Edit: Before basically just repeating myself to echo later comments, I do want to mention that I love how thoughtful the back end of the game's pacing seems to be. Without saying much about why, a lot of the Parts in each Chapter quickly become more and more like pageturner-style writing, with some of them ending almost as soon as you start them. Some of the levels are also really mindful of what's already gone on there, and unlike some other Remedy games, or really most action games like this, they don't always try to shove more combat into an area or story beat that doesn't really require it.
As outlandish and Going for It as much of this game is, a lot of that stuff works as well as it does in part because the game also shows remarkable restraint. It's some truly confident art we're dealing with here.
I thought Control was awesome all the way through and played it on a harder difficulty. The only boss that gave me ulcers was Tomassi, the flying witch man you could meet pretty early on in the game but was notoriously difficult to beat even with a fully leveled, endgame Jesse.
And like I said before, in regular gameplay this game basically feels just like Resident Evil 2. Hell, the inventory menu is a direct design reference. But the boss design doesn't get much more forgiving - playing on Story, I died the first time I fought each of Saga's subsequent bosses because they still tank like crazy and just take you out in 4 or 5 hits instead of 2 or 3.
There's something off in the balance between getting hurt and healing, they always seem to encroach on your retreat just as the heal animation is finishing, and they've all got ways of hurting you when you aren't looking that can be quite relentless (particularly the Coffee World boss, which basically takes everything about the Nightingale fight and amplifies it).
Likewise, I'm not sure if I'm just too impatient to learn the stealth mechanics, whatever they may be, or if the apparitions' warp abilities make me uncurious in spending most of this game with a tail on me, but again even with a fully leveled up flashlight and revolver by the end of most levels Alan feels dangerously close to being out of charges, which obviously is part of the game design but feels incongruous with the idea of "Story" and makes me wonder how it'd feel on Normal where you probably can't zap literally everything.
I'm sure many, many people are gonna love this game's combat all the way through, but now that I'm pretty near the end of the game I think (chapter 7 for Alan, 6 or 7 for Saga) I just can't see how anybody would want the action portion of this game to even threaten getting in the way of narrative progress. It feels 10% too harsh, the way kicking the newer God of Wars up a notch can instantly phase the game out of a moderately challenging power fantasy into a getting-your-ass-kicked seminar.
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