Big metal boxes at baddies, each room has plenty of action to sacrifice. Jesse's superpowers are over, mostly because they're not too finicky. Items that can be picked up – electrical boxes, metal panels, lights, concrete blocks – are outlined in white, but even if there is no throwable object around, hold down the telekinesis button and they simply rips up a section of the floor. If Jesse grabs things, they are here way from ahead of here, leading to one of the most satisfying mechanics in the game: Killing enemies by suddenly smacking them in the back with a giant metal box
The music ramps up deliciously as Jesse enters a fight, and it's supposed to fade away once all of the enemies have been terminated. However, the frantic, pounding beat failed to dissipate after a few times during my playthrough, making the simple action of walking down the hallways and across metal staircases uncomfortably intense for a good chunk of time afterward.
There's room to improvise and pick up mini missions along Jesse's journey; the brutalist architecture is narrative with details that add to the background. Navigating the building is fairly simple, with plenty of green lights and signs with friendly arrows pointing the way. However, I found myself in the industrial compound once, for about 1
a team that knows how to tell a spooky story. Still, a few moments from the demo gave me a break. Character animations field unfinished in cutscenes, surprisingly stiff and repetitive. The extended battle music raised a red flag. A handful of folks needed help from developers, for help with mission goals or navigation, and at least one with a session-ending glitch.
That happens sometimes, in pre-release demos. But with Control launches two months away, I'm surprised by the amount of polish Remedy has left to apply. The studio has the foundation of a fantastic game with fresh and fluid combat mechanics, and I'd hate to see it overshadowed by its flaws.