00:01There's some similarities between these two.
00:05If Jesse is a cat, Dylan is a dog.
00:08It's more about finding a way to expand the experience.
00:25When we were concepting control for the first time,
00:29one of the key statements that we had together with Sam
00:34was that it is a game that is not about the single protagonist.
00:38It is about the world.
00:39As you step into this world,
00:42we're witnessing it through a lens of a protagonist.
00:46That protagonist can change in every game, basically.
00:50And the idea of that is that this world is filled with these mysteries
00:56and forces that we don't understand.
01:00And the human reaction to those things is what is crucial
01:04to generate these different stories that you get to experience.
01:08That perspective and attitude of the protagonist is like the spice.
01:13It's the salt that makes these experiences unique and distinctive and interesting.
01:17In the first game, Dylan became the face of the enemy.
01:23He was taken over by the Hiss,
01:25which is this strange, paranormal force that we don't fully understand,
01:29but it possesses people.
01:30So we don't get to really see him, like who he truly is.
01:36Everything that he says is warped by this force.
01:40So when everybody sees him, they see a monster.
01:44They see something to be afraid of.
01:47But this force was cleansed away from him by Jesse at the end of the first game.
01:53So he has this complicated situation
02:00because he doesn't remember much about what happened.
02:05and his mind is scrambled.
02:06He's trying to understand what happened to him.
02:11He's trying to understand the new world that he's stepping into.
02:14He's trying to kind of figure that out.
02:16How do you deal with something like that?
02:18Because it's not really you who did all the things that happened in the past.
02:23Dylan, at his heart, he wants to help.
02:27He wants to be a person who can make a difference.
02:29Consul Dylan was depicted a little bit more antagonistically.
02:34And he was almost more of this deflated victim.
02:39And now in the story of Consul Resonant,
02:42when he's rising to the occasion
02:44and becomes this determined hero with some resolve,
02:49we really had to make sure that that is also,
02:53you can read that in his physical appearance as well.
02:56So we've been trying to find a more heroic and protagonistic look.
03:03This game has by far the deepest customization options for the main character
03:11than basically in any Remedy game combined so far.
03:23So in Consul Resonant, we tried to make some similarities
03:30or differences between Dylan and Jessie.
03:34For example Jessie has, she has levitation,
03:37which looks very smooth and sometimes elegant like how she does it.
03:42But then for Dylan, all these abilities are more harder to do.
03:48He can't maintain them as easily as Jessie did.
03:52So we actually tried to make it look like Dylan is not always in control of the abilities.
03:59And then when they are idling, Jessie is doing this motion in her idols,
04:05which we also then made Dylan do,
04:09so that there's some similarities between these two.
04:12We have been jokingly saying that if Jessie is a cat, Dylan is a dog.
04:18So from this laser-focused boss lady that is Jessie,
04:25we go into this a little bit more impulsive fiilispelaaja as a Dylan,
04:31this sort of an expressive person who wears their heart on their sleeve.
04:38And this same ethos then actually translates even into music direction.
04:42So in Control, we had more these electronic droney soundscapes.
04:53And in Control Resonant, we are exploring a lot more of the humane angles,
04:58like acapella voices and how to use the human voice in different ways.
05:02Or if we are using instruments, they are actually usually acoustic instruments
05:07or at least something that you can hear the player play.
05:14When we were concepting Control for the first time,
05:17one of the starting points was that it's not going to be about a single protagonist.
05:22It is about the world.
05:24And as we keep expanding that world,
05:28one way that we're going to tap into is to use different protagonists
05:34to give like a different perspective upon that.
05:37And with the first Control game,
05:42it was all about Jessie discovering the oldest house.
05:45And now with the sequel, we step into the outside world
05:48and we see it through Dylan.
05:50It allows us to expand the world
05:53and also find a fresh new take
05:57through a new protagonist that might have a different feel,
06:03a different attitude about how they see it
06:06and experience it.
06:08Having said that, what's really important to us
06:10is that it all feels connected.
06:12The characters know each other.
06:15They have a sense of a shared fate and so on.
06:18So there's a continuity to it.
06:21It's not like we're kind of jumping into something completely different
06:24with every single game.
06:26It's more about finding a way to expand the experience
06:31through tapping into something that we already know,
06:33but then going into a new space.
06:36Let's go check my ideas.
06:38Let's go check my ideas.
06:46We have a minha head.
06:49We have any idea.
06:50We have a new idea.
06:51We are just gonna talk about the best place.
06:52We are seeing this.
06:54We can see the future.
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