00:01so many people go at that bit and there's something really exciting about that I feel
00:09like we're standing on the shoulders of an aesthetic giant absolute cinema
00:30My name is Mikael Kasurinen and I'm the creative director of Control Resonant
00:34I'm Juha Wainio, I'm the executive producer of Control Resonant
00:38My name is Annika Lehtinen and I'm the lead gameplay animator on Control Resonant
00:44I'm Annemarek Raunrus and I'm the lead level designer on Control Resonant
00:48My name is Elmeri Raitanen, I'm the art director of Control Resonant
00:52I'm Sergei Mahav, I'm the lead gameplay designer of Control Resonant
00:56I'm Vida Starcevic and I'm the senior community manager on Control Resonant
01:00So the obvious big thing is that now we are outside of the oldest house
01:04In the first game you really only met people from the FPC
01:08There's the world that's been warped by this perinatural phenomena
01:11So it's kind of a messed up environment that is sometimes hard to process and understand
01:16So literally sometimes about figuring out how do you navigate this type of environment
01:23But it's also about Dylan, right?
01:26He is new to this world, he doesn't quite know himself either
01:30So sometimes he's not quite sure like how to deal with certain things that he faces
01:35We got to apply a lot of the lessons that we learned from the first game to the sequel
01:40First we had to figure out what it meant to make a Control game
01:44What made Control special and what we could improve about it
01:49Yeah it's been a long ride but I think the results will speak for themselves
01:54I feel like we're standing on the shoulders of an aesthetic giant so to speak
01:59And for many years now the developers and the players and Dylan, Faden and the like
02:06We have been staring at these oppressive brutalist walls quite closely
02:11So I think it's time to get a breath of fresh air
02:15The first game is inside the oldest house in isolation
02:20And it's about Jessie who comes from the outside world into that space
02:24Right, she's new to that reality, she hasn't seen any of this stuff before
02:29So she learns a lot about these perinatural forces and the nature of the FPC and all of that
02:34But she's kind of trapped inside
02:38Dylan, he's always been inside the oldest house or for 20 years
02:42His whole adult life, that's normal to him
02:45So it feels poetic and right
02:48But now his journey is from within that place that we saw in the first game
02:52To the other direction, it's a reverse journey compared to Jessie
02:56Going from that isolation, captivity, that strange place that is normal to him
03:01To the outside world, and that outside world is weird and strange to him
03:06Yet familiar to us
03:08And there's something really exciting about that
03:14Things that I'm most excited about for players to actually experience
03:18Is all the cool new ways you can finish off all the enemies
03:23Because we've put a lot of emphasis on that
03:26Another thing I'm super keen about is the balance between the aberrant, the melee weapon
03:32And the perinatural powers that Dylan has
03:35So you can get really close with aberrant
03:38And then you can take a step back and use the perinatural powers from a distance
03:43One part of the experience that I'm very excited about is the sense of motion that you have through the
03:48world
03:49We put a lot of energy into it, and many of you have already seen SHIFT
03:54The way that you can tap into these gravity anomalies within the world
04:00And the whole world can kind of rotate basically
04:03And we're really tapping into that
04:06Like finding these mind-bending journeys through the world
04:11Where it's being pan naturally shaped around you as you navigate through it
04:18I am excited to see players experience Dylan's story
04:21Because there have been so many players that have found themselves in Jesse's story
04:26And that have loved Jesse's story
04:28And Dylan was kind of an enigma in the first game
04:32So now we are going deeper
04:34And we're gonna figure out who this guy is, where he's been, how he's gotten to the point where he
04:39is now
04:40With Control 1 we wanted to establish a new world basically
04:44It's a new IP, a new experience and so on
04:46And we have this perspective of a character who is also new to this world
04:51Jesse didn't know what the oldest house was about
04:53She didn't know about the perinatural forces and so on
04:56And we get to learn about that together with Jesse
04:59And I wanted to replicate that feeling with the sequel as well
05:04We call it the sequel, and it is a sequel
05:06But it's also an independent product that stands on its own feet
05:11And to me these games go together like two siblings
05:15Each belong to the same family
05:17But they have their own identity and desires and own faiths
05:24And they are connected
05:25Control is a game that at the point of shooting this it's like seven years old
05:30And I feel like the way that the culture, the internet moves these days
05:36You don't really get that kind of staying power with a lot of games
05:40Like there's only a select number of games that you can think of
05:43That people are still talking about the way that they talked about it
05:47With the same sort of zeal and love that they talked about it when it launched
05:51As they are seven years after it launched
05:53So that's been incredible to witness
05:55And it's been so humbling to witness
05:57And I don't know what to do with myself
05:59When I see people, you know, seven years in
06:01Talking about how much they love Control
06:03How much the game meant to them
06:04What I think resonates with Control audience
06:07And makes it one of the biggest IPs we have
06:10Is the fact that we are doing things, gameplay first in the Control franchise
06:16So story has always been in the center of Remedy Games
06:19And story is super important for us as well
06:23But when it comes to the second to second combat and traversal
06:27We've really gone to town with gameplay
06:30And we already did that with Control 1
06:33But now with Resonant we are taking it to the next level
06:37So we have the biggest gameplay team in Remedy history working on it
06:42Returning players will definitely get to see a lot of familiar faces, familiar phenomena
06:49The Hiss and Mold are there, but of course we are introducing a lot of new things as well
06:54It's a fun layering of familiar things
06:57But definitely facing new challenges
07:07I think the team really poured a lot of themselves into this game
07:12And really listened to the community and to their love and to their criticism for Control
07:18And just improved on it in Control Resonant
07:21We as a studio, we have existed for 30 years
07:25So there's a really loyal fan base that means a lot to us
07:31And as we created Control Resonant, it had a special meaning to us
07:39What we wanted to do was make sure that the fans get to experience the things that they've experienced with
07:47all the Remedy games in the past
07:49Yet at the same time, we wanted to do something new and unexpected
07:54Something that we're also invested and excited about
07:58To expand the universe and do new things
08:00When the trailer came out, it did feel bigger
08:04And I think that's what stood out to me the most
08:07Like, oh my god, all these people who I wouldn't think were a Remedy fan
08:12Saw this and loved it
08:14And I think my favorite is just seeing that bit in the trailer
08:18When Dylan walks out of the subway
08:20And he slams the Aberrant open
08:23And so many people go
08:25At that bit
08:27And that's just
08:27Mmm
08:29So nice
08:29To see that
08:46Absolute
08:46Cinema
08:57That's
08:58And because
08:59Yeah
08:59You
08:59I
09:05I
09:06I
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