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Control (video game)

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— CH. 1 · INTRODUCTION —

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Control (video game)

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  • Control is a 2019 action-adventure game from Remedy Entertainment, and nearly all of it takes place inside a single building in New York City. From the street, the Oldest House looks like a featureless concrete skyscraper. Inside, it is far larger than its outside should allow, and its rooms shift and rearrange themselves without warning. The tower is the headquarters of the Federal Bureau of Control, a secret U.S. government agency that investigates and contains events that break the normal laws of reality.

    Into this building walks Jesse Faden, a woman searching for her missing brother. Her search raises questions that the rest of this documentary follows. Why would designers build a haunted headquarters out of raw concrete? What makes a refrigerator or a floppy disc dangerous? How does a gun that changes shape sit alongside the power to hurl rubble with the mind? And how did a studio build such a strange place without a blockbuster budget?

  • Stuart Macdonald, the game's world-design director, picked brutalism because he thought it suited science fiction. The style relies on huge blocks of concrete, became popular in the 1950s, and shaped many government buildings of that era. Macdonald said it carries "this sense of power, weight, strength and stability to it".

    33 Thomas Street, formerly the AT&T Long Lines Building, is a windowless tower in the center of New York City. Macdonald treated it as a modern example of brutalism and shaped the Oldest House into what he called a "bizarre, brutalist monolith". Boston City Hall, the Andrews Building at the University of Toronto Scarborough, and the Met Breuer also fed into the design.

    Carlo Scarpa's work informed the stairways that rise alongside other parts of the structure, while Tadao Ando's attention to light and spiritual space shows up elsewhere. The interior borrowed from the Yale Center for British Art, especially Louis Kahn's mixture of concrete and wood. Office designs by Kevin Roche and the efficiency pioneer Frederick Winslow Taylor added compartmentalized layouts built for productivity.

    Stanley Kubrick's films, particularly A Clockwork Orange, shaped the mood, as did The Shape of Water, which features an oppressive government agency. Tinker Tailor Soldier Spy suggested repetition, process and ritual, and that fed some of the internal artwork and architecture. Art director Janne Pulkkinen said the team also studied churches, where lighting and layout steer the eye toward points of interest.

    The plain, flat colors of the walls make the building a good canvas for lighting and design effects. They also pair well with telekinesis, since the concrete itself takes the place of a target object when the player throws debris. Against that tidy backdrop, the Hiss, an otherworldly being that reconfigures the building to suit its needs, looks all the more intrusive. The rooms begin spotless, and by the later hours they carry the wreckage of a large and destructive battle.

  • Mikael Kasurinen, who directed the game, named its core theme as the "conflict of collision of strange and mundane". Control is full of everyday things such as a fridge, a floppy disc or a Merry-Go-Round horse. Each looks harmless until the player learns what it has become. The unease comes from knowing that even the most ordinary object might be immensely powerful and dangerous.

    The fictional SCP Foundation was a major influence. Its website collects stories about single objects with strange, paranormal effects, tied together by a shared format of reports written by the Foundation, which catalogs and studies those objects. Control built on that mythos with Objects of Power, Altered Items and collectible writings about them.

    Inside the story, these objects trace back to Altered World Events, or AWEs. These supernatural incidents affect the human collective unconscious and produce what the game calls paranatural effects, including the Objects of Power. Those objects connect to the Board, a black, pyramid-shaped entity living in the Astral Plane, an alternate dimension. The Board chooses who wields the Service Weapon, and whoever holds it is by default the director of the Bureau.

    Brooke Maggs, the game's narrative designer, said an oppressive bureaucracy in a corporate office adds to the unnerving mood. The developers fixed the story in the new weird, a modern variant of weird fiction that mixes science fiction and fantasy and often features a bureaucratic government agency. Control reverses the usual arrangement and puts the bureaucracy at the center. True to the genre, the Bureau never learns what these ordinary items are really for, and its habit of applying scientific theories to them gets nowhere.

    Kasurinen compared the Hiss to a disease trying to invade a human body, slowly corrupting and taking over its host. Maggs said the result is not terror but a slow build of tension, with dread and awe arising from a threat that is unknowable and elusive. The creators named David Lynch, the Southern Reach series including Annihilation, 2001: A Space Odyssey, Mr. Robot, Inception, Stalker and Legion as inspirations.

    Kasurinen said stepping away from genre convention let the team keep "remedy quirkiness without the setting limiting it". Because Control was Remedy's own intellectual property, the studio was also willing to court controversy with it.

  • Jesse's Service Weapon is a modular firearm that shapeshifts, with forms named Grip, Spin, Shatter, Pierce and Charge. Those forms range from a close-range, shotgun-like blast to a long-range, sniper-like shot, and the player can carry two at once. Internally, the developers compared the weapon to Excalibur.

    Launch, Evade, Shield, Seize and Levitate are the five base psychokinetic powers. Launch hurls objects from the environment at enemies, Evade is a quick dash, Shield pulls rubble from the ground to block attacks, Seize briefly turns an enemy into an ally, and Levitate lets Jesse fly. Three of the five are optional and can only be found through exploration or side quests. To make the throwing feel intuitive, Remedy swapped the Havok physics in its Northlight engine for PhysX, so players never aim at the objects they grab.

    The optional powers gave the designers a headache, because they could not know which abilities a player owned during any given fight. The team spent a lot of time in quality assurance making sure players could not use Jesse's powers to wander into unintended areas. Two cooldown systems govern the weapon and the powers, so one recharges while the other is in use. There is no traditional cover system, and defeated enemies drop the health that Jesse needs to survive.

    Most enemies are FBC agents possessed by the Hiss, ranging from humans with firearms to heavily mutated variants with superpowers. Remedy designed their artificial intelligence to be aggressive, and Thomas Puha, the studio's head of communications, compared the game's challenge to Dark Souls. Each enemy variant has different vulnerabilities, forcing players to change tactics at once. Mods add variety, with a maximum of three weapon mods and three personal mods equipped at a time. Players can craft their own through the Astral Construct system, using materials and Source Energy collected from killing the Hiss or decommissioning unwanted mods.

    Quantum Break, Remedy's earlier game, took five years to develop and only about eight hours to finish. Kasurinen answered that linearity with a nonlinear design borrowed from sandbox games, role-playing games and Metroidvania games. The result is a minimalist head-up display with no waypoints, and mission logs that only name locations of interest. Each of the four sectors has a large central area with several exits, and in-game signage points toward individual rooms. The campaign runs across 10 acts supplemented by 18 side quests.

    Control Points act as hubs for fast travel, skill upgrades, weapon modifications and outfit changes, and reaching one heals Jesse without resetting the level. As her security clearance rises, previously locked rooms and hidden areas open up. Hidden documents, audio recordings, video clips and television shows scattered through the building supply the backstory. Early versions of the game included cooperative multiplayer, which was eventually cut.

  • Seventeen years before Jesse reaches the Oldest House, she and her younger brother Dylan found a slide projector in their hometown of Ordinary, Maine. It was an Object of Power, and the children accidentally released paranatural forces that made the town's adult population vanish. A mysterious telepathic entity called Polaris rescued them. Soon afterward the FBC arrived, captured Dylan and the projector, and Jesse fled.

    In October 2019, a telepathic message from Polaris draws Jesse into the Oldest House, where she finds the body of the director, Zachariah Trench. Polaris tells her to pick up his fallen Service Weapon, which carries her to the Astral Plane. There the Board names her the new director. Leaving Trench's office, she is attacked by agents possessed by an entity she dubs the Hiss.

    The building is in emergency lockdown, and the Hiss has taken everyone except people wearing Hedron Resonance Amplifiers, devices built by the missing scientist Dr. Casper Darling. Jesse agrees to help the survivors retake the building in exchange for word of Dylan. An Object of Power called the Hotline lets her speak with the dead Trench. Head of Operations Helen Marshall then reveals that the Bureau knew Dylan as Prime Candidate 6.

    The Bureau had been grooming Dylan to succeed Trench because of his immense supernatural abilities. After he killed several agents, he was judged too dangerous and locked in the Containment Sector. Jesse finds that he has escaped and surrendered in the Executive Sector. Dylan tells her he has embraced the Hiss, which entered the building through the slide projector.

    Ahti, a paranatural entity who appears as a janitor, gives Jesse a cassette player that guides her through the maze protecting the projector's chamber. She learns that Trench and Darling used the projector to enter an alternate dimension called Slidescape-36, where they found an entity they named Hedron. Jesse discovers that Hedron is Polaris, but the Hiss destroys it moments later. When the Hiss invades her mind, she finds Polaris within herself and drives it out.

    In the process she learns that Trench was the first person the Hiss possessed during those expeditions, and that he released it into the Oldest House. In the Executive Sector, Dylan and the Hiss are trying to push through a portal into the Astral Plane and overtake the Board. Jesse deactivates the projector and seemingly cleanses the Hiss from her brother, but Dylan is left in a coma. The building stays infested and locked down, and Jesse accepts her new role.

    The Foundation expansion sends her to a cavernous area at the center of the Oldest House that holds the Nail, an object linking the building to the Astral Plane. The Nail is badly damaged, and the Astral Plane is leaking through. Logs left by Theodore Ash, Jr., a former Head of Research who joined the first expeditions to the building in 1964, say that the earlier director Broderick Northmoor fell under the Board's influence. Northmoor then radically reshaped the Bureau to serve it.

    While restoring the Nail, Jesse meets Former, an extradimensional entity who claims to have been exiled from the Board for an unknown transgression. Former grants her a new ability, which enrages the Board. At the base of the Nail she finds Helen Marshall possessed by the Hiss, and with Former's help she kills her. Marshall had damaged the Nail on purpose as a precaution against both the Hiss and the Board. Having lost faith in the Board, Jesse vows to lead the Bureau her own way.

  • Kasurinen wanted a Remedy game built around its world rather than its characters, so the team designed the Bureau first and wrote the screenplay around it. That choice meant fewer cutscenes and more in-game conversations with non-playable characters. He cited Dark Souls again as a model for storytelling, and he left some story threads open on purpose for players to interpret. The main story follows Jesse's personal arc, while the side stories explore the world and the people who live in it.

    Casper Darling appears in most of the live-action footage, explaining parts of the Oldest House and the Objects of Power. Sam Lake, the game's writer, said these videos were meant to be "slightly crude, clumsy, amateurish by design", because they were supposedly made to train Bureau agents. A puppet show called "The Threshold Kids" also plays on in-game televisions, seemingly aimed at children who may live in the building. Audio recordings, documents and video footage carry the rest of the backstory, so the player is never pulled out of the action by a long cinematic.

    Courtney Hope plays Jesse Faden, James McCaffrey plays Zachariah Trench, and Matthew Porretta plays Casper Darling, and many of the cast had appeared in earlier Remedy games. Trench was the first character created for the game. Lake described him as "a man of action" and "a cynic" who had "suffered a great tragedy". Hope drew on Vera Farmiga's performance in The Conjuring, where the character stays calm in extraordinary situations. As in Max Payne, Jesse narrates her own thoughts, which lets players hear how she really feels.

    Sam Lake, a native of Finland, had long wanted to put his homeland into one of the studio's games, and Control also aimed to feel less American. Finnish actor Martti Suosalo voices the janitor Ahti. The soundtrack includes a Finnish tango that Lake wrote, Petri Alanko composed, and Suosalo sang. Hideo Kojima and his English translator Aki Saito make a voice cameo in a side mission.

    Petri Alanko and Martin Stig Andersen composed the music, with Alanko handling the main themes and cutscenes and Andersen the themes of exploration and combat. Alanko sat in on Remedy's meetings so he could understand the story's emotional material. To make the droning sound of the Hiss, he used a microphone that records electromagnetic radiation to capture heavy wood dragged across a floor. He also burnt a piano and destroyed electronic equipment, then processed the recordings into the range of human hearing. The Hiss's six-note leitmotif came from old choral recordings with the normal pitch stripped away.

    Poets of the Fall, a rock group close to Remedy, supplied songs including "Take Control", which the game credits to a fictional band called "The Old Gods of Asgard". Remedy worked with the group so the song could be woven in dynamically as the player moves through the Ashtray Maze, where Jesse fights through an ever-changing set of rooms. The track "My Dark Disquiet" also appears. The fictional band's name is an allusion to Alan Wake, an earlier Remedy game whose shadow falls across Control.

  • Control was Remedy's first major release since its 2017 initial public offering and its separation from Microsoft as a publishing partner. The studio used more efficient development methods to cut costs and time. The game was finished within three years on a budget of 30 million euros, lower than a typical triple-A game. Mikael Kasurinen, who had been lead gameplay designer on Alan Wake and lead director on Quantum Break, directed. Sam Lake served as writer and creative director, and narrative lead Anna Megill developed the story material from his pre-production work.

    The Northlight Engine, first used on Quantum Break, powers the game. Control arrived soon after graphics cards began supporting real-time ray tracing through DirectX Raytracing. It was the first major game to implement nearly the full set of Nvidia RTX features along with DLSS for resolution upscaling. Nvidia bundled the game free with its GeForce RTX 20 series graphics cards from July to August 2019, and several critics called it a potential killer app for that hardware.

    In May 2017, Remedy announced a partnership with 505 Games to publish the project, then codenamed P7. 505 provided marketing and publishing support and 7.75 million euros toward development, while Remedy kept the intellectual property. The game was officially revealed at Sony's E3 2018 press conference. It reached PlayStation 4, Windows and Xbox One on the 27th of August 2019. Epic Games had secured a year-long exclusivity deal on the Epic Games Store with Digital Bros, the parent of 505 Games.

    Remedy kept adding to the game after launch. Photo Mode arrived in October 2019, and a free update on the 12th of December 2019 added Expeditions, standalone missions in three difficulty tiers that each last up to 25 minutes. The first expansion, The Foundation, arrived on the 26th of March 2020 for PlayStation 4 and Windows, and on the 25th of June 2020 for Xbox One. It added new enemy types and side quests, a power called Shape that lets Jesse build platforms from crystals, and a weapon skill called Fracture that shatters them.

    The second expansion, AWE, arrived on the 27th of August 2020 with a new Service Weapon form called Surge, which works like a grenade launcher. A free update released alongside it added more Control Points before boss fights and several softer checkpoints. It also added an assist mode, meant to let novice players finish the game by customizing the difficulty. That same day, the first anniversary of release, Control: Ultimate Edition arrived on Steam with both expansions and the free updates.

    Versions for the PlayStation 5 and Xbox Series X/S slipped from late 2020 to improve their quality. Digital copies came out on the 2nd of February 2021, and retail copies on the 2nd of March 2021. Owners of the Ultimate Edition on older consoles could upgrade for free, though 505 Games admitted that a blocker left at least one group of players out. Cloud versions reached Amazon Luna on the 20th of October 2020 and Nintendo Switch on the 28th of October 2020, the first cloud-based Switch game released outside Japan.

    Google Stadia received the game in July 2021, and a macOS version followed on the 26th of March 2025. Remedy began publishing the game itself in 2025. A release for iOS and iPadOS came on the 22nd of April 2026. A version for visionOS is still expected.

  • Metacritic recorded generally favorable reviews for most platforms, with the Nintendo Switch version drawing mixed or average scores. Ben Reeves of Game Informer called the setting "bizarrely fascinating", and Sam Loveridge of GamesRadar said the Oldest House works as a "character of its own". James Davenport of PC Gamer found the strongest gunplay in any Remedy game to date and compared its reward for aggression to Doom from 2016. Andrew Webster of The Verge thought the gunplay generic but found the telekinetic powers exhilarating. Critics also faulted the progression system and the confusing in-game map.

    The story split reviewers. Peter Brown of GameSpot wrote that "obfuscation is part of what makes Control so spellbinding". Davenport found Jesse's personality "vapid", and Jonathon Dornbush of IGN called her main story an "afterthought" even as he praised the writing and the cast. Several critics noted that the game ends abruptly, though its side quests stretch the experience well past the campaign.

    During its debut week, Control was the fourth-best-selling game in the United Kingdom, behind Astral Chain, Wreckfest and Man of Medan. In Japan, the PlayStation 4 version sold 10,336 physical units in its first week, making it the 13th best-selling retail game. By December 2020 it had sold over 2 million copies, and Remedy called it the studio's fastest-growing property since Max Payne. Chief executive Tero Virtala still said it had not been "a major hit in our industry". By August 2021, more than 10 million people had played, counting Xbox Game Pass and other routes that are not sales.

    Sales kept climbing, passing 4 million units by February 2024 and 5 million by June 2025. By March 2026 it had sold over 6 million units. Ars Technica, IGN, Game Informer, Electronic Gaming Monthly and GamesRadar+ all named it their game of the year. It was nominated for Game of the Year at The Game Awards 2019 and the 23rd Annual D.I.C.E. Awards, and Courtney Hope and Martti Suosalo were nominated for performances at the 16th British Academy Games Awards.

    The base game already hid Easter eggs about Alan Wake. One case file treats the events of Bright Falls, the earlier game's main location, as an Altered World Event, and a secret area holds a vision of Alan Wake himself. Kasurinen said such references were meant to build continuity for fans rather than a shared universe. Lake later confirmed that one existed, the Remedy Connected Universe, and the AWE expansion made it explicit.

    AWE takes place in the Investigations Sector. After the events of Alan Wake, Bureau agents arrested the psychologist Emil Hartman, who had tried to exploit the power of Cauldron Lake in Bright Falls, Washington. Hartman dove into the lake in desperation and was possessed by the Dark Presence there. When the Hiss invaded, it merged with the Dark Presence inside him and twisted him into a monster that haunts the sector. An apparition of Alan Wake summons Jesse, and visions reveal that he wrote Hartman's escape into being.

    Alan also implies his writing helped bring about the Hiss invasion, creating a "crisis" for his "hero", Jesse, as part of his attempt to escape the lake. Jesse destroys Hartman, and Frederick Langston then reports a newly detected Altered World Event in Bright Falls, several years in the future. Lake said each game in the shared universe will stand alone while also opening onto a larger world of crossover events. Ahti and Bureau agents appear in Alan Wake 2, and Dylan Faden and the Oldest House briefly appear in its Lake House expansion.

    In February 2024, Remedy acquired full ownership of the Control series from 505 Games, and in August it partnered with Annapurna Pictures to adapt its games for film and television. FBC: Firebreak, a three-player cooperative spin-off, was released in June 2025 to a mixed reception, though development continues. Control Resonant entered full production in February 2025 and is set for release in 2026. Its protagonist is Dylan Faden, who must find his missing sister and stop the Hiss from spreading beyond the Bureau into downtown Manhattan.

Updated

Common questions

What is Control, the 2019 video game by Remedy Entertainment?

Control is a 2019 third-person action-adventure game developed by Remedy Entertainment. Players take the role of Jesse Faden, the new director of the Federal Bureau of Control, as she explores the shifting Oldest House skyscraper in New York City.

Who is Jesse Faden in the video game Control?

Jesse Faden is the protagonist of Control, voiced by Courtney Hope. She arrives at the Oldest House searching for her brother Dylan and is appointed director of the Bureau after picking up the Service Weapon.

What is the Hiss in Control?

The Hiss is a hostile, otherworldly force that invades the Oldest House and possesses Bureau agents. The developers described it as a disease that slowly corrupts and takes over its host.

When was Control released and on which platforms?

Control was released on the 27th of August 2019 for PlayStation 4, Windows and Xbox One, published by 505 Games. PlayStation 5 and Xbox Series X/S versions followed in February 2021.

How much did Control cost to make and how long did it take?

Control was completed within three years on a budget of 30 million euros, lower than a typical triple-A game. It was Remedy's first major release since its 2017 public offering.

How many copies has Control sold?

Control had sold over 6 million units by March 2026. It passed 2 million copies by December 2020 and 5 million by June 2025.

What is the Remedy Connected Universe in Control?

The Remedy Connected Universe is the shared setting linking Control and Alan Wake. It was established by the AWE expansion, released on the 27th of August 2020, in which Jesse Faden confronts Emil Hartman in the Investigations Sector.

All sources

165 references cited across the entry

  1. 1In Control, your gun is basically ExcaliburJulian Benson — June 13, 2018
  2. 6Control abilities: how to get and master them allDave Meikleham — September 6, 2019
  3. 9Control guide: All Hidden LocationsJeff Ramos — October 4, 2019
  4. 10Control - Tips and Tricks for BeginnersLiam Croft — June 28, 2021
  5. 138 things I wish I knew before playing ControlDave Meikleham — September 16, 2019
  6. 22People of the Year 2019: Remedy EntertainmentMatthew Handrahan — 4 December 2019
  7. 24MagazineRemedy Announces Gravity-Bending Shooter, ControlBrian Shea — 11 June 2018
  8. 25How Remedy are shaping their future with ControlDamien McFerren — March 25, 2019
  9. 35Remedy's Control is built on concrete foundationsEwan Wilson — 3 September 2019
  10. 37Exploring the world-driven game design of ControlBryant Francis — April 10, 2020
  11. 49What Making Control Taught Remedy About ItselfTamoor Hussain — January 5, 2020
  12. 53The Wonderfully Weird Fiction Of ControlElise Favis — March 18, 2019
  13. 56Control Is Packed With Alan Wake ReferencesGita Jackson — 3 September 2019
  14. 64Control Is Full Of Details About Alan Wake's FatePhil Hornshaw — 23 September 2019
  15. 66Control Will Feature Music From Poets Of The FallLandon Wright — August 22, 2019
  16. 72Remedy delays Control's next-gen update to 2021Michael McWhertor — 6 November 2020
  17. 75Hands-on with Amazon's Luna game streaming serviceChaim Gartenberg — 20 October 2020
  18. 80The iPhone is now an Altered ItemAndrew Webster — October 10, 2025
  19. 91Control Coming To Next-Gen ConsolesJames Carr — 11 June 2020
  20. 99Control Review – A Heady Power TripBen Reeves — Game Informer — 26 August 2019
  21. 100Control Review – An Action-Packed Paranormal PortalPeter Brown — GameSpot — 26 August 2019
  22. 101Control review: "A game we'll be talking about for generations"Sam Loveridge — GamesRadar+ — 26 August 2019
  23. 102Control ReviewJonathan Dornbush — IGN — 26 August 2019
  24. 103Control reviewJames Davenport — PC Gamer — 26 August 2019
  25. 109Why Control looks so much better on PCChris Plante — 2 September 2019
  26. 113Control review: Mid-century postmodernismChristian Donlan — August 27, 2019
  27. 118Control has sold more than 2m unitsJames Batchelor — 9 December 2020
  28. 119Beyond Control: What's next for Remedy?James Batchelor — March 5, 2021
  29. 120Over 10 million players have checked out ControlBryant Francis — 13 August 2021
  30. 123Remedy Q2 sales jump 63.5% to €16.9mSophie McEvoy Staff Writer — 2025-08-12
  31. 126IGN Game Awards 201911 December 2019
  32. 128EGM's Game of the Year 2019: ControlJosh Harmon — 1 January 2020
  33. 129The 25 best games of 2019GamesRadar Staff — 20 December 2019
  34. 130GOTY 2019 #2: ControlRuss Frushtick — 12 December 2019
  35. 132USG's Top 20 Games of 2019USgamer Team — 20 December 2019
  36. 134Top 50 Best Games of 201913 December 2019
  37. 138NewsGolden Joysticks 2018 nominees announced, voting open nowTom Hoggins — 24 September 2018
  38. 140Days Gone Rides Off with Three Nominations in This Year's Golden Joystick AwardsStephen Tailby — Push Square — 20 September 2019
  39. 142Titanium Awards 2019Fun & Serious Game Festival — 9 March 2017
  40. 143The Game Awards 2019 Nominees Full ListJeremy Winslow — GameSpot — 19 November 2019
  41. 144The Game Awards 2019 Winners: Sekiro Takes Game Of The YearEddie Makuch — GameSpot — 13 December 2019
  42. 147VES Awards: 'The Lion King' & 'The Irishman' Take Top Film Honors – Winners ListErik Pedersen et al. — Deadline Hollywood — 29 January 2020
  43. 148Control, Death Stranding each receive eight DICE 2020 nominations, including Game of the YearRebekah Valentine — GamesIndustry.biz — 10 January 2020
  44. 149Untitled Goose Game Wins Top Bill at the 2020 D.I.C.E. AwardsEric Van Allen — USgamer — 14 February 2020
  45. 151Untitled Goose Game Wins Another Game Of The Year AwardEddie Makuch — GameSpot — 18 March 2020
  46. 1522020 SXSW Gaming Awards Nominees RevealedGrayshadow — NoobFeed — 17 February 2020
  47. 153SXSW 2020 Gaming Award Winners RevealedGrayshadow — Noobfeed — 25 March 2020
  48. 155NewsBafta Games Awards 2020: The results in fullLouis Chilton — 2 April 2020
  49. 156Awards Archive2023-08-02
  50. 157'Control' is getting a co-op spin-off gameKris Holt — 29 June 2021
  51. 162Alan Wake 2 DLC Has A Teaser For Control 2Blair Marnell — October 23, 2024

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