, and it especially excels in its atmosphere. Remedy delivers an eerie, dreamlike experience that is hard to shake off even after you stop playing, and I loved being transported to this bizarrely fascinating world. As you explore the shifting, brutalist architecture inside the Federal Bureau of Control, you encounter an odd cast of amusing characters and interact with several seemingly ordinary objects that hold immense power, such as a mirror that sucks you into an inverted universe or a refrigerator that hurts people when no one is looking at it.

But powerful things are also very dangerous. An aggressive, multidimensional species known as the Hiss are trying to invade our world, and like a champagne cork, the Federal Bureau of Control is the only thing preventing these creatures from spewing into our reality. As you work against the Hiss, you learn more about Jesse’s place in this world, and I enjoyed the slow reveal of her backstory. Unfortunately, the motives of the rest of the cast remain incredibly vague, which leads to a few awkward and confusing plot points. Some of these moments are papered over by the overall strangeness of the Federal Bureau of Control, but they did ultimately pull me out of an otherwise expertly crafted world.

As mentioned previously, the director’s handgun is an incredibly powerful tool in your battle against the Hiss. This weapon can shift forms, becoming everything from a long-range sniping tool to a crowd-control shotgun. Remedy’s gunplay remains as tight and precise as ever, but the director’s handgun does have one idiosyncrasy: It can’t be manually reloaded. It taps into an unlimited well of ammunition, but every time a magazine runs dry (or if you stop firing for a bit) it takes a few seconds to reload itself. It took me a while to get used to this rhythm in combat, but as Jesse acquires new abilities, managing ammo became less of an issue.

In the end, Jesse’s weapon feels like a secondary tool in combat. Her greatest means of offense is her suite of psychic powers – especially her ability to toss objects around the room. Remedy nailed the feel of telekinesis; picking up objects with Jesse’s mind and launching them at foes packs a satisfying punch. I never grew tired of pulling chunks of cement out of the ground or snatching missiles from the air and sending them back at a group of foes. Almost every object in the environment can become a bullet, and even in the heat of battle, finding something to launch is easy. In fact, you don’t even have to target objects to pick them up. If you hold down the telekinesis button, Jesse grabs the nearest object automatically, which makes using the power effortless and intuitive.

Jesse has a few other useful abilities in her psychic toolbelt, such as grabbing nearby junk to shield herself from frontal attacks. This shield can even be upgraded to propel debris at enemies. Another neat power lets Jesse mind-control enemies, converting hurt foes into allies. These additional powers are fun to play with, but they pale in comparison to the telekinetic launch, and I had few reasons to return to them over and over again. Additionally, upgrading these abilities is rarely satisfying. While each new power provides a wider toolset in combat, most of the upgrades simply increase your damage output, meaning there were no new combat strategies for me to explore in the late game.

Despite a few drawn-out battles near the end, Control is a complete rush. With the power at Jesse’s fingertips, I walked into every room ready for an amazing fight. When I walked out, it often looked like a tornado had torn through the building. The Federal Bureau of Control is a fascinating place to explore, and I loved every bizarre encounter inside its creaking hallways.

CONCEPT

A secret government agency is being overrun by mysterious creatures from another dimension. Good thing you can move things with your mind

GRAPHICS

Character models and animations look a bit generic, but the visual effects on display are top-notch

SOUND

An eerie, hyperactive soundtrack helps establish an unsettling mood

PLAYABILITY

Remedy’s games have always felt good, and Control is no exception. Throwing objects around the environment never grows old

ENTERTAINMENT

Control’s intense firefights are fun, but they don’t evolve much in the second half. Fortunately, its unsettling mood and explosive moments more than balance the scales

REPLAY

Moderately High

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Specifications

General

Brand Name 505 Games
GameStop Exclusive false

Gameplay

Number of Players 1
Perspective 3rd Person
Genre Action

Fandom

Publisher Name 505 Games
Developer Name 505 Games

Control - PlayStation 4
$9.99 $9.49 for Pros