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In this week's episode of Post-Ramblomatic, Yahtzee and Nick discuss their extended thoughts about Control Resonant.

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GayMountainBear

On "indie games needing deep lore," ot's a lot of baiting Game Theory or trying to fit the niche of "deep ARG." Personally, I dislike it because it almost always requires going deep somewhere else like a series of websites and it's all unfinished so that they can drag theorists around for months or years.

Sevan Pasch

Do that Post Ramblomatic Yahtzee, I need something to point to people when they ask why I think modern horror writing sucks ass.

Nate

Aaaaaah, spoilers! Guess I'm coming back to this later lol.

Ferenc Gyori

What not to get here? Alan Wake wrote Jesse into existence to save him, except he is Tom so he might have made the Hiss, and nothing is true anyway.

Ralph Wiggum

The mind control boss isn't a timer. If you avoid his beams, you can have all the time in the world to beat him.

Inverse Skies

I just wanted to say how much I’ve enjoyed this new series. I haven’t played any new releases recently but remain curious about them so I’m really enjoying how this format gives you guys the chance to go more in depth in a single game which some of your other podcasts can’t do. It’s good stuff!

Mikey

What’s hilarious is Yahtzee is so shocked when Nick makes jokes on him.

Pietro Aronica

I'm actually the opposite of Yahtz on Control. I found the plot forgettable but the combat was really fun. Maybe I haven't played as many games but I thought the fly-shoot-throw rocks loop to be varied and cool, and if Resonant is anything like it I'm looking forward to checking it out eventually.

Skater901

Haha interesting that a LOT of people in the comments of the Fully Ramblomatic were saying "Yahztee you need to upgrade EVERY weapon because even if it's not a weapon you're using, each upgrade increases your base damage!" And now here you are saying you did figure that out while playing, even if it took a while.

Mauro Sans Jr.

"you are a cheater"... almost 3 seconds of silence, lol As for the first control, played it again before this one landed, it was a much better experience than the first time!

melchar

I was amused by Nick calling Yahtzee a cheater - when Yahtz was showing that he is FULLY human - including having a human level of patience. When combat goes WAY past reasonable and into over 10 minutes of the same damn fight, then exiting to watch the game's resolution is completely rational. Not cheating IMO - but saving a day or 2 of frustration & bad humor just to down a ridiculous uber-boss.

That Member I Hate

I enjoy the delineation of a story vs. a “lorey” and not just because the latter reminds me of a giant clumsy trunk which is how some artists approach lore dumps. Engaging with a narrative is like spending an evening at someone's house. The story of the narrative is the conversation with the host while the Lore is the house’s decor and the evening's meal. A wonderful meal and a comfy house with a charming host can make an unforgettable evening that leaves you excited to return. However, an evening with a boring and offensive cretin will leave you dreading having to return regardless of how nice the house is. It is possible that a good hearted but ultimately dull person can make an enjoyable party with delicious food, jazzy music, and delightful high back armchairs that make the evening melt away. Conversely Half Life 1 was an evening with your best friend in a plain apartment decorated with flat pack furniture and dinner was take out pizza. However, their stories kept you on the edge of your seat and you laughed away into the late hours of the night. The evening was punctuated when your friend accidentally tripped and fell into a pot plant, and then you had to clean up the soil for like 45 minutes (The Zen) but we still laugh about it years later and it didn’t ruin an otherwise perfect evening. A “lorey” sounds like the kind of person who spends all their time decorating their house but then that’s all they want to talk about, because they don’t do anything else with their time. In an effort to extend the metaphor, I would consider Dark Souls a rather intense fellow who absolutely loves to play Monopoly. If you don’t like Monopoly then he’s not for you and he’s not sorry about that. Mr. Dark Souls keeps his house in complete darkness except for a single light over the table where you spend your time. If you get up and explore you find rare vases and enigmatic paintings, but you have to feel around in his dark hallways to find them though.

Second Wind

Haha I called him a cheater because I knew he YouTubed the ending, not cause he changed difficulty.

Peter James

Surprised being an old PC guy Yahtzee’s never played the first two Max Payne games. I replayed the first last year and it holds up remarkably well. I also feel they’re kinda pivotal for Remedy to really “click” for me as a game studio. So much of Max Payne permeates every aspect of their subsequent games, its DNA coursing through the Alan Wake and Control series.

Cynthia McGarvie

Thanks for the freebie! I do know how this works as the first one is always free.

Hyomoto

I guess I'm surprised by Yahtzee's comment about how enemies without ranged attacks are pointless if you have one. I just point back to Doom. Different enemies provide different kinds of player pressure, creating a variety of combat scenarios. A horde of pinkies isn't dangerous at a distance, but up close they're a real threat. It's such an unexpected stance, since having enemies pose different threats at different ranges seems like such a fundamentally obvious key to enemy variety. The player has to prioritize which enemies to fight and in what order. Doom is hardly alone in this, either; even Painkiller takes a similar approach. Combat tends to be less interesting when all enemies can engage the player equally well at the same ranges, and that's a common complaint in basically every FPS.

melchar

That makes more sense then. ^_^