Fantasy Game

Control analysis, Remedy’s bravest game

Remedy seeks to reinvent himself by abandoning his most classic film formulas. Control is your freest game, where exploration and combat shake hands with the supernatural, as we explore the secrets of this mysterious agency. Control analysis.

Look at that genre we used to call metroidvania

Look at that genre we used to call metroidvaniaWe identify a series of patterns that make it unique. In the field of both dimensions it is easily identifiable. You just have to think about that amalgam of interconnected maps divided into boxes. In the field of 3D, however, the thing is more difficult to analyze. It would be easy to think that the elements of a metroidvania are backtracking, that ability to retrace your steps to explore other areas, or to explore areas that are difficult to access thanks to the acquisition of new skills. But by this rule of three, games like the last Tomb Raider and God Of War could be metroidvanias? I believe that in this genre there is a common denominator, a much more definite element, and it is being immersed in a real mapped labyrinth. A scenario that twists and refuses to let you move forward easily one of the hack of F1 Mobile Racing that was explained in detail about its features and control complies with all of the above. The immemorial House is a hostile environment because of its multiple dangers and enemies, but also because of its bewildering corridors and levels. In order to defeat the Hiss, not only will these supernatural entities have to be destroyed, but the environment will have to be controlled.

It’s not an easy task. The complete control map is divided into a series of plants corresponding to the different functions of the agency. Every department we find is connected by a series of corridors specifically designed to make you feel as lost as if you enter a gray, monochrome government building or a giant hospital. Your greatest allies will be your sense of direction and the various posters that point to the important areas of each plant.

Of course, it wouldn’t be a metroidvania without the possibility of consulting a map, but the Control one is really messy. It draws a sketch of each level, although it does not go into details or differ in different heights. It is not recreated in 3D, so it is difficult to correctly detect some areas. And to this day, with the game over and almost all the full secondary missions, I don’t know if this is due to a design decision. I mean, maybe Remedy wanted to be purposely confused with her map style. It does not surprise me at all. One of the symptoms of this genre is to end up looking at the map too much, instead of looking at the signals and tracks offered by the video game itself. Remedy has forced me to have to orient myself on my own. Added to this is a daring navigation system that indicates the area where your target is located, but never exactly marks it with an indicator. A choice that many other studies usually only implement as an option to disable in the menu. Control doesn’t want that. He wants you to really master the map, and the only way to do that is to get you out of your comfort zone.

One weapon, multiple forms

One weapon, multiple formsExploration is a fundamental component of Control and as you have been able to perceive in this analysis, not in a contemplative way. Focusing on the agency is a fundamental component that adheres to mechanics and is part of the very essence of the game. The other big deal is combat. Something that we will do a lot and everything with a single weapon in hand: the service weapon, capable of becoming many: gun, shotgun, machine gun, sniper, grenade launcher… we can only take two forms at a time, so we will have to go to the menu if we want to vary its formula. Depending on the situation or style of play, close combat or long distance security may be more useful. But Remedy, as we saw with Quantum Break, seeks first and foremost to combine the essence of his shooters with something else: the special powers.

In the case of Jesse Faden these skills are earned with certain objects of power you will find in your passage through the agency. Thanks to them we will be able to use telekinesis with which to throw all kinds of objects to the adversaries, to cover ourselves with rubble as a protective shield, to control the minds of our rivals to help us in the fray, to avoid quickly or ultimately even to fly. What would be a good metroidvania without the ultimate ability to cross bat-shaped levels at Castlevania or thanks to the Screw Attack at Metroid. In Control, moreover, it will help us to face the fighting with a new perspective to skip the coverings of the enemies or even fall with all our strength upon them.

Pokémon GO is updated in iOS and Android to correct errors

The title of Niantic receives a park in both versions, although apparently there are no notable changes to highlight. We know the details.

Niantic has updated Pokémon GO in its iOS and Android versions with the aim of correcting certain errors. The update, already available in both operating systems, weighs 42 MB and is necessary to play.

How to download the update

To download the new Pokémon GO patch on Android (Ver. 0.137.2) or on iOS (Ver. 1.105.2) we have two options: the first one is through the pop-up notification that will be displayed on our terminal if we have it configured. The other option is based on going to the App Store in the case of iPhone or Play Store in case of Google and update the title.

As we mentioned, there are no apparent changes to highlight, although certain errors reported by the players are corrected.

New events on the way

The arrival of spring will be celebrated in Pokémon GO with the new equinox event. From March 19 to March 26, some plant species such as Oddish, Exeggcute, Sunkern and Shroomish will appear wildly. Likewise, we remember that on March 25 will be the arrival of Deoxys defensive form to the EX raids. Lastly, this month’s Community Day will be celebrated on March 23 from 3:00 p.m. until 6:00 p.m. Spanish time, a change in time compared to what we were seeing in the previous months .

If you plan to evolve any of your Pokémon through the Sinnoh Stone, here is the complete list.

All evolutions with Sinnoh Stone

The Sinnoh Stone is necessary to evolve several creatures from the first, second and third generation of Pokémon such as Magneton and Nosepass.

With the introduction of the fourth generation in Pokémon GO in mid-October 2018 there were also evolutions of creatures belonging to Kanto, Johto and Hoenn, such as Lickitung, Sneasel and Kirlia.

All evolutions with Sinnoh Stone

To obtain them, the Sinnoh Stone (the region of the fourth generation) is needed , which can be obtained by meeting the weekly challenge of research tasks, among other ways.

With it, and a hundred candies of the corresponding Pokémon, you can get the following evolutions .

  • Magneton with 100 candies Magnemite evolves to Magnezone
  • Rhydon with 100 candies Rhyhorn evolves to Rhyperior
  • Lickitung with 100 candies Lickitung evolves to Lickilicky
  • Tangela with 100 candies Tangela evolves to Tangrowth
  • Electabuzz with 100 candies Electabuzz evolves to Electivire
  • Magmar with 100 candies Magmar evolves to Magmortar
  • Sneasel with 100 candies Sneasel evolves to Weavile
  • Togetic with 100 candies Togepi evolves to Togekiss
  • Yanma with 100 candies Yanma evolves to Yanmega
  • Gligar with 100 candies Gligar evolves to Gliscor
  • Murkrow with 100 candies Murkrow evolves to Honchkrow
  • Kirlia with 100 candy Ralts evolves to Gallade
  • Misdreavus with 100 candies Misdreavus evolves to Mismagius
  • Piloswine with 100 candies Swinub evolves to Mamoswine
  • Dusclops with 100 candies Duskull evolves to Dusknoir
  • Snorunt with 100 candies Snorunt evolves to Frosslass
  • Aipom with 100 candies Aipom evolves to Ambipom
  • Roselia with 100 candies Roselia evolves to Roserade
  • Porygon2 with 100 candies Porygon evolves to Porygon-Z
  • Nosepass with 100 candies Nosepass evolves to Probopass