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Aug 13, 2019

FIFA 20 Gameplay and Volta Football: Your Questions Answered

FIFA 20 Gameplay and Volta Football: Your Questions Answered




An Exhaustive New Interview With The Team Behind Fifa's Intense New Volta Football Mode.



Hello, PlayStation fans! A few weeks ago, we gave you the opportunity to ask your burning questions about EA Sports FIFA 20 and its shiny new game mode: Volta Football. We sat down with Jeff Antwi, Producer for FIFA 20 on Volta, and Shaun Pejic, Gameplay Producer, to ask them some of your questions and more. Read on to find out the details!
FIFA 20

Volta Football

Q: What the thought process was behind Volta Football? Why bring back street football?
JA: We’re always looking for community feedback. And one of the most requested features or modes was the ability to play street football — and when would we be bringing it back to FIFA.
It’s something we have been working on for quite some time. And we are really excited to be able to unveil Volta Football this year.
Q: What makes Volta Football unique and interesting?
JA: In general, the newness of it, and the depth of the mode. The fact that it’s built on the foundation of a great gameplay engine. It’s a mode that is accessible to casual players… and at the same time, it has all the depth that FIFA veteran players will expect.
So, we are really excited about the totality and the massive size of the mode. It’s not a little thing. It’s a big part of the game.
Q: Did FIFA Street influence the development of Volta Football? (via Tom Clancy’s da Silva)
JA: I should clarify [this] is not FIFA Street, it’s street football. That’s a key difference. It’s based on authenticity and being culturally relevant, making sure that we are presenting an experience that is fun and authentic.
We were influenced by actual street football legends, we traveled the world, we went to Rio, Amsterdam, London, and all over. We were so inspired by the legends we spoke to, we tried to incorporate them into the experience as well.
We were also inspired by real footballers that grew up playing street football… One of the people we spoke to was Ed van Gills, who in Amsterdam is considered the godfather of street football. He provided us with a lot of insight on what street football is all about and the things we should be looking to do in terms of how to design Volta Football. So, thanks to that influence we were able to develop the mode and a number of features around it.
Q: Is there a big difference between the skills you need for Volta Football as opposed to a regular FIFA match?
JA: In Volta it’s a smaller pitch, you have different elements to deal with, including the wall height, different number of players, and so forth. In terms of navigating the space it’s going to feel different, not to mention the ball is actually different… [and] behaves in a slightly different way because it’s more of a futsal ball which is heavier.
FIFA 20
Q: Is the gameplay in Volta Football closer to futsal than to Stadium football?
JA: Yes, I would say that’s pretty accurate. And what’s really cool is that we actually have futsal as a separate experience within Volta, such as 3v3, 4v4, 5v5, keepers, no keepers and then we have futsal with the rules that come with it. So, it’s penalty kicks, free kicks, and that experience is probably closer to 11v11 gameplay in FIFA.
But in general, futsal is kind of the base of all of it in terms of how the players are moving around, quick passing, the pace of it being really back and forth and fun. And then when you add walls there is constant fun and action.
Q: Will Volta Football include a Career Mode and Online Mode? (via @Soulrocketzero)
JA: With Volta, [we] developed a Volta Tour Mode which is a PvE experience. It’s an offline experience where you are playing against user-generated squads, and the world is populated by everybody who’s playing the game. So, you are competing against everyone else in the community.
And then we have a PvP experience which is similar to Seasons. You’re playing, you’re getting promoted, you’re facing allocation, you’re playing through up to 10 divisions.
And that’s what we have in the online experience [for Volta] at kick-off. But we also have some other modes we will get to later…
Q: Will all the teams be available in Volta? (via Armando Toledo Sepúlveda)
JA: All of the licensed teams and licensed players that we have access to [for FIFA 20] are available in our kick-off experience, so it’s nice because you can be playing 3v3, 4v4, 5v5 in all the environments that are available to you and you will also be able to bring your favorite team and player into an environment where you wouldn’t normally see them.
Q: For Volta, will you be able to play mixed teams, such as men vs women, using your personalized characters?
JA: Yeah, that’s one of the massive innovations for us. One of the things we are really excited about is being able to have male and female players on the teams, playing in the same pitch at the same time. For example, if you create a character in your likeness and your friend creates a character in their likeness, you can play on the same team at the same time [or] compete against each other. That’s one of the biggest innovations for us, Volta as a mode being diverse and fully inclusive as well.
GAMETITLE

FIFA 20

Q: At a broader level, what are the biggest gameplay improvements planned for FIFA 20?
SP: The biggest foundation for the gameplay improvements is that we listened to all the community feedback. We brought in a lot of people, professional FIFA players as well as game changers and casual players. So, listening to all of this feedback has produced a set of features for FIFA 20 that addresses a lot of the feedback that we’ve been getting.
Q: Was there a specific piece of fan feedback that really resonated with you guys for FIFA 20?
SP: Yes, there are quite a few actually. AI defending… we wanted to bring back manual defending a little bit. The feedback was that the AI players did too much work for you in FIFA 19, they were helping you out too much. So, we worked a lot on the AI to kind of slow the game down if you want to play that way and give you more time. It incorporates more manual defending so it’s up to the defender user to use their skill to try and counter that aspect of the game.
JA: And on the flip side of that, the work that was done in straight dribbling to create more dynamic one-on-one situations. Volta also benefited from that work because it’s a shared engine.
Q: Are you planning any additions to in-game tactics?
SP: We’re adding extra player instructions in FIFA 20, so you’ll have more options for your team. [For example], your defensive midfielder has the option to drop into the center-back position. And then, the center-backs go wide — so now he can be that pivot guy and try to play diagonal balls. That’s just one I can tell you about, but we have more new tactics this year.
I can also speak to a few other gameplay features we haven’t touched upon yet, like how free kicks and penalty kicks are completely new compared to FIFA 19. So, the new approach this year is actually based off of Lionel Messi. We watched videos of him having this accuracy with the ball where he can spin it any way he wants.
Now, you can press shoot and there is a different aiming mechanic. With the right stick, you can adjust the spin you would like to add — top spin, side spin, or you can even try to get the knuckleball effect for free kicks.
[We also now] have the ability to add the timing shot mechanic to free kicks and penalty kicks too. So, I think that’s a really cool new feature that gives more depth to the gameplay.
Q: Will FIFA 20 appeal to newcomers and veterans alike?
JA: Absolutely! As an example… skill moves haven’t necessarily been the easiest thing. So, we wanted to simplify that.
We created the simplified Skill move mechanic, which is by holding [L2 and R2] in the controller you gain access to a whole suit of skill moves and it’s just based on the direction that the player is moving. And if you don’t want to do that, we have all of the right stick skill moves that we’ve had traditionally in FIFA.
And we added a R3 mechanic in which by pressing that button you lift your ball into the air and that’s what we call simplified flick-ups, there are all kinds of skillful things that you can do with that mechanic as well.

FIFA 20 is out worldwide on September 27, 2019.

PC Building Simulator Launches on PS4 Today

PC Building Simulator Launches on PS4 Today







Build And Repair Pcs On Your Ps4. Yes, Really.


It’s Time To Start Building And Repairing Pcs. On Your Playstation! If You’re New To Pc Building Simulator, Here’s The Low-down. The Hit Pc Repair And Building Title Is A Game Of Two Sides. Story Mode, Where You Run A Pc Repair Workshop — Fixing Up Customers’ Machines, Ordering Parts And Keeping The Shop’s Accounts In The Black. And Free Build Mode, Where You Can Create Your Dream Pc Using Thousands Of Official Parts From Manufacturers Like Intel, Amd, Nvidia, Asus And Nzxt.

Run your own PC repair shop in Career Mode

Uncle Tim’s Skipped Town, And He’s Left You To Run His Pc Repair Business. Jump On The Office Computer, Accept Jobs By Email And Wait For Customers To Drop Off Their Machines. Start Simple, Clearing Out Dust-clogged Cases, Removing Viruses And Upgrading Memory. In No Time You’ll Be Swapping Out Cpus Like A Pro. Thermal Paste? It Practically Runs Through Your Veins.

Build your dream PC with realistic licensed parts

Get Creative In Free Build Mode With Over A Thousand Real-world Parts. Choose A Case From Manufacturers Like Nzxt, Cooler Master And Fractal Design. Use Ekwb’s Liquid Cooling System To Keep Your Thermals Under Control, And Make The Whole Rig Look Amazing With Programmable Leds And Color-coded Cables. Pc Building Is An Art As Well As A Science.

Go deeper with realistic hardware and software simulation

Overclock Your Cpu In The Bios To Push Your System’s Performance To The Limit. Discover That Some Seemingly Identical Cpus Can Be Faster Than Others With The Game’s Realistic Parts-binning Algorithm. Become An Expert Tweaker, Using 3dmark Benchmarks To Push Your Pc’s Performance To The Ragged Edge, Staying Just The Right Side Of The Blue Screen Of Death

Pc Building Simulator’s Viral Success Has Led To A Worldwide Fan Community, And Today We’re Super Excited To Bring Ps4 Players Into The Fold. So Roll Up Your Sleeves, Roll Out Your Anti-static Mat And Start Running Your Own Pc Shop Today.

Aug 12, 2019

World of Warships: Legends Exits Early Access With Today’s Update

World of Warships: Legends Exits Early Access With Today’s Update






All Hands On Deck!

World Of Warships: Legends Keeps Its Course With A New Update That Marks The Full Release Of The Game That Is Already Making Waves. A Storm Of New Content In The Form Of German Cruisers And Destroyers Has Already Hit Players And Now The Legendary Battleships Of Germany Are Now Available Through The Early Access Mechanic To Players Who Play Through The “hunt For Tirpitz” Campaign.
World Of Warships: Legends Puts The Tirpitz At Tier Vii, The Highest Tier In The Game. She Is Also The Only Battleship With Torpedoes At This Tier, A Powerful And Surprising Addition To Her Armament. The Only Other Battleship With Torpedoes Is The Gneisenau — Her Tier Vi German Peer That Will Enter Early Access In This Update.
Through The New “hunt For Tirpitz” Campaign, Players Will Get Extra Rewards, Equipment, And Commanders That Will Help Them On Their Way To The Legendary Tirpitz. While We’re On The Topic Of Personnel, Seven German Admirals Are Here To Help Command The New Ships Including Franz Hipper, Maximilian Von Spee, And Reinhard Scheer.
Commanders Lead Your Ships In Battle, Augmenting Their Effectiveness With A Variety Of Bonuses. Players Have Access To Seven Commanders Per Nation, With Each One Specializing In A Particular Class Of Warship, And Also Offer Universal Skills For Different Playstyles. Players Are Free To Experiment With The Commanders And Their Skills, As Switching Costs Nothing. Plus, Any Single Commander Can Take As Many Ships Of The Same Nationality Into Battle As The Player Chooses. Commanders Can Also “inspire” Each Other, Offering Their Base Traits In Combination To The Traits Of The Active Commander, Providing Even More Bonuses.
In-game There Are Seven Tiers Of Ships To Progress Through, Distributed Over Four Nations And Three Classes, Alongside 28 Unique Commanders To Stand At The Helm.
The Ship Classes Offer Varied Styles Of Gameplay:
  • Destroyers Are Swift And Stealthy Threats Skilled At Locating And Harassing The Enemy. They Are Equipped With Smokescreens And Powerful Torpedoes, Allowing Them To Create Deadly Traps For Unsuspecting Enemy Vessels. Destroyers Also Feature Small-caliber, Rapid-fire Guns Which Can Be Very Capable In The Right Hands.
  • Cruisers Are The Most Flexible Warships, Being Able To Both Detect And Punish Destroyers As Well As Outmaneuver Battleships. However, Battleships Can Destroy Any Cruiser In An Instant Should Her Captain Show Broadside. Cruisers Use Potent Medium-caliber Guns Capable Of Taking Out Destroyers, Setting Fires, And Penetrating The Weak Points On Battleships.

  • Battleships Trade Speed And Maneuverability For Sheer Firepower, Making Them Able To Send A Lone Cruiser To The Bottom With A Single Broadside. Battleships Can Also Withstand The Most Damage Making Them Able To Take Hits For Their Teammates When Necessary.
There’s Practically Limitless Choice In How One Can Approach World Of Warships: Legends: Experiment And Have Fun Blending The Nations, Classes, And Commanders. Battle It Out Against Realistic Backdrops With Breathtaking Lighting, Grandiose Soundscapes, And Hdr Support. Or Join The “hunt For Tirpitz” To Get Ahead Of The Competition.
Although The New Campaign And The Arrival Of The German Fleet Are The Main Attractions Of The Release, Players Will Still Be Able To Find A Challenge To Suit Their Needs. Players Always Have The Choice Between A Battling Against Ai To Hone Their Gunnery Skills Or Battling Against Other Captains From All Over The World Whenever They Feel Up To The Task.
Feel The Rush And Experience Epic Naval Action Today! Get Comfortable, Set Your Speakers Loud, Prepare For Battle And Turn The Tide!

How to Survive in Remnant: From the Ashes, out August 20

How to Survive in Remnant: From the Ashes, out August 20

How to Survive in Remnant: From the Ashes, out August 20

Get Good Or Die Trying.

The Many Worlds Of Remnant: From The Ashes Are Harsh And Unforgiving. As One Of The Final Living Remnants Of A Beaten Down Humanity Struggling For Survival, You Will Die. A Lot. In Order To Stand Up For Mankind And Overcome The Otherworldly Creatures That Threaten The Future Of The Human Race, You’ll Need To Git Gud.

Offensive Maneuvers

You Know What They Say: The Best Offense Is A Good Offense. Bringing The Hurt To Your Adversaries Is As Simple As The Pull Of A Trigger. Swap Between Your Long Gun For Powerful, Longer-range Attacks Or Your Hand Gun For Quicker, Closer Range Damage. If You Find Yourself In A Bind Or If Your Ammo Reserves Are Running Low, A Strong Swing Of Your Melee Weapon May Be The Only Thing That Keeps You In The Land Of The Living.

Every Move You Make

While Making Your Way Through The Hazardous Worlds Of Remnant, Know That Each Step May Be Your Last. Your Every Movement Must Be Deliberate. Despite Their Ferocity, Enemies Will Telegraph Their Attacks, Giving Survivors With A Well-honed Dodge Instinct A Chance To Avoid Almost Anything Thrown Their Way. Dodging And Sprinting Both Consume Stamina, So Timing These Actions Is Crucial. Well-timed Dodges May Be The Difference Between Life And Death.

A Little Help From Your Friends

Though Going It Alone Is A More Than Viable Strategy, One Of The Most Valuable Assets A Survivor Has Is Their Friends. If You Need Support In Your Struggle For Survival, Recruit Up To Two Friends And Head Out Together. Although Outside Assistance May Prove Invaluable, Be Forewarned: The Game’s Difficulty Does Scale Based On Party Size. Survivors Looking To Team Up Can Host A Public Game, Invite Their Friends, Or Let The Game Matchmake You With Other Players. Remember, All Loot Drops In Remnant Are Instanced, So Whatever Is Picked Up By One Player Will Be Gained By The Whole Team. Except For Ammo. Hoard That For Yourself.

Progress Makes Perfect

In Remnant: From The Ashes True Growth Comes Mostly In The Form Of Gear. As You Explore The Game’s Varied Worlds, You Will Discover New Weapons, Armor And Accessories. Your Weapons And Armor Can Be Upgraded To Make You More Powerful. Epic Boss Weapons And Supernatural Weapon Mods Can Also Be Crafted From Materials You Pick Up Along The Way. Beyond These Tools Of The Trade, Survivors Will Unlock Various Passive Traits To Augment Their Arsenal. Completing Quests And Killing Enemies Will Help You Level Up Giving You Points To Allocate Towards The Traits Of Your Choice.

No Two Journeys the Same

From The Moment Players Set Foot Into The Devastated Streets Of Ruined Earth, Up To The Final Showdown With Humanity’s Otherworldly Oppressors, Each Survivor’s Playthrough Will Be Uniquely Their Own. Creating A Character, Re-rolling A World, Or Joining Another Survivor’s Game Dynamically Constructs An Adventure From A Large Pool Of Possible Permutations. This Dynamic Generation Means Loot, Enemy Spawns, Map Layouts, Bosses And Secrets Are Unique To Each Experience.
Discover The Hidden Mysteries Of Remnant: From The Ashes On August 20. Pre-order Now To Get Early Access Starting August 16.

Out Tomorrow: Firewall Zero Hour’s Operation: Dark Web

Out Tomorrow: Firewall Zero Hour’s Operation: Dark Web

Out Tomorrow: Firewall Zero Hour’s Operation: Dark Web


Hi Guys, It’s Shabs Here, Game Director On Firewall Zero Hour*, The Team-based Tactical Multiplayer Shooter, Exclusive To Ps Vr. Today, We’re Excited To Showcase The Next Season Of Firewall Zero Hour — Operation: Dark Web — Landing Tomorrow, August 13! The Trailer Highlights What You’ll See In Operation: Dark Web.
As We Approach The One-year Anniversary Of Firewall Zero Hour’s Launch, We’re Continually Awed And Humbled By The Reception Of Our Game By The Ps Vr Community! Developing Firewall Zero Hour Is A Labor Of Love For Us At First Contact Entertainment, And We’re Beyond Grateful For The Feedback We Continuously Receive From Fans. We’ve Been Paying Close Attention To Our Community Since Day One, And Have Channeled That Feedback Right Back Into The Game, With A Number Of Updates Launched Over The Course Of The Year.
The Operation: Nightfall Update Last May Completely Revamped The Game With A Whole New Ui, And New System Of Time-limited Progression Taking The Form Of The Op-pass, Hack Keys, Missions, Tasks, And Cosmetic Rewards. Players Welcomed Two New Maps, Two New Contractors, Three New Weapons, And New Ai Behavior In Pve Mode (Check Out Our Most Recent Dev Diary Video For A Behind-the-scenes In The Making Of Operation: Nightfall!)
Firewall Zero Hour’s New Season, Operation: Dark Web, Continues In This Tradition. With The Dark Web Op Pass† ($9.99 Usd), Players Can Unlock Additional Premium And Bonus Missions Almost Every Week, And Earn Cosmetic Rewards, Which Unlock Immediately Upon Completion Of Missions. Outlined Below, Here’s What’s Coming This Season!

New Equipment

For The First Time Since Last Year’s Launch, Firewall Zero Hour Will Have Brand New Tactical Equipment Added To The Game, Allowing Players To Experiment With New Methods Of Gameplay. As Always, Equipment In Firewall Zero Hour Is Available To All Players, Unlockable Via Gameplay. Players Will Be Tasked With Completing Missions That Utilize The New Equipment. Here’s The Rundown On New Equipment In Operation: Dark Web:

Motion Sensor

Available At Season Launch, For Players At Level 13 And Redeemable For 7500 Crypto. Once A Player Plants The Motion Sensor, A Radius Is Engaged That Detects Enemy Players. If An Enemy Enters This Radius, Their Enemy Outline Will Turn Red For The Player Who Planted The Motion Sensor. Allies Of The Player Will Receive A Red-dot Marker On Their Wrist Tablets.

Instant Smoke

Available At Season Launch, For Players At Level 5 And Redeemable For 3200 Crypto. Similar To An Impact Grenade, The Instant Smoke Activates Upon Impact, Instantly Filling An Area With Smoke. Players Can The Instant Smoke Tactically Against Enemies In A Variety Of Ways.

New Maps

Operation: Dark Web Will Have Two New Maps, Free For All Players, The First Of Which Kicks Off Tomorrow — With The Newsroom Map! This Map Marks The Thirteenth Map Added To Firewall Zero Hour, And Is The First Map To Take Place In Australia. Be On The Lookout For Playful Nods Throughout The Map To Home Sweet ‘straya. You Never Know What You Might Find, But Rest Assured That This News Station Is Very Australian. The Newsroom Will Also Greet Players As The New Main Menu And Lobby Environment For This Season, When Players Load Up The Game. Later On In This Season, Players Will See Operation: Dark Web’s Mid-season Update, Which Will Introduce Another Brand New Free Map, Called Cargo.

New Contractors

This Season Welcomes 2 New Contractors Into The Fold. The 2 Contractors And Their Skills Are Accessible Via The Op-pass. The First Contractor, Available Tomorrow, Is Kane. A Former Member Of The New Zealand Special Air Service, Kane Comes Loaded With The Skill Of “blade” (Ability To Throw Knives By Pressing The Melee Button). The Current Knife-melee Ability Has Been One Of The Most Intense And Too-close-for-comfort Ways To Engage With The Enemy–and We Think Having The Ability To Throw Up To 3 Knives Will Bring A New Level Of Enjoyment To Melee Gameplay! Additionally, Coming Mid-season Is A Second Contractor (Proxy) And Her Skill Of “eagle Eye.” More Details To Come!

New Weapons

Coming In Firewall Zero Hour Operation: Dark Web Are Two New Weapons, The Z1 Reaper And The Sten, Available Upon Completion Of Their Corresponding Free Missions. The Z1 Reaper Is A Semi-automatic Tactical Rifle With Lethal Precision For Long Distance Engagements. The Z1 Reaper Is Available Week 1. And For All Our Wwii Buffs Out There, We’re Featuring The Sten In Week 5 (Mid-season). Help Your Squad Out Of The Trenches By Eliminating Enemies With The Low Recoil And High Impact Damage Of The Sten. Players Will Utilize Both Of These Weapons In A Variety Of New Missions Throughout Operation: Dark Web.

New Legendary Weapon Skin

This Season’s Legendary Weapon Skin Is Jag’s Stalker — Available To Op Pass Holders Who Complete All Free, Premium And Bonus Missions In Operation: Dark Web (A Total Of 24 Missions) And Redeemed For 250,000 Crypto.
But Wait, There’s More!

New Cosmetic Rewards

Over 20 New Cosmetic Rewards Are Available This Season. Upon Completion Of Missions, A Variety Of Different Trinkets, Face Paints, And Camo Skins Can Be Equipped By Players. In Addition To Free Mission Rewards, Op Pass Holders Have Access To Premium & Bonus Mission Rewards.

Free Trinket for PS Plus users

We’re Excited To Partner With Bend Studio Later This Season On A Days Gone Trinket, Free For Active Ps Plus Users This Season! Show The World You “ride The Broken Road.” Customize Your Weapon In Firewall Zero Hour With The Emblem Of Mongrel Mc — The Outlaw Motorcycle Club In Days Gone, Which Counts Deacon St. John As A Member.

Hack Keys – Reminder

One Of The Most Popular Items In Firewall Zero Hour, Hack Keys, Are Available As A Bundle (Op Pass + 25 Hack Keys, $29.99 Usd), As Well As On Their Own (5 Hack Keys Pack, $4.99 Usd). Each Hack Key Allows You To Instantly Complete One Operational Mission. You Won’t Gain Xp For Missions Completed This Way, But You’ll Be Instantly Awarded Full Crypto, In Addition To The Mission Reward (Cosmetics Only). Hack Keys Are A Great Option For Players Who Don’t Have As Much Time To Play As They Would Like. Also, If You Have Any Hack Keys Left Over From Last Season (Operation: Nightfall), You Can Use Them On Missions This Season (Operation: Dark Web).
With Firewall Zero Hour – Operation: Dark Web, We’re Thrilled To Launch A Whole New Season Of Fun-filled, Unpredictable Multiplayer Gaming On Ps Vr! We Can’t Wait To See Your Reaction To All The New Content, And Witness All The Ways You’ll Be Fulfilling Your Contracts This Season. You’ve Got Your Work Cut Out For You, Contractor. Let’s Squad Up And I’ll See You Online!
*an Internet Connection Is Required For All Modes Of Firewall Zero Hour, Including Single Player Training Mode. An Active Ps Plus Membership Is Required For Multiplayer Training And Multiplayer Contract Modes.
† Op Pass Requires Firewall Zero Hour In Order Play And Unlock Content.

Everything We Learned Playing the First 2 Hours of Control

Everything We Learned Playing the First 2 Hours of Control

Everything We Learned Playing the First 2 Hours of Control

Game Director Mikael Kasurinen guides us through Remedy’s exciting new sci-fi shooter.

This month sees Remedy, the acclaimed studio responsible for the likes of Max Payne, Alan Wake and Quantum Break, make its PS4 debut with Control. Any new release for a studio with that kind of pedigree is cause enough for excitement, but the Finnish team’s latest project is buzzworthy in its own right, promising a uniquely avant garde take on the third-person shooter genre.
With our interest well and truly piqued following a slew of intriguing trailers and some glowing E3 media coverage, we took Control for a spin and then sat down with Game Director Mikael Kasurinen to pick his brains. Here’s what we found out:

1. Control is seriously out there

You play as Jesse Faden, a young woman who finds herself drawn to a strange Tardis-like New York office block, home to a shadowy government agency called the Federal Bureau of Control. Once inside, not only does she discover that it has been taken over by a supernatural threat referred to as The Hiss, but she also learns that she has been appointed the agency’s new director – whether she likes it or not.
It’s up to you to tame a set of new-found supernatural powers, figure out what the heck is going on, take the building back, and unravel Jesse’s mysterious past.
Sound straightforward? Anything but. Control dazzles with both its striking neo-brutalist visual aesthetic and an ambitious narrative that toys with some head-spinning themes. Fans of sophisticated sci-fi will be right at home.
“We’ve been looking at movies that demonstrate elements that are bizarre and beyond our understanding, but somehow connect with the human condition. Movies like 2001: A Space Odyssey, Stalker, and Annihilation,” says Mikael, laying out some of the studio’s inspirations.
“Regarding books, House of Leaves by Mark Danielewski has that compelling restrained strangeness and complexity, with a strong personal and psychological layer. It embodies many of the elements we want to express in Control. The same could be said about the Southern Reach trilogy by Jeff VanderMeer.
“Then there’s also that quirky Remedy flavor that we want to have there as well, and we’re often handling that through our characters,” he continues. “In that regard David Lynch is a massive inspiration for us, especially Twin Peaks.”

2. Combat is really deep, and really fun

In its first few encounters, Control appears to be a pretty no-nonsense shooter. You pick up your service weapon from the office of the former bureau director (he’s just used it to put a bullet in his own head) and go to town on mobs of unfortunate agency staff corrupted by the aforementioned Hiss. Aim, shoot, take cover, repeat – standard stuff.
But it’s not long until Control’s combat develops into something far more interesting. As you progress, you learn a series of supernatural abilities that, when combined with traditional gunplay, coalesce into a really deep, playful system.
For example, the first two abilities we pick up are Launch, which lets Jesse levitate any bit of furniture she can find and fling it at the enemy, and Evade, which lets her teleport a small distance to dodge an enemy attack or traverse the landscape.
In one encounter, we use Evade to dodge an incoming enemy projectile, then unload our side arm into the foe to destroy its forcefield, then use Launch to hurl a desk chair at them and finish them off – all in the time it would take to whisper “ooh, emergent gameplay.”
As you progress further, you unlock new firing modes for your weapon and additional abilities, which you need to mix-and-match to take down a diverse array of enemies. Not only is it pleasingly strategic, but wrecking shop in the game’s destructible environments feels great.
“The goal was to setup a sandbox that ensures the abilities, enemies and environments feel connected and are as dynamic as possible,” says Mikael.
“The player needs to master the different abilities and learn to read the room so that they can use the environment against the Hiss-possessed enemies.
“The enemies pose a lot of surprising, complicated scenarios, but through mastering the abilities and the Service Weapon the players can start to improvise… and the game really starts to bloom and become a lot of fun.

3. The Oldest House is an extraordinary setting for a video game

Going in, our initial concern was how Remedy was going to be able to incorporate enough variety into what, on the face of it, is essentially an office block. But we’re happy to report that the studio’s artists and designers have gone to town on the game’s labyrinthine setting, crafting an extraordinary, almost Escher-like structure that thumbs its nose at the laws of physic. It’s a constantly shifting place that throws up secrets and surprises at every turn.
“The Oldest House is a ‘place of power’ that expresses itself with a certain aesthetic. It is vast, with multiple different areas which the bureau calls ‘sectors’. Each sector has a purpose, like Containment, Research or Maintenance.
“But what is important to understand is that there are layers to The Oldest House. It is simply a space that the bureau has chosen to occupy, and this place or the space within, is shifting and adjusting itself to a certain unknown purpose or pattern.
“Within, you can find wonderful and terrifying locations, endless vistas, shifting environments, rocky landscapes and weirdly corrupted formations. The mundane ‘office’ area is just a small part of the structure that the bureau has chosen to occupy.”

4. There’s more to Control than just shooting

Sure, there’s plenty of action in Control, but it’s by no means a simple shooting gallery. You’ll also need to exercise your grey matter to solve both environmental puzzles and narrative riddles that, in keeping with the dream logic that underpins the game’s plot, demand you think outside the box.
“This game has more puzzles than what we’ve ever done before,” claims Mikael. “It’s about us wanting to create an adventure for the player, a world filled with mystery and wonder, with rewards to find and lore to discover.
“To achieve that, we needed to create puzzles that feel like they fit into this world and to the overall context of the moment when they’re found. To get variation we have different types of puzzles, some of them focusing on narrative elements, and some on mechanics and physics.
“With this type of a setting and mechanics, creating puzzles was actually quite straightforward, but of course we needed to iterate them quite a bit to ensure they are intuitive and fun to execute. It’s a really difficult balance to get puzzles right in an action game, so hopefully we nailed it.”

5. Control rewards exploration

There is a linear route to take through Control that sees you going from point A to point B to point C, collecting the necessary items and talking to the necessary people in order to complete the game’s primary narrative – the mystery of why Jesse Faden is here, and how she can fix things. But that is just part of Control. Remedy has filled its sandbox with all manner of optional secondary objectives, squirreling away additional items, story arcs and boss battles way off the beaten track.
“You can’t have the full Control experience without exploring the Oldest House,” insists Mikael. “It is filled with secrets and lore that open up the history of the place and maybe gives some clues on the phenomena that you witness.
“Instead of making the game ‘replayable’, for us it was more about creating a world that you can keep exploring. Sometimes returning to an old location can be fun since you can access areas that you couldn’t before due to having a new access level, or an Ability.
“We had to accept that we will create a lot of cool content that many might never find. This will be the thing that will make people spend time in this world. A huge part of the content is actually purely optional in regards of the main story arc, and we hope that people realise that, so they’ll spend more time exploring the Oldest House.
“It is not about repetition, it is about structuring the content in such a way that exploration, and just ‘being there’, is what you want to do, because everything you find will feel meaningful.”

Share of the Week – Swimming

Share of the Week – Swimming

Share of the Week – Swimming

Shake off the summer heat with a dip in these digital waters.

Last time, we asked you to beat the summer heat and take a dip in the digital waters of your favorite games. While you swam through oceans, lakes, and murky waters, we waded through your shares in the #PS4share and #PSBlog tags. Here are this week’s swimming highlights:

@SebastianoCatig shared Aloy taking a dip in an oily sink hole in this shot from Horizon Zero Dawn.

@JohnnyCrepp showed Nathan Drake taking a dip through some colorful waters in Uncharted 4.

@jrcollector91 shared Spyro splashing around in Spyro Reignited Trilogy.

The underwater world of Abzu is the perfect summer setting in this share from @JRPyznar.

Grand Theft Auto V has some chilling underwater moments, as shared by @lillanothing.

Kassandra wades through cooling waters in Assassin’s Creed Odyssey, shared by @warrior_musa
Search #PS4Share and #PSBlog on Twitter or Instagram to see more entries to this week’s theme. Want to be featured in next week’s Share of the Week?
Theme: Fashion
Share by: 9am Pacific on Wednesday, August 14
Next week, get ready to hit the runway. Throw on your most fashionable gaming duds and strike a pose in the game of your choice using #PS4share and #PSBlog for a chance to be featured.