Após ler vários previews, me convenci que não é mesmo Quantum Break - the clone.
A Remedy estava aborrecida com o fato de anos de produção para um jogo terminar com uma experiência de 8 horas que muitas pessoas achavam pouco pra valer a pena comprar.
Eu em um primeiro momento fiquei preocupado com a mudança, preocupado com a forma que eles encontrariam para driblar essa limitação. Mas aparentemente eles estão em um bom caminho, e a experiência de quem testou se mostrou interessante.
Colocando aqui um trecho em inglês do Games Industry:
At surface level, Control doesn't appear to be doing anything mind-blowingly different in terms of its bullet-point list of gameplay features. Third-person combat using a mix of shooter mechanics and skill-based powers has certainly been done before, but Kasurinen says that isn't what he means when he talks about standing out.
Rather, aside from the game's story and visual design, Remedy approached Control's world as more of a sandbox than the carefully choreographed, moment-to-moment structure of its previous titles. The sandbox structure, Kasurinen says, allows for more player agency, but avoids the pitfall of just seeming "random," which would make it impossible to tell a good story.
"Previously, we approached games almost like making movies," he says. "We prepared every single moment. For every scene [we] very carefully decided which enemies to use, where the player is, what weapons they have, and so on. But this time we can't do that. We want to let it go.
"We created a new AI system. Enemies decide for themselves what they want to do in any given situation. They are very dynamic, they can react to almost any situation. Then we have a reactive environment as well that can change or be used as a weapon. You have a number of different abilities and mods and weapon forms, and you choose which ones you want to use. All of these form together a more sandbox experience. We're not in control of that."
Em termos de declaração do desenvolvedor, já vimos intenções muito semelhantes sendo apresentadas mas sem chegar em um resultado final satisfatório. Para mim, mais importante do que ler as intenções do dev sobre o jogo, é ver que várias pessoas experimentaram um trecho considerável dele e absolutamente ninguém está duvidando que a Remedy vai conseguir entregar um produto de qualidade.