The Unseen Blueprint: How Control Was Always Meant to Be an RPG
When Control Resonant was revealed to be shifting heavily toward role-playing game mechanics, the surprise wasn't entirely unexpected. PC Gamer’s Robin Valentine was already noting its Diablo-like structure during previews back in March. However, a deeper truth lies beneath the surface: the entire Control series was destined to become an RPG franchise from its very inception.
According to creative director Mikael Kasurinen, Control wasn’t just a precursor; it was the foundational experiment designed to birth a new genre for Remedy Entertainment. Speaking with GamesRadar+ during Gamescom Latam, Kasurinen revealed that the concept of an RPG franchise was in his head long before the game received its final title.
"When I was thinking about Control, and it wasn't called Control or anything like that, but I had this kind of thinking in my head that I wanted to create an RPG franchise," Kasurinen explained. "The question was, 'What would it be? What's the Remedy version of that?' The way to learn is to start by doing, and that's how Control was born."
Building an RPG Without the Usual Rules
Kasurinen’s admission suggests that the original Control was never intended to be a traditional action-adventure title. Instead, it was a structural sandbox designed to teach the developers how to build an RPG without relying on the usual genre tropes.
The team had to invent new systems from scratch to support this vision:
- Branching Narratives: Moving beyond a single linear main story to include complex side stories.
- Player Agency: Introducing side quests, a feature Remedy had never utilized before.
- Dialogue Systems: Implementing the ability for players to choose their responses during character conversations.
"It was new," Kasurinen noted, highlighting the experimental nature of the first installment. While the gaming community often debated whether Control fit the RPG label—some arguing it was closer to a metroidvania—the developer’s intent was clear. They were using the "Ship of Theseus" method, slowly replacing design intents until the foundation was solid enough to support a full RPG franchise.
Embracing the Action RPG Identity
With Control Resonant, Remedy is no longer hiding its RPG ambitions. Kasurinen explicitly stated that the studio is ready to stop classifying their work as merely "action adventure."
"I wanted to stop calling it action adventure," Kasurinen said. "Instead, like, no, it's an action RPG. This is Remedy's RPG franchise, and we're gonna kind of embrace that, fully commit to it, and so on, and go even further into that direction."
This commitment is evident in the game's design. As noted in recent previews, Control Resonant features:
- Stat Screens and progression systems.
- Talent Trees allowing for deep character customization.
- Customizable Weapons that alter gameplay mechanics.
These elements confirm that the shift away from traditional shooter or adventure structures is complete. The game looks more like Diablo than Alan Wake, signaling that Remedy has successfully completed its long-term goal.
A New Direction for Remedy
The transition might seem drastic to some, but it aligns with Remedy’s history of experimentation. The studio has always approached its titles with a unique, sometimes strange, creative vision. While not every experiment has been a commercial success (such as Firebreak), the studio has consistently evolved its design philosophy.
By fully committing to the action RPG genre with Control Resonant, Remedy is leveraging the lessons learned from the original Control. They are no longer just testing the waters; they are diving in.
As the franchise moves forward, the possibilities for Remedy’s RPG identity are vast. The studio is now free to explore deeper narrative mechanics, potentially leading to future titles that blend their signature supernatural horror with intricate role-playing systems. Whether this leads to text-based adventures with SCP-style cognitive hazards or further expansion of the Oldest House, one thing is certain: the RPG was always the destination.