Resonant's Creative Director Says Control Is Remedy's RPG
Remedy Entertainment has consistently defied genre conventions, but the 2019 supernatural hit *Control* stands as their most ambitious hybrid. Specifically, Resonant's creative director describes Control as Remedy's RPG, blending story-rich action-adventure and third-person shooter across PC, PS5, Xbox, and more. This bold classification clarifies the game's intricate systems and its foundational role in the connected universe.
Deconstructing the Remedy RPG Identity
For years, the action-adventure genre has been in a state of flux, borrowing elements from its role-playing game cousins. *Control* represents the culmination of this trend for Remedy. The creative director's insight peels back the curtain on the design intent: the Service Weapon is more than a gun; it is a class system. The skill tree is not just a list of upgrades; it is a character build defining your approach to combat. This is the RPG philosophy applied to a third-person shooter framework.
Unlike traditional RPGs that rely on turn-based combat or exhaustive dialogue trees, *Control* uses environmental storytelling and moment-to-moment action to deliver its narrative. The "experience" is defined by player agency in how they upgrade Jesse Faden and which secrets they uncover in the shifting hallways of the Oldest House.
The Service Weapon as a Character Class
In any given RPG, a character class defines your role in the party. *Control* brilliantly abstracts this through the Service Weapon forms. Grip is the balanced fighter. Shatter is the close-range damage dealer. Spin is the area-of-effect specialist. Choosing how to invest your source points into these forms mirrors the classic RPG choice of specializing versus diversifying your build.
Character Progression Is Player Expression
The skill tree in *Control* is a direct translation of RPG mechanics into an action setting. Do you want to be a telekinetic powerhouse reliant on Launch, or a tactical director who uses Seize to turn enemies against each other? The mod system further deepens this, allowing players to min-max their stats for health regeneration, energy efficiency, or pistol damage. This is the core of an RPG experience: meaningful choices that affect gameplay.
Pro Tip: To experience *Control* as a pure RPG, ignore the main questline markers for the first few hours. Treat the Oldest House like a dungeon in a cRPG. Clear each sector completely, hoard mods, and read every document. The narrative discovery mimics the feeling of building a character entirely through wit and exploration, rewarding persistence with the deepest lore in the Remedy Connected Universe.
Narrative Depth Through Systemic Design
One of the most brilliant aspects of *Control* is how it marries its RPG progression with its story. The more power you acquire, the more of the Oldest House you can access. This metroidvania structure is the skeleton of an RPG world. Unlocking a new ability module feels like leveling up in a classic fantasy title. It grants access to new areas, new enemies, and, most importantly, new narrative threads.
The enemy ecology of the Oldest House reinforces this RPG philosophy. Much like a high-level zone in a role-playing game, later sectors introduce harder variants of enemies that demand specific build responses. The Hiss Sharpened counters players who rely solely on gunplay, encouraging a balanced investment in telekinetic powers. The Distorted enemies require precise spatial awareness, a skill often sharpened by heavy investment in the Health and Shield trees. This tactical requirement is the hallmark of a well-designed RPG encounter system.
Beyond combat, the Bureau Alerts and Board Countermeasures serve as daily and weekly quests, rewarding players with rare mods and source points. This live-service inspired looping mechanic, embedded in a single-player narrative, perfectly captures the "endgame" feel of a modern action RPG. It gives the player a reason to engage with the deep systems long after the credits roll.
The Legacy of a Third-Person Shooter RPG
Looking back, *Control* was a watershed moment for Remedy. It proved that their cinematic style could coexist with deep, gamey mechanics. The creative director's description solidifies this in the public consciousness. As the industry moves toward live service models and expansive universes, the blueprint left by *Control* is invaluable. It proves that a story-rich action-adventure can have the staying power and mechanical depth of a traditional RPG.
The Ultimate Edition of the game further enhances this experience by allowing players to carry their progression into the next generation of hardware. The integration of ray tracing and higher frame rates transforms the evocative Brutalist architecture of the Oldest House into a living, breathing world. This technical prowess supports the immersive simulation aspect of the RPG genre.
Final Verdict: A New Standard for Action Hybrids
The statement from Resonant's creative director is not just a passing comment; it is a manifesto for the future of the franchise. Players awaiting *Control 2* and the next chapters of the Remedy Connected Universe can expect a deeper commitment to this RPG framework. *Control* is the definitive action-adventure RPG that bridges the gap between blockbuster shooting and character-centric role-playing.
By embracing the designation of an RPG, the game rewards players who invest time in understanding its systems. The Service Weapon is not just a tool; it is a character class. The Skill Tree is not just an upgrade path; it is a statement of combat philosophy. The Oldest House is not just a setting; it is a sprawling dungeon full of secrets for those wise enough to look. This synthesis of genre creates an experience that defines "Remedy's RPG" for a global audience.
Do you agree with the classification of *Control* as a true RPG? What elements of its design do you hope to see expanded in future titles? Share your insights as a Director of the FBC in the comments below.
Frequently Asked Questions
Is Control officially an RPG?
While Remedy Entertainment markets *Control* as an action-adventure game, the creative director behind the narrative foundation has explicitly stated it was designed as Remedy's version of an action-RPG. The game features a skill tree, weapon customization, and non-linear exploration characteristic of the genre.
What are the main RPG elements in Control?
The core RPG elements are the Skill Tree (upgrading health, energy, and telekinetic powers), the Weapon Form system (acting as character classes), and the Mod system (equipping stat boosts). The non-linear, reward-based exploration of the Oldest House also mimics classic RPG dungeon design.
Do I need to play other games to understand Control's story?
No, *Control* is a standalone narrative featuring a new protagonist, Jesse Faden. However, it is deeply connected to the world of *Alan Wake* and sets the stage for the *Remedy Connected Universe*. Playing *Alan Wake* enhances the experience, but is not required to enjoy the RPG mechanics and story of *Control*.
Can you play Control on multiple platforms?
Yes, *Control* is available on PC, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X|S. The Ultimate Edition offers optimized performance for current-gen consoles, ensuring the third-person shooter RPG experience runs smoothly on high-end hardware.
What is the Remedy Connected Universe (RCU)?
The Remedy Connected Universe is a shared narrative universe created by Remedy Entertainment, linking the events of *Alan Wake*, *Control*, and future titles like *Alan Wake 2* and *Control 2*. The RPG elements of *Control* serve as the connective tissue, allowing players to explore the deep lore of the FBC.