00:01Grazie a tutti.
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 Annemarie Grandros 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 Mahaev, I'm the lead gameplay designer of Control Resonant.
00:56I'm Vida Starcevic and I'm the senior community manager on Control Resonant.
01:01So the obvious big thing is that now we are outside of the oldest house.
01:05In the first game you really only met people from the FPC.
01:08There's the world that's been warped by this paranormal phenomena.
01:12So it's kind of a messed up environment that is sometimes hard to process and understand.
01:16So it's 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, what made Control special and what
01:47we could improve about it.
01:49Yeah, it's been a long ride, but I think the results speak for themselves.
01:54I feel like we're standing on the shoulders of an esthetic giant, so to speak.
01:59And for many years now the developers and the players and Dylan, Faden and alike,
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.
02:19And it's about Jessie who's come from the outside world into that space, right?
02:25She's new to that reality, she hasn't seen any of this stuff before.
02:29So she learns a lot about these supernatural forces and the nature of the FBC and all of that.
02:35But she's kind of trapped inside.
02:38Dylan, he's always been inside the oldest house, or for 20 years, his whole adult life.
02:44That's normal to him, so it feels poetic and right, but now his journey is from within that place
02:51that he saw in the first game to the other direction.
02:54It's a reverse journey compared to Jessie, going from that isolation, captivity,
02:59that strange place that is normal to him, to the outside world.
03:03And that outside world is weird and strange to him, yet 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, is all the cool new ways
03:21you can finish off all the enemies, because we've put a lot of emphasis on that.
03:27Another thing I'm super keen about is the balance between Aberrant, the melee weapon,
03:33and the paranatural powers that Dylan has.
03:36So you can get really close with Aberrant, and then you can take a step back
03:40and use the paranatural powers from a distance.
03:43One part of the experience that I'm very excited about is the sense of motion that you have
03:48through the world.
03:49We put a lot of energy into it, and many of you have already seen Shift, the way that
03:56you can tap into these gravity anomalies within the world, and the whole world can kind of rotate,
04:02basically.
04:04And we're really tapping into that, like finding these mind-bending journeys through the world,
04:11where it's being paranaturally shaped around you as you navigate through it.
04:18I am excited to see players experience Dylan's story, because there have been so many players
04:23that have found themselves in Jesse's story, and that have loved Jesse's story.
04:28And Dylan was kind of an enigma in the first game.
04:33So now we are going deeper, and we're going to figure out who this guy is, where he's been,
04:38how he's gotten to the point where he is 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 paranatural 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, but it's also an independent product that stands
05:10on its own feet.
05:12And to me, these games go together like two siblings.
05:16Each belong to the same family, but 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, and I feel
05:31like the way that the culture, the internet moves these days, you don't really get that
05:38kind of staying power with a lot of games.
05:40Like, there's only a select number of games that you can think of that people are still
05:44talking about the way that they talked about it with the same sort of zeal and love that
05:50they talked about it when it launched, as they are seven years after it launched.
05:53So that's been incredible to witness, and it's been so humbling to witness.
05:57And I don't know what to do with myself when I see people, you know, seven years in talking
06:01about how much they love Control, how much the game meant to them.
06:05What I think resonates with Control audience and makes it one of the biggest IPs we have is
06:11is 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, and story is super important for us as well.
06:23But when it comes to the second-to-second combat and traversal, we've really gone to town with gameplay,
06:31and we already did that with Control 1, but 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, but definitely facing new challenges.
07:07I think the team really poured a lot of themselves into this game and really listened to the community
07:14and to their love and to their criticism for Control and just improved on it in Control Resonant.
07:21We as a studio have existed for 30 years, so there's a really loyal fan base that means a lot
07:31to 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
07:47with all the Remedy games in the past, yet at the same time we wanted to do something new and
07:54unexpected,
07:55something that we're also invested and excited about, to expand the universe and do new things.
08:00When the trailer came out, it did feel bigger and 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 saw this and loved it.
08:14And I think my favorite is just seeing that bit in the trailer when Dylan walks out of the subway
08:20and he slams the Aberrant open and so many people go at that bit and that's just, mmm, so nice.
08:29to see that.
08:46Absolute f***ing cinema.
08:47so
08:48so
08:54Grazie a tutti.