Control Resonant's take on New York feels like the Backrooms
We played the opening of the Control sequel and saw just how weird Remedy's twisted city is. Remedy Entertainment is taking a very bold approach for the sequel to 2019's Control . Focusing on a new โฆ
We played the opening of the Control sequel and saw just how weird Remedy's twisted city is. Remedy Entertainment is taking a very bold approach for
Read Full Story at Engadget โWhy This Matters
Remedyโs *Control* series has long blurred the line between psychological horror and bureaucratic surrealism, but the sequelโs debut suggests a deliberate escalation into full-blown existential disorientation. The gameโs hyper-stylized depiction of New York isnโt just a backdropโitโs a visual manifesto that challenges how players perceive reality in interactive media, pushing narrative boundaries where architecture itself feels malevolent.
Background Context
Remedyโs 2019 *Control* wove Finnish mythology and paranormal intrigue into a dystopian office tower, but its sequel appears to expand this world into a city that defies spatial logic. This isnโt the first game to distort urban environments for psychological effectโtitles like *Silent Hill* and *Alan Wake* did so with fog and shadowsโbut *Control*โs approach is uniquely maximalist, leveraging Unreal Engine 5โs fidelity to make the uncanny feel tangible.
What Happens Next
If the sequelโs opening is any indication, players should brace for a narrative that prioritizes atmosphere over traditional gameplay scaffolding. The focus on New Yorkโs warped geography hints at a story where the city itself is a characterโa sentient, possibly hostile entity. Watch for how Remedy balances this surrealism with the originalโs lore-heavy mythology, particularly the FBCโs role in a city now overrun by phenomena.
Bigger Picture
Remedyโs work reflects a broader shift in gaming toward environments that feel *alive* in unsettling ways, aligning with a post-pandemic cultural fascination with liminal spaces and institutional decay. Titles like *Signalis* and *Inscryption* have explored similar themes, but *Control*โs sequel may redefine the mediumโs capacity for immersive horror by treating the city not as a stage, but as a protagonist with its own agenda.

