Pinball machines are few and far between these days. You might find a dusty old one in your local pub, but it’s very unlikely you’ll stumble across the crème de la crème like a Star Wars-themed table.
The level of detail and visual polish the game has to offer is only really shown off on a big screen however, if only because so much of the detail is otherwise packed into a small space. Even with a range of camera options (which annoyingly don't seem to remember your preference between stages), you can't get the full effect in handheld move.
One particularly neat feature is that you can encourage the screen to turn 90-degrees in either direction, meaning in tabletop mode (presumably with some makeshift stand option) or handheld portrait with an adapter, you can enjoy a more comfortable oblong, bird's eye view of proceedings.
The highlight of the experience, and where Zen Studios really flex their creative muscles, is the scene mode, which has six scenes or characters showcased in micro-fights or challenges spread across the board, where your actions might cause blaster fire to be deflected or a door to be unlocked. The fun of reliving those iconic moments is a genuine thrill, even for a fan with more rewatches of the original trilogy than they might like to admit…
There's longevity here (unless you really, really aren't a fan of pinball), and plenty of nooks and crannies to explore within every table. You'll even stumble across the odd minigame, where you'll navigate an asteroid field or go toe-to-toe with Darth Vader in a lightsaber duel, and playing around with familiar characters (albeit with less familiar voice acting) is a delight.
Pinball is here, and the Force is with it.
Remedy Entertainment has a particular brand of storytelling in its games. Since Alan Wake, and even Max Payne (whose voice actor James McCaffrey returns here in a supporting role), they have done things a bit differently, holding live-action scenes in high regard and treating the experience more like a film rather than a game with some story bits thrown in.
There are downsides to the more bombastic action sequences, however. The initial visual impression of former office workers floating lifelessly in the air, repeating the odd phrase to themselves, is extremely effective at building a creeping sense of dread, but the moment combat begins you're quickly pulled back into the fact this is a game, which lessens the impact of the otherwise excellent and foreboding atmosphere at times.
Exploration in Control is non-linear, with new areas of The Oldest House opening up to players in a Metroidvania-style fashion as they progress through the story and gain new abilities. Disappointingly, the structural changes repeatedly referred to in the lore dumps strewn throughout the building aren’t as extreme or as frequent as hinted, with the player only really getting to read about them rather than experience them.
Besides the usual gating off of sections using doors of ever increasing clearance levels, there are environmental puzzles which call on you to put your telekinetic abilities to the test to activate switches or navigate certain areas. One particular brain-teaser called The Astray Maze requires some out-of-the-box thinking, while frequent trips to the Oceanview Motel allow you to pass through the astral plane and access otherwise out-of-reach areas.
The game’s setting is deliberately bland, its harsh, brutalist architecture contrasted by the bizarre happenings taking place within its walls. As the story reveals itself, some of the initial opening intrigue dulls a little, and the vague perspective of the internal monologue from Jesse begins to grate as she's consistently nonplussed by the weirdness of the situation unfolding around her, while a few of the more interesting elements of the game seem to suffer from happening off-screen rather in front of the player.
From a technical perspective Control often struggles, even when running on Xbox One X, with substantial slowdown any time you hop in and out of menus - a frequent occurrence given the lore heavy nature of the game and the number of upgrades available to the player - and even more so when battles get hectic. While performance may suffer, Control is still a very visually impressive game, especially on PC thanks to newfangled ray tracing support.
In all, even with the performance issues, the journey is ultimately very satisfying, and a definite step up from Quantum Break, but if you weren't sold on Remedy's style beforehand then Control is unlikely to do much change your mind. Still, in these days of games as a service and battle royale bandwagoning, a strong, narrative-driven single-player experience is a rare thing, particularly if you’re a fan of Xbox, and it's one which is unlike anything else out there right now.