Control Gameplay Part 3

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Control Gameplay pt. 3

This is the part 3 of my gameplay for control come and join me explore, enjoy and finish the game.

The developers describe the content like this:

Strong Language

After a secretive agency in New York is invaded by an otherworldly threat, you become the new Director struggling to regain Control. This supernatural third-person action-adventure game will challenge you to master a combination of supernatural abilities, modifiable loadouts and reactive environments, while fighting through a deep and unpredictable world.

Control was developed by Remedy Entertainment. As their first major release since their initial public offering in 2017 and separation from Microsoft as a publishing partner, Control was developed using more efficient development strategies to keep costs and time low. In contrast to Alan Wake and Quantum Break which took seven and five years to complete respectively, Control was completed within three years with a GB£30 million budget, lower than the typical costs of a triple-A game.

Mikael Kasurinen, who worked on Alan Wake (as lead gameplay designer) and Quantum Break (as lead director), was Control's director and Sam Lake served as the game's writer and creative director alongside narrative lead Anna Megill. Development of the game began before the release of Quantum Break. As they were finishing Quantum Break and deciding on the next project, Kasurinen recognized that that game rested heavily on full motion video and other cinematic elements, and suggested they look at a more open-world game where the player would drive what they experienced. Instead of focusing on creating a large and complex story, Remedy wanted to put more emphasis on creating a game world and universe that is rich enough for players to craft their own stories. The team still wanted to leave narrative elements for players to discover to help flesh out the world, and added optional documents, audio logs, and live-action video footage that the player could review at their own pace. Another goal for the team was to create a game that has high replayability. They still stated that they wanted to make a strong narrative, one that is "narrowly focused" according to Kasurinen.

August 27th, 2019/ PC, PlayStation 4, Xbox One, Nintendo Switch (Cloud Version), PlayStation 5, Xbox Series X|S

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