Control Resonant is stepping outside the Oldest House, and that’s a little scary. The brutalist architecture and shifting paranormal elements gave its predecessor an incredibly striking and distinctive look, but for the sequel we’re moving out into the streets of Manhattan. That meant embracing a level of mundanity, the developers at Remedy explain in a new dev diary, but in a manner that only enhances its weirder elements. The team also reveals that it stayed away from using triple-A games as a reference point, in order to avoid the modern tendency to trend towards an “aesthetic singularity” of design.
Control Resonant dev Remedy didn’t use other triple-A games for inspiration, because “nobody is taking risks”
2 May 20260

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