Remedy Entertainment has confirmed that a sequel to 2019’sControlis in development. Set in the offices of the Federal Bureau of Control, a shady government agency whose role is to investigate paranormal occurrences,Controlsaw the journey of a woman named Jesse Faden, who became director of the agency and liberated the office building from a force named the Hiss.

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It was an excellent game, exactly the kind of polished narrative experience fans would expect from Remedy, but it had a few problems. With the sequel now on its way, it’s the perfect opportunity to rectify these issues and make the sequel an even better game.

5More Environments

The firstControlwas set entirely in The Oldest House, a vast concrete office building towering over New York. The building itself exhibited paranormal abilities, such as the ability to cloak itself and the layout frequently shifting. While it was a cool location, it was ultimatelythe only location for the whole game. This meant the player spent a lot of time running down gray concrete corridors which could get a little repetitive.

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The sequel could refresh this by offering up more fieldwork, placing Jesse into new environments all across America. We could see her sent to the Nevada desert, the bayous of Louisiana, or even somewhere like Bright Falls fromAlan Wake(unless, of course, that visit is being reserved forAlan Wake 2). This variety of locations could even bethe basis for the co-op spinoffthat Remedy is developing alongsideControl 2.

4Greater Enemy Variety

With greater environment variety comes greater enemy variety. In the first game, most of the enemies in the game were former FBC employees infected by a hostile supernatural resonance called The Hiss. While there were variants with different weapons and attack patterns, it still boiled down to the player fighting off humans with glowing red bits most of the time. An additional problem was that it madecombat not that dissimilar toAlan Wake, which also threw hordes of possessed humans at the player with little variety.

Control 2has the perfect opportunity to delve deep into the supernatural lore within its universe and present the player with all kinds of horrors threatening reality as we know it. More monsters, more possessed items, and more weird bosses would all be welcome inControl 2and enhance the surreal atmosphere massively.

Control Environments

3Improved Map

One major complaint that players of the originalControlhad was the map. While it could be pulled up at any time, it was often difficult to read, as the strange twisted corridors of The Oldest House would end up overlapping each other and creating a mess of tangled architecture that proved useless for navigation. It was often easier to simply follow signs in the environment while trying to locate the next destination.

Control 2needs to fix this. In its current form, the original game’s map simply serves no useful function, and the freeform, Metroidvania-like structure could benefit from better navigational tools. This isn’t an easy problem to solve, as the non-Euclidian nature of most ofControl’s locations causes everything to wrap together (the Ashtray Maze in particular would be impossible), but a solution does need to be found. Even something as simple as highlighting rooms as the player enters them or hiding higher levels at necessary points would be a helpful start.

Control Enemies

2Overhaul The Upgrade System

ThroughoutControl, the player could collect crafting materials that were used for weapon upgrades. These often took the form of esoteric concepts presented as physical items (e.g. Ritual Impulse, Undefined Reading, Remote Thought) as well as additional upgrades that boosted certain stats of the various forms of Jesse’s weapon.

The problem is, these crafting and upgrade mechanics felt like an afterthought. While the strange crafting items added to the atmosphere of the game, the actual crafting didn’t feel entirely necessary to progression and didn’t feel like it enhanced combat much.Control 2either needs to make the crafting and upgrades a much more central aspect of its combat and give it greater customization or simply remove it and let story upgrades take over instead.

Control Map

1More Lore Visible In-Game

One of the best aspects of the originalControlwas its lore. The Oldest House was full of FBC files that detailed strange happenings, cursed items, and investigations by the Bureau into possible sightings. It was all detailed and interesting, with a hint of black comedy throughout. It was clear thatthe SCP Foundation website was a massive influenceon the game’s writing, and collecting these documents was a joy.

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While some of these strange phenomena found themselves in the game proper – side quests involving chasing a haunted rubber duck and investigating a deadly fridge, for example – most of this ended up restricted to collectibles, which required the player to go into the menu to read them.Control 2could improve on this by having more of it in the main game, with more quests to discover the secrets of strange sightings peppered all the way through the game, supplemented by the written documents.

Control 2is currently in development for PC, PS5, and Xbox Series X/S.

Control Upgrades

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Control Fridge