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This game is good for everything, but it is not fun, and it is really useless except for the picture quality

author:PeJoy Games said

If you're in the habit of claiming EPIC free-to-play, you must have Control in your library. This work is a work released by Green Meditech Studios in 2020, and because of its excellent art style, it is often selected as the work of NVIDIA Graphics Card Light Chase. But then again, the quality of the picture is only reduced to performance, and the core of whether it is good or not depends on the gameplay. Therefore, this time we will talk about this work based on gameplay. And if you like to control the game, then maybe the next content won't make you happy.

This game is good for everything, but it is not fun, and it is really useless except for the picture quality

Combat system

Since the control is a TPS, I'll start with its combat system, or I'll talk about its combat system first. The smell of the gun and the monotony of superpowers disappointed me. I thought it was an action shooter, maybe I had an appetite for it, but I think it's far less good in combat than after the mass effect series of the second generation, or even not as good as the game "Destroyer" a long time ago, better TPS or TPS RPG I have played too much, this game can use the means of combat and gun types is really too few.

When playing a combat system, I usually consider the number of means you can use to deal with the enemy as one of the main considerations, because in general, the more means you can take, the more tactical options you have.

In the case of a TPS, the game really sucks at this point. In this game, your only means of attack is to throw things and shoot people with guns, and you only have a deformed gun in your hand, which also shoots bullets from time to time. I came up with a rotating machine gun mode, but this mode hits even lower than the initial pistol mode, the bullet can not kill even a light enemy, the damage decay of the smash mode (shotgun) does not know where to go, a little farther away can not shoot people, and you can only equip two guns at the same time.

This game is good for everything, but it is not fun, and it is really useless except for the picture quality

Throwing superpowers as a self-rear-end attack is much more effective than your gun that regularly runs out of bullets. Some people say that the throwing ability is very refreshing, but I think That Green Medi did not make the weight of the throwing object, the things thrown out are light and fluttering, plus more and more enemies need to use the smashed broken shield in the later stage, you will not feel refreshed, you will only feel that your game content is repeated and repeated, the game experience is really very poor, I probably played for two hours, I plan to rush the main line of this game, the reason is not it, because this game battle system is too boring.

Especially when you're fighting, there's almost no soundtrack in the game, which makes you really feel very dry. Plus they also have an enemy hierarchy? The enemy rating system is a crime-like thing for the shooter, the new bloodline of the German headquarters is because of this point, why do I have to practice to play a TPS game to avoid getting myself killed? WTF。

The next BOSS battle is the part that I really want to complain about, I have now opened this game, but the only boss battle that makes me feel interesting is the refrigerator that pays tribute to SCP-173, and the rest is basically based on the amount of health and the number of creeps to suppress you, especially the first BOSS will only do one action, and then play the man-sea tactics with unlimited creeps. When you are in the early stage, the skills and levels have not risen, it is really easy to die in the face of the first boss. But when you die because the bunker is smashed all the time, plus we just got the throwing ability, and then the first boss will dodge your throwing ability, then what is the use of your throwing ability? In this way, it will only make people feel that it is because of the unfairness of the game mechanics, not because the boss is strong.

Hint mechanism

This game is good for everything, but it is not fun, and it is really useless except for the picture quality

I really don't understand why the hints in the game are not written clearly, if I hadn't gone to the raiders, I didn't know that the red square could be knocked off by the gun, and the orange square should be placed at the power connector. I can understand why the pathfinding system is based on road signs, and I don't hate this deliberately lost design, but this game has too few hints, because I don't know that the red square can be knocked out, and I have been stuck in the main quest for a long time. Why would the player be presupposed to intuitively use a block-shaped power connector, and how could the player know to lock the monster in a gatehouse that connects to my location? Is this still called lockdown?

On the other hand, when "The Witcher 3" was about to come out, it was considered not to give hints, because they wanted to let players explore the game on their own, and when the indicators were made, some people even thought that the indicators were too much. When someone interviewed level designer Miles Tost about why he designed the pathfinding that overly helped, he replied:

"The game development process will always require compromise until the game is completed at some point in time. We're adding UI labeling because a significant majority of players prefer that the game's content is more straightforward. They may not insist on continuing to roam the game world until they find their target. Because they may be tired of working or caring for children, they may only have one or two hours to play games, sometimes even once a week. To help these players get back into the world of the game after such a long interval, we made what you call an overly helpful navigation system."

This game is good for everything, but it is not fun, and it is really useless except for the picture quality

Control is a typical example of disrespect for player time, and sometimes you have to make a little compromise in order to make the game fun.

tale

Lu Meidi is often complained about "buying American dramas and sending games", because the way they tell stories is often to explain the story in fragments and a lot of cutscenes. I picked up all the things I could get to piece together a story, and then I got a story without any emotional fluctuations, basically a rare story of a superpower suddenly sitting on the big seat and then solving everything by personal heroism, I thought there should be a part of the ending that moved me a little, right? But no, the ending is still very ordinary.

This game may be a tribute to the SCP Foundation, and I started with it, but the FCA and the Foundation in the story are far from the style of acting, lacking the courage to face the unknown with human intelligence, the helplessness in the face of the unknown, the inhumane behavior that must be done in order to protect humanity, and many of the SCP projects have not written a daigo. On the contrary, it is dependent on personal heroism and superpowers to solve problems, the protagonist is a character who can break everything by his own superpowers, rely on superpowers to solve all problems, then I might as well go to YY novels, too many SCP authors' stories are better than this game story, really.

This game is good for everything, but it is not fun, and it is really useless except for the picture quality

Although this game pays tribute to the SCP Foundation, pays tribute to 173, and pays tribute to SRA, it is only a tribute, and when the story is described so clearly, there is no blank space for the player, and all the mystery and unknown are gone. The SCP Foundation can write a lot of things, it can be moral struggle, it can be mysterious, it can be helpless, it can be funny, it can be satirical, it can be cute, but the plot of this game does not have any of the above elements, and even if there is, they have not succeeded in telling the story well. If you like stories of the same type of secret organization and supernatural objects, you should read the stories of the SCP Foundation, not the inferior counterfeits of this homage. The story of this game is like serving a whole packet of spicy strips and telling you that the spicy strips are fried pork liver.

Overall

Control pays homage to the SCP Foundation, including SCP-173 and the Scranton Reality Stability Anchor, but you'd be disappointed if you were to embrace the mysterious story of the Foundation story like I did. The only place in the game where I have positive mood swings is the scene design of the ashtray maze and the battles when playing heavy metal music, but the basic music of the other places is not there. Most of the rest are irritable, angry, boring, and unpleasant. I even felt like I wasn't playing a game, but being played by a game.

This game is good for everything, but it is not fun, and it is really useless except for the picture quality

Overall, if you're an in-depth reader of the SCP Foundation or a TPS player, I suggest how far you want to be from the game, but if you're a player who simply values quality, you can still give it a try.