<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>New Weird - vo.rs</title><link>https://vo.rs/tags/new-weird/</link><description>Latest from the New Weird desk at vo.rs.</description><generator>Hugo -- gohugo.io</generator><language>en</language><copyright>This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.</copyright><lastBuildDate>Tue, 04 Nov 2025 09:00:00 +0000</lastBuildDate><atom:link href="https://vo.rs/tags/new-weird/" rel="self" type="application/rss+xml"/><item><title>Control: Remedy's Brutalist Office Horror</title><link>https://vo.rs/respawn/control-remedys-brutalist-office-horror/</link><description>&lt;![CDATA[<p>The first hour of<em>Control</em> is a woman walking into an office. There is a
janitor with a Finnish accent, a reception desk, a directory board, and a
pyramid of concrete overhead that goes up further than the building&rsquo;s exterior
allows. Remedy Entertainment released it on 27 August 2019 — PC via the Epic
Games Store for its first year, plus PS4 and Xbox One — under director Mikael
Kasurinen with Sam Lake writing alongside Anna Megill and Brooke Maggs, and
published by 505 Games. Six years on it is the studio&rsquo;s most complete piece of
world-building, and the reason is architectural rather than narrative.</p><p>The Oldest House is the best level in any game of its decade, and it is a level
about bureaucracy.</p><h2 id="the-building-is-the-design-document">The building is the design document</h2><p>Brutalism is a real aesthetic argument: the structure is the ornament, the
concrete is left showing, the building declares its own systems. Remedy took
that literally. The Federal Bureau of Control occupies a mid-century concrete
government block, all board-marked walls, terrazzo floors, wood panelling,
green-shaded lamps and an internal mail system, and then the building starts
behaving like an Object of Power. Corridors reconfigure. A stairwell delivers you
somewhere geometry says it should not. The Ashtray Maze rearranges itself
faster than you can walk it.</p><p>This is a very specific horror, and it is the reason the game sticks. Haunted
mansions are exhausted; a haunted<em>administrative facility</em> is not. The dread in<em>Control</em> comes from paperwork — a redacted case file describing a rubber duck
that killed six people, a research memo written in the flat voice of a civil
servant who has stopped being surprised. The building&rsquo;s uncanniness is legible
only because everything around it is so aggressively ordinary. You believe the
impossible pyramid because the noticeboard next to it has a poster about
workplace ergonomics.</p><p>The lineage is legible and Remedy has never hidden it: the SCP Foundation&rsquo;s
clinical containment prose, Mark Z. Danielewski&rsquo;s<em>House of Leaves</em> for the
building that is larger inside, Jeff VanderMeer&rsquo;s<em>Annihilation</em> for the New
Weird tone,<em>Twin Peaks</em> for the FMV inserts and the Finnish rock band. What
Remedy added is the thing prose cannot do: you<em>walk</em> it. A house that is bigger
on the inside is a conceit on the page and a spatial fact in an engine.</p><h2 id="why-the-combat-holds">Why the combat holds</h2><p>The Service Weapon is the second-best idea in the game. It is a single pistol
that reconfigures into five forms — Grip, Shatter, Spin, Pierce, Charge — with
no ammunition, only a recharge, so the weapon is a tool you select rather than a
resource you manage. Beside it sits Launch: telekinesis, on a cooldown, which
tears a chunk of the building loose and throws it at somebody.</p><p>The reason this feels good is Northlight, Remedy&rsquo;s engine, and specifically the
destruction. The Oldest House is built out of debris waiting to happen. Every
desk, chair, filing cabinet, monitor, partition wall and potted plant is a
projectile, and a serious fight in the Bureau&rsquo;s open-plan offices ends with the
room reduced to particulate. The combat loop therefore runs: shoot to build
energy, Launch to spend it, watch the office disassemble. Levitate, added later
in the ability tree, lifts the whole thing into three dimensions and turns the
atria into arenas with a Z-axis.</p><p>The real ancestor here sits outside Remedy&rsquo;s own catalogue. It is<em>Psi-Ops: The
Mindgate Conspiracy</em> (Midway, 2004), which built a whole third-person shooter
around telekinesis and physics objects and which nobody bought, alongside<em>Half-Life 2</em>&rsquo;s gravity gun (2004), which taught a generation that a physics
object in your hands is more interesting than a bullet. Both games arrived when
physics middleware was new enough to be the selling point, and both understood
the same thing: the pleasure of throwing a filing cabinet is that the cabinet was
furniture a second ago.<em>Control</em> is the first game to give that
idea a budget, an art director and a building worth destroying.</p><p>Where it fights itself: the enemy variety is thin. The Hiss are men in
hard hats and body armour, floating, chanting, and by hour twelve you have seen
the roster. The encounters escalate through numbers and health pools, which is
the least interesting axis available to a game with this much physics under it.</p><p>The ability tree compounds it. Jesse&rsquo;s powers arrive on a schedule tied to Objects
of Power, and each is excellent on arrival, yet the game rarely builds an
encounter that demands two of them together. Seize — turning an enemy to your
side — is the clearest waste: a mechanic with real tactical depth, deployed
against enemies who die too quickly for the investment to matter. Remedy built a
sandbox and then mostly asked you to clear rooms in it.</p><h2 id="the-map-is-a-genuine-failure">The map is a genuine failure</h2><p>I take the map seriously because<em>Control</em> takes navigation seriously and then
sabotages it.</p><p>The Oldest House is a Metroidvania — gated sectors, clearance levels, ability
locks, backtracking — and it ships with a map that does not rotate, does not
sensibly express vertical relationships, and is close to unreadable in the
multi-level sectors it most needs to explain. In a game whose entire subject is a
building that will not hold still, being lost is thematically perfect and
practically miserable. Compare<a href="/respawn/metroid-dread-the-series-remembers-what-it-is/">Metroid Dread</a>,
where the map is the interface the whole game is played through.</p><p>The launch checkpointing was worse and Remedy fixed it. Control Points were
sparse, and a boss death could send you on a long walk back through cleared
rooms; the studio patched in additional checkpoints — including around the
Anchor fight and the mould sequence — after the complaints landed. Base-console
performance was rough at launch too, and the<em>Ultimate Edition</em> in August 2020
brought ray tracing to PS5 and Xbox Series consoles, though existing owners on
older consoles found the upgrade path handled badly enough to become its own
small scandal.</p><h2 id="the-verdict">The verdict</h2><p><em>Control</em> is a game whose ideas outrun its systems, and it is worth playing for
the ideas. The Oldest House is a genuine achievement of environmental design —
the rare fictional space you could navigate in your head years later — and the
Bureau&rsquo;s tone, that mixture of cosmic horror and departmental procedure, is
Remedy&rsquo;s most original register. The physics give the combat a texture nothing
else quite matches, even when the enemies opposing you are dull.</p><p>What it does not have is a second act with the confidence of its first. The Hiss
are a weak antagonist for a building this strange, and the mid-game settles into
a rhythm of side missions that ask you to clear a room with the same three enemy
types you cleared the last room with. The Ashtray Maze is the correction — a
scripted, musical, twelve-minute sequence where the level design and the
soundtrack take over completely — and its presence in the last quarter is a
reminder of how much more the building had left in it.</p><p>The Foundation (March 2020) and AWE (August 2020) expansions are worth taking.
The second folds Alan Wake into the Bureau&rsquo;s case files and turns Remedy&rsquo;s
back catalogue into a shared universe, which they then cashed in properly with<a href="/respawn/alan-wake-2-remedys-swing-at-the-fence/">Alan Wake 2: Remedy&rsquo;s Swing at the Fence</a>.
Remedy bought the full<em>Control</em> rights back from 505 Games in 2023 and a sequel
is in development, which is the correct outcome for a studio that finally built a
world worth owning.</p><p>Play the<em>Ultimate Edition</em> on PC or a current console. It is cheap, it is
everywhere, and there is nothing else like the Oldest House.</p><p>What to play next:<a href="/respawn/alan-wake-2-remedys-swing-at-the-fence/">Alan Wake 2</a>
for what Remedy did once it stopped apologising for being strange, and<a href="/respawn/signalis-the-survival-horror-that-reads-like-a-poem/">Signalis: The Survival Horror That Reads Like a Poem</a>
for bureaucratic dread on a fraction of the budget and twice the compression.</p><h2 id="spoilers-below">Spoilers below</h2><p>The Ashtray Maze is the game&rsquo;s high point and it is instructive to say why,
because the sequence works by taking things away. For twelve minutes<em>Control</em>
removes navigation entirely — the maze folds and unfolds itself, you cannot get
lost because there is no choice to make — puts Poets of the Fall&rsquo;s Old Gods of
Asgard over the top of it, and hands you a corridor of fights to walk through
while the building performs for you. Everything the game has been fumbling
(pacing, legibility, the sense that the Oldest House is doing this deliberately)
snaps into focus the moment the player&rsquo;s agency is narrowed.</p><p>Which raises the awkward question:<em>Control</em>&rsquo;s best sequence is the one where it
behaves least like<em>Control</em>.</p><p>Jesse&rsquo;s internal monologue — the second voice she has been talking to since
childhood, revealed as Polaris, a benign Object of Power riding along — is the
structural gag that pays off the FMV inserts and Dr Darling&rsquo;s increasingly
unhinged research films. Trench&rsquo;s suicide, delivered as the game&rsquo;s opening beat
and understood only later as a man refusing to become a vector for the Hiss, is
the sharpest piece of writing Sam Lake has done. And Dylan, the brother, is the
Bureau&rsquo;s real indictment: an agency that studies children as containment risks
and calls the paperwork ethics.</p><p>The ending withholds resolution deliberately — Jesse is Director, the Hiss are
contained rather than defeated, the building keeps its secrets. That was a
sequel hook in 2019 and it looks like patience in 2025.</p>
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