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Control: „Explorable, Not Replayable”

Control‘s director, Mikael Kasurinen explained how they designed their game to be explorable instead of focusing on its replayability.

„This game has more puzzles than we’ve ever done before. It’s about us wanting to create an adventure for the player, a world filled with mystery and wonder, with rewards to find and lore to discover. To achieve that, we needed to create puzzles that feel like they fit into this world and to the overall context of the moment when they’re found. To get variation we have different types of puzzles, some of them focusing on narrative elements, and some on mechanics and physics. With this type of a setting and mechanics, creating puzzles was quite straightforward, but of course, we needed to iterate them quite a bit to ensure they are intuitive and fun to execute. It’s a really difficult balance to get puzzles right in an action game, so hopefully, we nailed it.

Instead of making the game ‘replayable,’ for us it was more about creating a world that you can keep exploring. We had to accept that we will create a lot of cool content that many might never find. This will be the thing that will make people spend time in this world. It is not about repetition, it is about structuring the content in such a way that exploration, and just ‘being there,’ is what you want to do because everything you find will feel meaningful,” Kasurinen wrote on the PlayStation Blog.

If you look at the Microsoft Store, you’ll see that Remedy Entertainment‘s next game, using their proprietary Northlight Engine, will require about 34.77 GB, so 35 GB rounded up on Xbox One. The PlayStation 4 will likely have a similar install size. The game will be published by 505 Games on August 27 on PlayStation 4, Xbox One, and PC.

Source: DualShockers, WCCFTech

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