So the hiss is back? Has mold now become a genuine problem? Did something escape to New York? WILL WE HAVE AN AWE IN NEW YORK? Oh my god I'm hyperventilating
@AethelionАй бұрын
It looks like the oldest house expands into NYC or something, probably to do with the foundation spreading or something. I bet all those things you said are true but also, I'm wondering if the director before trench, the one keeping the lights on, will be a problem. And this organization that is "the blessed" That's trying to use altered objects as tools too has been teased a lot. I'm so freaking hyped
@rocketman-766Ай бұрын
The hiss is defeated but not cleaned out entirely from the oldest house so the lockdown is still in effect.
@BlazingOwnager29 күн бұрын
Given it's been FOUR YEARS and they've not knocked out the hiss, it appears Jesse didn't succeed at cleaning the place out as easily as she thought. It looks like the Hiss may have won their battle with the Board to control the house, to me, and are using it to expand outward. I wonder if we're gonna end with the president dream scenario
@pedroxpedro29 күн бұрын
Think about having to clean up an entire AWE in the entire city. Holy shit! A bigger DLC than the previous two. You can have my money Remedy. I don't care.
@MrEmre329427 күн бұрын
Well we fix the hiss problem. Mold is not a big deal either. I want a see machine cult vs flesh cult.
@tomaszk54Ай бұрын
Very excited for Control 2.
@LoskiiFrmDaJump29 күн бұрын
I hope takes place inside & out the bureau
@11679MRTАй бұрын
All the circle images - remember the lobby of the Lake House? There were all sorts of circles being made out of cups, doughnuts, pencils etc...
@ModestPavementАй бұрын
Completely missed this part in my playthrough.
@Stedal1978Ай бұрын
So did I, I was lucky I had a manual save to go back to.
@TheMarkTheKiller19 күн бұрын
Solo los verdaderos fans saben que hay que tirar del cable 3 veces.
@onzir5 күн бұрын
Lmao how is that even possible if you're not a total ADHD :D I personally snoop every f corner like I had an autism xD
@ModestPavement4 күн бұрын
@onzir lol idk, I didn't think to turn on and off the light 3 times. Only did it once, and moved on.
@yaka169Ай бұрын
I already know that control 2 are already in development from the concept art & previous remedy announcement. This makes me more pumped up 🔥🔥 And the more important is, dylan have hair now. Finally, poor boy got bald after being hissed. My next guess is, estevez gonna be appointed as head of investigations soon.
@BlazingOwnager29 күн бұрын
All hair must be eaten.
@oglds91Ай бұрын
Great DLC
@MultiNatlaАй бұрын
honestly, it's pretty mediocre, just completed it. the only good thing about it was the Control-esque visuals and architecture. it added very little otherwise. wasn't adventurous at all.
@ALA8726 күн бұрын
watch this and just realized i missed this somehow when I was at this part. Cant believe it.
@DanielDelRey.Ай бұрын
Im glad they remodeled Dylan. He was so creepy in C1. But sone of the red fractals that kind of look like a variation of polaris makes me think we might be stepping into Dylan's shoes. What we might be doing in NY outside the oldest house I can't imagine.
@zaidlacksalastname490512 күн бұрын
I am SO HYPED for control 2.
@ShyDoomGuyАй бұрын
Well, now we know what another door leads to.
@gustavonomegrandeАй бұрын
I just hope the inventory system isn't trash like C1, having to do inventory management every encounter because I can't pickup things to my nonexistent backpack is a bother.
@DisorderedFleshAutomata-sm8cdАй бұрын
Control was like a gourmet steak that they perfectly cooked, and then for some reason decided it needed ketchup. Why was there this stupid MMO scaling with upgrades? Why was there even an inventory system? Why do they give you a literal morphing gun and only let you use 2 forms at once? They could have removed all of this and the game would be objectively better.
@janipaajarvi7099Ай бұрын
@@DisorderedFleshAutomata-sm8cd Heh, shots fired - and they found their target 🙂 On a hindsight, I agree about the steak, and partially about the unnecessary ketchup too. Although limiting the gun forms was a good decision - we wanted this dance between the gunplay and Jesse's abilities, and limiting the gun forms supported that dance. I was there cooking the steak with teams like the gameplay and UI team, and yes some mistakes were done - but also some things that may feel like mistakes were there for a reason - a hard to read map to name one. We wanted the player to feel like being lost in this ever evolving Oldest house. If we'd eg. given a clear map with a dotted path to the mission target, that would have played against the feeling of being lost, and it would have also taken away the reward of learning to navigate in this strange building. But yeah, valid criticism - we can't completely dodge that bullet 😅 But, we hopefully also learned some, and fix some with Control 2 😉
@FacelessGodPSN26 күн бұрын
@janipaajarvi7099 I honestly can't get over how amazing the level design is for Control, despite it being so "paranatural" it felt truly authentic. Navigation may have been occasionally challenging initially, but eventually felt like home once you get used to the mind bending quirks. From gameplay to design and story, I'm so grateful these games were made with the level of passion that they were. I've been a huge fan of Remedy since I first played Max Payne back in the day, and I'm so excited to see what's next.
@janipaajarvi709925 күн бұрын
@@FacelessGodPSNNice to hear that you enjoyed your visit in the Oldest House 🙂 The roadmap to an authentic level design (which we always very much aim to create) starts with excessive amounts of world building. Every space needs to have a purpose. What would the FBC build to achieve their goals? How would they communicate? What would be the security measures and how would it affect the architecture? On top of the answers to questions and concepts like those, and within those one starts to design fun spaces to navigate in, and to have enjoyable action in. Lot of the story gets already conveyed with the well thought space itself. Also the tech affects the wprld building. We wanted to create a power fantasy inside this building, which meant that to emphasize it, we needed to break things when Jesse started using her powers or shoot stuff. The simple shaped, concrete based brutalism architecture was partially chosen to keep the polygon count and performance in check, while then enabling to use the computing power for the detailed destruction. In Alan Wake 2 the computing power was used eg. to credible lighting and not in destruction, as we wanted to deliver a very different experience to the player in that game.
@janipaajarvi70994 күн бұрын
@@gustavonomegrande I think we kinda have to make our inventory system better now - as Control 2 will be an action RPG 😉
@pedroxpedroАй бұрын
Oh my God. Finally.
@FrancoisLC-s6mАй бұрын
It will be like in the Oldest House, but in Manhattan, expanding the roots of the house. Think visually of that scene frop the first Dr Strange, and prepare to have some kind of a maze-dimensionnal level located in Central Park, in the style of Zelda's Lost Woods ^^
@juanitogonzalez496Ай бұрын
they actually did corss over with control
@Marshal_247Ай бұрын
It’s set in the same universe
@penguinproductions8829Ай бұрын
It crosses over in the AWE dlc for Control, where Jesse discovered Dr. Hartman who had become “The Third Thing” as the Dark Presence within him had reacted with The Hiss and obliterated his body
@Mark_DyneАй бұрын
Thanks🧡
@potato4534Ай бұрын
Will it be open world in nyc?
@kukuricapicaАй бұрын
It will be big hubs like in Control 2. But since we know that The Oldest Houses dimentions are non-euclidian I highly suspect that this time around we are going to see twisted version of NYC inside house as well as typical offices. Personally this team executed on their vision perfectly so I suspect to see first trailer for Control 2 in 2025 and game being out in 2026. I would much rather to be out in 2025 but something tells me that Remedy double down on Controls visuals. Control was first showcase of AAA Ray Tracing so I suspect they will have fully path traced game with PhysX destruction like last time, but this time around their streaming technology is super fast so I expect a lof fuckery with changing the world in real time right infront of your eyes.
@potato4534Ай бұрын
@@kukuricapica I can’t fucking wait! They also have max payne remakes cooking as well
@pedroxpedro29 күн бұрын
I hope so.
@juanitogonzalez496Ай бұрын
I played first dlc played as girl on night springs episode 2 has girl that plays on control
@MultiNatlaАй бұрын
and how to trigger this? how do I make the light switch appear?
@Stedal1978Ай бұрын
Look at the 3 drawings around that room after you turn the power switch off.
@MultiNatlaАй бұрын
@@Stedal1978 makes sense /s, thank you mate
@aturretАй бұрын
4:10
@Skateandcreate9Ай бұрын
Control > Alan Wake
@janipaajarvi7099Ай бұрын
Those games/IPs catered for quite different audiences - luckily both audiences seemed to have enjoyed consuming both the cakes we've baked. Can't please everyone with one game :P Personally I think the original Max Paynes catered for third kind of audience, and our newly announced FBC: Firebreak will cater for fourth kind of audience. With time we'll see how those cakes will taste like ;)
@ultimaweapon991Ай бұрын
@@janipaajarvi7099 Hi! I'm sure you can't go into detail on future projects but I'd love to hear about some of the specific work you've done on things that are already out--for example, did you work on The Lake House DLC and if so what specifically did you work on? It's honestly so cool to see a Remedy dev just hanging out in these small comment sections talking with the rest of us about their games and sharing in the hype for future projects, it shows the genuine love you guys have for the fans and the medium of games as an art form, it makes me feel all the more confident in the quality of future projects and the dedication to realizing an authentic vision over everything else. Also as a superfan of Control I am so hyped for Control 2, though slightly bummed that it might be a few years based on how many other projects Remedy has in the pipeline, but I'm betting there'll be enough cool stuff in Firebreak to tide me over until then, 🤞 fingers crossed that you guys don't forget us lore hounds always itching for more lol (Also hoping we get more info soon, maybe if I draw enough inverted black pyramids ▼▼▼ on sticky notes and cover my apartment with them The Board will grace us with an early 2025 release 🙏🙏🙏)
@janipaajarvi709929 күн бұрын
@@ultimaweapon991 Heh, correct - I can't share details of the future projects or the Remedy Media Unit folks would tear me to pieces on the very second I'd press the enter key 😅 That being said, I still occasionally drop by to read gamers commenting our work, and having casual chats like this. It's also fun to take the heat of the wrong choices we've made along the way - mistakes happen you know, and one learns from them (hopefully) 😅 Now that you asked - I work as a senior development manager at Remedy, meaning there is close to zero pixels in the games made or designed by me. My job is to help the teams or crafts to answer the questions What, How, When and How big (and expensive) a game or it's features are, and make sure that developing the game or features is as smooth a ride as possible, while ensuring the team has as much fun as possible - and keep a check on the quality, time and money of those features. I did not work on Wake 2 DLCs. For Wake 2 main game I produced what we call "Landscape tooling" - the tool set that the environmental artists used to create the lush forests and stuff. I also managed vfx and lighting teams for some time - producing those crafts I enjoy a lot ❤ For Control main game I produced gameplay code, design, UI, lighting and vfx teams - This was my first project at Remedy. Tough project for sure, but getting the very positive feedback from the gamers and media made it worth it, and it also started my journey to make production smoother and smoother for the folks at Remedy. For Control 2 I produced all the teams when the project was small - I eg. designed the core of the production tooling that the whole Control 2 team now uses. When the project got bigger, we got more producers and I managed vfx and lighting teams only - the same crafts I also produced in Crossfire X campaign. Currently I manage the Rendering team of our own Northlight engine, to make sure the vfx and lighting artists of all Remedy projects can continue to create the prettiest of pixels there can be - also you know, this Max guy needs to spill some blood and it needs rendering tech too :) I also just wrapped up managing the Wake 2 PS5 Pro specific features - the ray tracing will make Wake 2 look even more beautiful I'll tell you that 😁 I'm ashamed to admit that I haven't tested FBC: Firebreak yet - maybe I should do it next week - please don't tell the team 🤦💦 (Now if I ever apply for a new job, I need to copy paste the above to my application 😂)
@janipaajarvi709929 күн бұрын
@@ultimaweapon991 For the not so obvious stuff I've done outside my main job as a development manager of individual crafts - I occasionally help the artists as a hobby - don't tell this to my boss 🙊 eg. Control's objects of power documents' grainy photos were taken on a photobooth level created and light up by me - it was a good excuse to learn the basics of what and how my lighting team operated back then. I sometimes do concept art when pitching ideas - "wouldn't it be cool to have the AW2 darkness shroud behave like this when it engulfs an animal?" (no, the concept was too body horrorish, said the AW2 art director. Janne was right, he usually is 😀) I also occasionally help arranging gameplay cinematics mocap - it's fun to arrange the stunt men to beat each others up (well they don't really do that, it just looks like that when creating the motion captures for the characters fighting each others :) In Control 2 I can claim one big location to be my idea (sometimes the concepts or ideas find their way in the game) - but can't reveal what that location is just yet 😉 I often sneak in to draw my ideas on the whiteboards of folks like Miksu, the Creative director of Control. Kinda pre-brain wash, you know 😂 Then I later walk to his room and explained what I had drawn - often leading to interesting conversations on the Control design. Miksu is great, he really listens to everyone, including us is production who constantly say "sorry, can't do that, please cut eg. this or that out first" - he believes good ideas can come from any anyone - the best Creative director I've ever worked with. This is one reason why I like Remedy - interesting ideas can come from anyone, from a trainee or from a development manager like me - if they are deemed good for the game by the game teams, they may find their way into the game. Also eg. many of the portraits on the walls of the Oldest house are actually our faces from the dev team. The whole Remedy connected universe is very much there for you lore hounds to dig, so fear not - you'll get your doze in the future as well. But I have to say no, I try not to hype our games - as a gamer I just genuinely love what we try to accomplish at Remedy - and yes, I very much deem it being an art form ❤
@janipaajarvi70994 күн бұрын
@@ultimaweapon991 Now I can reveal a bit more - Control 2 will be an action RPG, so we"re shifting the genre a bit from the original Control 🙂
@jaceisonlineАй бұрын
honestly, i hope control 2 is more like this last game. Control just ironically, control well. it felt clunky, and as cool as the lore was, it was far to repetitive and open ended in tasks. It lacked true story beats at moments all in favor of the open-world trend.
@kukuricapicaАй бұрын
Control was a AA budget game with like 20 million dollard production cost and publisher was 505 games. Controls gameplay was as good as it gets. It was supposed to be power fantasy game and the actual story was the house and all the readables in the oldest house told the story. Even different departements were in a sence explanation what the house is and was doing. Anyway I expect Control 2 to be in terms of gameplay very similar but I expect that anymations smoothness will be more like in Alan Wake 2. Next thing I expect is that it will be much more narrative driven which like you have said it lacked last time. And the last thing i hope is that there will be even more hidden secrets to uncover in Control 2 for players like me that takes time and explore their environment and collect readables.
@janipaajarvi7099Ай бұрын
@@kukuricapica Our budget with Control was actually just under 30 million dollars - but I think we spent that money relatively wisely. It's not for me to say if we were AA, or AAA though. The internets say that with Control 2 we have about 50 millions to use - can't confirm or deny :) - but obviously that ballpark would also have to show somewhere vs what we put to the table with Control. Control was too repetitive, yes. Controls were not as tight as they could have, yes. And yes to many other feedback from the players as well. I can't say much, but personally I feel with Control 2 we've done our homework and took learnings from both Control and Alan Wake 2 - and it will show in a surprising ways. Now all you need to do is wait and see ;)
@kukuricapicaАй бұрын
@@janipaajarvi7099 I personally enjoyed all your games and i'm fan wheter 10 million or 100 million. You got vision and you execute and that is something that is rare in game industry. I hope you will show us first glimpse in 2025 that will leave us with more questions than answers :) good luck
@janipaajarvi7099Ай бұрын
@@kukuricapica Thank you for your kind words - although with 10 millions we could not do a Remedy quality package from scratch, or then it would at least be quite a small package 😅 One reason why I'm very happy to work here is that we not only could, but we are mandated to take calculated risks to stand out from the crowd with wild or weird ideas and worlds. If we'd do hundreds of million budget games like the big boys we're competing with, we'd need to cater for a lot wider audience as well to cover the costs - meaning there would be a possible landmine in needing to water down ideas to cater for that bigger group. With the current setup, we can take some risks, which is great for the creativity and for massaging the vision as well. Not all companies have this luxury. We also value quality - which makes it possible for the teams to start noticing that shiiit, we actually have a chance to do something really cool here which could really stand out and be remembered by the players. Waking up to that thought at some point in a project is the bestest feeling for a developer - I've personally felt that in Control, Wake 2 and Control 2, but I can also notice similar vibes in the other projects I've not worked in. At best that vibe can and has started a viciously positive cycle that feeds itself - although of course one still needs to walk the walk and do the leg work which is hard at times. We'll see how it goes with the next games - I welcome luck, but the right team and a right environment is way more important, and those I think we have, so looking forward to seeing what’s it going to be :)
@fullmotivatedgamer8612Ай бұрын
Control was perfect from gamepmay to exploring the lore on your own its was just pure fun. Final boss could've been better though