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Control

A third-person supernatural action game where the player wields telekinesis in a shifting government building.

remedygames.com3 sources7 tips

Where Control comes up3 episodes and tests

Gcreator of Game Maker's Toolkit testHow Games Do DestructionGcreator of Game Maker's Toolkit testHow Accessible Were 2020's Biggest Games?Gcreator of Game Maker's Toolkit testHow Accessible Were 2019’s Biggest Games?
In short

Control sold its destruction with swapped intact and pre-broken props joined by physics joints, then hid the seams with particles and decals so players felt they dented real walls. Accessibility was strong but uneven: huge subtitles, a patched-in Assist mode, yet small UI text. Lesson: fake the big effects cheaply, and test accessibility across the whole game.

At a glanceControl's props break where you hit them
Prefab swap (Bad Company 2)
  • Intact version and destroyed version
  • Swap one for the other
  • Two versions stored in memory
ControlWon
  • Many independently breakable pieces
  • Breaks near the point of impact
  • Physics joints join the pieces
  • Table broken in half falls in two

Players see damage they actually caused

From Control vs Battlefield: Bad Company 2 destruction

What was said about Control

1How Control builds destructible props

  • Control builds props from many pieces so they break where hit. Instead of only swapping an intact prop for a pre-broken copy, Control builds tables, chairs and concrete walls from many independently breakable pieces. A table breaks near the point of impact, and the broken pieces are joined by physics joints, so a table broken in half falls into two parts and collapses realistically.

    The basic swap stores two versions of each prop in memory, an intact one and a broken one. Control goes further, so players see damage they actually caused rather than a canned animation. Battlefield: Bad Company 2 uses the simpler prefab approach, with an intact and a destroyed version of each building piece.

  • Control hides the seams of destruction with particles, material effects and decals. A particle effect plays when an object breaks, covering the change from intact to broken. Props are tagged as metal, concrete or wood so each plays a fitting impact effect. Decals such as craters and bullet holes make players believe they put a real dent in the wall.

    The decals are the part that sells it: in Control they trick you into thinking you made a real dent in the wall.

2Subtitles and UI text: uneven accessibility in Control

  • Control sets the standard for readable subtitles. Its subtitles have big fonts, speaker names and high contrast backgrounds, and players can tweak them in a menu. Star Wars Jedi: Fallen Order and Metro Exodus do this well too.

    Plain sans serif text beats on-brand fonts. Crackdown 3 and The Surge 2 have tiny subtitles, and Blasphemous's pixelated gothic font is a miss.

  • Control shows that strength in one accessibility area can be undercut by another. Control has huge subtitles but small UI text, so accessibility is uneven within one game. Options should be checked to work together and across the whole game.

    Borderlands 3 shows a related failure: boosting both UI and subtitles makes text fall off the side of the screen. Days Gone's options arrived months late, leaving players waiting.

3The Assist mode patch

  • Control added an Assist mode after launch instead of one fixed difficulty. A later patch gave Control an Assist mode that changes everything from damage output to reload time. Remedy said it wants as many people as possible to experience the game the way they want.

    It is an example of splitting difficulty into independent assists rather than one setting, as Assassin's Creed: Valhalla does with separate exploration, fighting and sneaking difficulty. It is also an example of patching in accessibility features in response to player feedback, like Among Us symbols and Jedi: Fallen Order's QTE toggle.

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