505 Games • 2019 • Google Stadia, Xbox Series X|S, PlayStation 4, PC (Microsoft Windows), PlayStation 5, Xbox One

505 Games • 2019 • Google Stadia, Xbox Series X|S, PlayStation 4, PC (Microsoft Windows), PlayStation 5, Xbox One
Control is worth it if you want a stylish, self-contained action game with a setting you will remember long after the credits. Its big draw is the Oldest House: a shifting government office full of creepy files, strange videos, and side rooms that make exploration feel rewarding even when the main plot stays mysterious. Combat also rules once the toolkit opens up. Throwing chunks of concrete, floating over a fight, and weaving powers with gunfire gives it real momentum. What it asks from you is attention. The map is messy, the route to your next objective is not always obvious, and some boss fights can spike harder than the rest of the game. If you are playing on older hardware, performance is also worth checking first. Buy at full price if the mix of eerie world-building and psychic action sounds exciting. Wait for a sale if navigation friction annoys you easily. Skip it if you want a relaxed, clearly guided cover shooter.
Players constantly praise the brutalist offices, creepy files, hotline clips, and strange side rooms for making the setting feel unlike almost anything else.
Once the full toolkit opens up, hurling debris, hovering through arenas, and mixing powers with gunfire makes ordinary fights feel stylish and memorable.
Even fans often say the in-game map is hard to read, and finding the right sector or side path can interrupt the game's otherwise strong pacing.
Launch-era frame drops and long loads still show up in player memory, especially on base PS4 and Xbox One, even though newer hardware smooths much of it out.
Some players love piecing together the mystery through documents, videos, and hints, while others feel the main plot stays too distant to fully land.
This is a compact campaign with good pause support and decent stopping points, though the map can make returning after a week feel clumsier than expected.
Combat wants your full attention, but quieter stretches let you breathe, read creepy files, and slowly learn how this impossible office actually connects.
The basics click within a few nights, but the fun jumps once you stop hiding in cover and start chaining powers, movement, and weapon forms.
It feels eerie more than brutal, with hectic psychic firefights and strange body-horror imagery creating steady unease without turning every session into a panic attack.
Games with a similar rhythm and feel, even if they look different