Although Control 2 was announced back in 2022, details about its release date remain under wraps. Nevertheless, fans can eagerly anticipate its arrival. The original Control was a surprising hit when it debuted in 2019, capturing players’ attention with its innovative gameplay. However, there are areas ripe for improvement, particularly in the traversal mechanics. While they had potential, these mechanics didn’t quite hit the mark, leaving room for enhancement in the sequel, Control 2.
One major gameplay aspect in Control that offers both excitement and room for growth is its traversal mechanics, notably the flight system. While these features are central to the game’s core experience, they often feel somewhat off. However, this presents a golden opportunity for Control 2 to refine and upgrade these elements, by improving upon the existing framework and expanding its capabilities.
Taking a closer look at where the original journey mechanics fell short can point the way for improvements in Control 2. Jesse’s levitation ability, while a standout feature, often feels imprecise, especially during platforming challenges. The lack of control in the air makes navigating intricate environments more challenging than it should be, detracting from the enjoyment. Additionally, Jesse’s flight path in Control is largely linear, allowing minimal midair direction change and thus disrupting the fluidity of combat and exploration, and reducing game immersion.
The shortcomings of Control’s flight system are especially noticeable in combat scenarios. While levitation facilitates exploration, it leaves Jesse vulnerable in battle, limiting its tactical application beyond basic evasion or gaining a better vantage point. Moreover, some environments in Control seem inadequately designed for levitation, with restrictive ceilings or invisible barriers, which famously break a game’s immersive experience.
Highlighting these flaws places Control 2 in an advantageous position to enhance and broaden the traversal mechanics. The sequel can improve the gaming experience by introducing finer air control, enabling moves like adjusting speed, hovering with precision, or executing agile dashes while airborne. This could make levitation naturally responsive—something the original game struggled with. Better level designs, accommodating the flight system with more vertical space and eliminating invisible walls, would also elevate the experience.
Furthermore, integrating Jesse’s levitation seamlessly into combat scenarios in Control 2 could be a game-changer. The sequel could reward midair combat maneuvers with increased weapon accuracy or unique abilities, encouraging players to use the flight system actively. Developing aerial combat skills, such as enemy ground slams or midair combo capabilities, alongside a system for upgrading traversal skills like maneuverability and stamina, would enrich the game’s progression.
For Control 2, Remedy Entertainment has a significant opportunity to address and rectify the limitations encountered in the first game. Focusing on the precision of the flight system, embracing levels with greater verticality, and crafting combat-focused levitation strategies could not only resolve issues from the predecessor but also carve out a distinctive path for the sequel.