Video summary

Объясните мне, почему Control Resonant такая херня?

Main summary

Key takeaways

Gaming

Storyline (as discussed)

  • The speaker compares Control (original) with its later spin-off/continuation, Control: Resonance (referenced in the subtitles).
  • Timing/background: After Control’s release, players waited about 7 years for a continuation.
  • Premise: The spin-off lets you play as Jesse’s brother, and also as another Paralympian character who has been in a coma for many years (the exact numbers are unclear in the subtitles).
  • Main hook of the setting: The protagonist is pushed into a broader world/exploration experience. The speaker argues this is neither handled like a true open world nor like a properly focused “closed” structure.

Gameplay highlights (and main complaints)

World design / exploration

  • The creator emphasizes that they like the original Control’s “Metroidvania-like,” contained spaces (e.g., the Old House) that unfold thematically.
  • In Control: Resonance, the speaker argues the “open world” is:
    • Not really open
    • Not really closed
    • Not clearly structured
  • As a result, they report monotony and confusion about what to do.
  • Enemy variety also feels lacking:
    • enemies look the same
    • combat encounters don’t feel meaningfully different

Combat & feel (“impact” problem)

  • The speaker strongly criticizes the move toward a more slasher-like combat style (instead of the original paranormal shooter feel).
  • The central issue is that hits feel weightless:
    • impacts on enemies feel missing
    • the expected “thunk” feedback from melee/slasher combat isn’t there
  • Finisher/critical moves:
    • described as strange
    • lacking tactile feedback
  • Example move mentioned:
    • a hyper-speed ability triggered by Shift twice
    • the trailing afterimage effect looks cool
    • however, the animations still feel “off” and don’t communicate a convincing “slam” or acceleration impact

Movement & traversal

  • Movement/exploration is described as clanky and blocky/sharp, unlike Control’s smoother traversal.
  • In the original Control, double-jump/levitation is described as:
    • fluid
    • inertial
  • The speaker compares Resonance unfavorably to games with satisfying movement (e.g., Prototype), saying it doesn’t deliver the same thrill or smooth momentum.

Boss design

  • The first boss is described as trying to be bullet-hell style.
  • The speaker feels it ends up being neither:
    • true bullet hell
    • nor a standard boss
  • They call it “incomprehensible” and unsatisfying.

Graphics / presentation

  • Graphics are judged as “okay,” but the speaker says the original Control looked far better.
  • Main complaint areas:
    • lighting/shadows on faces feel wrong or inconsistent
    • facial detail/contrast seems lacking
    • even with RTX ray tracing, they report no meaningful improvement
  • They also specifically call out awkward facial animations, including mouth movement.

Strategies / key tips mentioned

  • No step-by-step strategy is clearly provided.
  • The only “practical” note is a preference/timeline expectation:
    • combat might improve later after unlocking upgrades for weapons/character
    • however, they stress the core issue is already present early

Why the speaker didn’t get hooked

  • Even though they enjoyed many aspects of original Control (setting, brutalist vibe, SCP-like elements, story presentation), they say Control: Resonance overall feels:
    • visually atmospheric, but mechanically wrong
  • The main reasons given:
    • combat “impact” feels wrong
    • clunky traversal
    • weak enemy variety
    • questionable boss design

Gamers / sources mentioned

  • Remedy (studio / franchise creator)
  • Alan Wake
  • Max Payne
  • Control universe content (referenced generally)
  • Calista Protocol (called out as a controversial game they liked)
  • Devil May Cry
  • Monster Hunter: World and Monster Hunter: Wilds (comparisons for impact feel)
  • Prototype (comparison for traversal feel)
  • Gears of War (upcoming release mentioned)
  • GTA VI (upcoming release mentioned)
  • Sunhill / Silent Hill (mentioned as “new Sunhill,” likely Silent Hill)

Host/creator name at end: Lobra Brown

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