Video summary
Объясните мне, почему Control Resonant такая херня?
Main summary
Key takeaways
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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