30, bi. trans indie dev, furry artist, writer, etc.

creator of Super Lesbian Animal RPG
https://slarpg.com

runs Thanks Ken Penders on Tumblr https://thankskenpenders.tumblr.com/


Ponett Gazette (new blog!)
ponett.dog/blog/

so i finished control!! it was great for all the reasons people have been saying it's great for the last five years. i think i am officially a remedy fan now

the thing that's kind of surprised me, though, is hearing that the one thing a lot of people didn't care for in the game was the combat - specifically the gunplay. because i really enjoyed it. maybe part of it was that i was coming off of the clunkier, simpler alan wake 1, but i found the way the guns handled satisfying throughout, and it only became more fun as i unlocked my other abilities. i like the way your gun automatically reloads over time, encouraging you to cycle between shooting and using your powers as you wait for your gun to reload, whether that means hurling props at enemies or pulling up your shield or dashing out of the way or trying to possess one of them

the encounter design can get a bit repetitive, sure, but the excellent pacing meant i never got bored of it. where alan wake 1 was a game where every episode felt a bit too long, every mission in control feels just right in length, with a few short bursts of combat interspersed with lots of exploration, the occasional puzzle or platforming segment, and stopping to read documents and watch the optional FMV videos. if anything the game is so chock full of that multimedia worldbuilding stuff that i'd almost suspect i spent more time reading and watching that stuff than actually shooting my gun

maybe part of my fun with the combat was just thanks to the fact that i really liked the gun's pierce mode. i used that as my main weapon for most of the game, especially after finding some good mods that made it a one-hit kill against most common enemies in the base game. i just always thought it was fun to charge up that shot as an enemy runs at you and then BLAM. maybe that's the mega man fan in me talking lol

(admittedly i did eventually end up reducing enemy damage to 50% via assist mode in the postgame because the mold area was frustrating me, and i left it on so i could just get through the dlc stories a little quicker and get to alan wake 2. but i got through basically the entire base game without that, and also with very few health upgrades since i was prioritizing offense on my skill tree)


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in reply to @ponett's post:

yeah same here. i get the complaints about the sort of rpg elements making encounters take a while, but i mitigated that by grinding with some of the timed random missions (that i sought out because base combat was interesting enough to play with), and having shotgun and pierce as both guns. its a really funny kind of playstyle having to sprint in and serpentine to do my one shots but i cant say i didnt love it combined with neglecting any sort of health upgrades for more psychic abilities and strength lmao.

in general, i find glass cannon builds bring the best out of combat in a lot of games not having to rely on sponginess on either side, though at that point thats personal experience.

it's an amazing game, my one single gripe is that the combat has the positive feedback loop problem of "low health means you can't quickly kill enemies which means you can't get health back to stay in the fight"

i definitely had trouble with this early on, but for me what solved this was slapping on a mod that increased my health gains from the little blue pips so that even a few of them would give me back a decent amount of health