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Posted: Thu, 28th Jul 2022 21:55 Post subject: |
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Finally had a chance to play and actually finish this game. I would say solid 7/10.
Didn't had any special exptectations to this regardless how much I liked Alan Wake. Though it was fun and 'OK' the game gets too repetitive to my tastings. Also concrete jungle is never my thing nor it was here. I wish there was a bit more variety in setting but considering the costs and Remedy's abilities it was understandable on some degree. Map was fustrating at some occasions. I didn't had any deal breaking bugs apart of hud disappearing for some time and few times Jessie was invincible so the only object I could see was her gun.
I wish CONTROL 2 will be a bit different.
ps. I'm still yet to try Quantum Break. It will most likely be worse but it still might be worth trying. 
Ryzen 9800X3D CO Per Core ~-28 | Freezer III 360 A-RGB & 3x Phanteks T30 | Strix X670E-F WiFi | MSI GeForce RTX 5090 Ventus OC | Fury Beast 64GB (2x 32GB) DDR5 5600MHz C40 @ 6000MHz C28 | FURY Renegade G5 4TB PCIe 5.0 | 38GN950-B | S.M.S.L RAW-MDA1 & HiFiMAN Arya Organic | Lancool III Snow White + 4x be quiet! Silent Wings Pro 4 140mm | RM1000x (2021) Gold | G Pro X SUPERLIGHT 2 & POWERPLAY | Win 11 Pro | Logitech MX MECHANICAL
Sometimes I publish YouTube videos: https://www.youtube.com/@RandomTechChannel
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W123
Posts: 2528
Location: USA
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Posted: Thu, 28th Jul 2022 23:01 Post subject: |
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I watched my wife play this one and it seemed interesting but i would have killed the random loot mechanic... garbage +5% damage pickups and sorting through inventory and getting rid of garbage is so damn annoying and has infected damn near every game.
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Frant
King's Bounty
Posts: 24656
Location: Your Mom
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Nodrim
Posts: 9638
Location: Romania
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Posted: Fri, 11th Nov 2022 13:37 Post subject: |
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Posted: Thu, 2nd Feb 2023 01:39 Post subject: |
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Spoiler: | | woke
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Posted: Thu, 2nd Feb 2023 10:28 Post subject: |
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Posted: Thu, 2nd Feb 2023 12:50 Post subject: |
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konkol84
Posts: 3684
Location: Po(o)land
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demde
Posts: 6538
Location: Lake Karachay
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Posted: Thu, 2nd Feb 2023 18:39 Post subject: ***** |
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*****
Last edited by Areius on Fri, 19th Sep 2025 16:28; edited 1 time in total
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Posted: Thu, 2nd Feb 2023 23:32 Post subject: |
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Posted: Fri, 3rd Feb 2023 04:09 Post subject: |
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Posted: Fri, 3rd Feb 2023 04:39 Post subject: |
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konkol84
Posts: 3684
Location: Po(o)land
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Posted: Fri, 3rd Feb 2023 09:35 Post subject: |
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poke that woke joke for a coke
Ryzen 7600x/5600x/3600 | 5070TI/3080/3070Ti | 32GB RAM | LG 55OLEDC9/42OLEDC2 |
Oculus Quest 2 | Steam Deck
\[T]/
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Posted: Fri, 3rd Feb 2023 09:49 Post subject: |
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What is woke? Baby don't.......
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Posted: Fri, 3rd Feb 2023 10:11 Post subject: |
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Breaking the chain of nonsense the game was surprisingly good though. 2 nitpicks and that is the story felt quite nonsensical. They did a good job trying to explain the unexplainable nonsense and the second part is it was a bit on the easy side. Default gun with extra headshot and base damage upgrade coupled with launch cheesing and it was no problem breezing through everything.
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Posted: Fri, 3rd Feb 2023 12:38 Post subject: |
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The camera and fov in this game gave me a serious case of nauseatum alteffourum.
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Posted: Fri, 3rd Feb 2023 15:07 Post subject: |
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zTurbo
Posts: 654
Location: 9th Circle of Hell
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tonizito
VIP Member
Posts: 51463
Location: Portugal, the shithole of Europe.
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Posted: Sat, 13th May 2023 23:43 Post subject: |
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https://www.eurogamer.net/digitalfoundry-2023-a-stealth-upgrade-for-control-on-pc-dramatically-improves-its-graphics
Quote: | Remedy's Control has always been a special game for Digital Foundry. Originally released in 2019, the PC version in particular wowed us with its slick destruction physics and groundbreaking ray tracing implementation. The studio has since moved onto new projects like Alan Wake 2, but remarkably one of the developers - Filippo Tarpini - has continued to refine the PC version of the game, adding an excellent implementation of HDR sorely missed in the original release (and the Ultimate Edition upgrade) along with a range of other improvements, including improved fidelity to the already excellent RT, improved texture streaming and a more fully featured DLSS implementation.
The HDR upgrade is the most game-changing improvement, added because Tarpini is such a big fan of the feature. Control always featured a contrast-heavy vidual design, and HDR gives greater local brightness and contrast, rich colour tones without banding errors - and even extra detail resolved owing to the greater dynamic range, along with less blown-out bloom effects. I won't waste too many more words describing this improvement, because we've put together a video captured and mastered in HDR to show the improvement. If you're watching on a standard, non-HDR display, you'll get a tonemapped presentation - but what surprised me is that the difference can still be seen to a certain degree.
Beyond just showing comparisons of the differences offered by native HDR, I want to comment subjectively how it amps up the game's visuals. Given how many striking scenes there are with great colour and darkness contrast, it is nice to have HDR preserving that local variation in the scene, so it does not look as monochrome as it did before. I vastly prefer the HDR look to the 'raised grey' aesthetic you might be used to, but for those who prefer the original look, Tarpini has even included this an option in the modded version of the game. So you get HDR's brightness, but with the more monochrome look from the original release. There are other tweakables to play with too, including the ability to tweak the brightness of UI elements - which may resolve with a piercing intensity otherwise.
Beyond HDR support, other improvements are added to the mod too. The original Control's ray tracing used usually one sample per pixel for most effects. With the mod set to ultra RT, this is ramped up to multiple rays per pixel. For rough reflections, this means they retain their brightness level and true shape much better, looking fuller and the amount of noise is greatly reduced when using something like DLSS. All ray-traced effects now should look more stable at ultra over the old high, but it is usually most noticeable in the brightest reflections that are caught at grazing angles.
That ultra setting also increases the resolution of volumetric effects, which looked good before but look a touch better now with less aliasing, but this setting particularly helps the shading of glass which also seems to be tied to the volumetric lighting - thus scaling their quality to the much powerful GPU hardware we have access to these days.
Another advantage from the new patch is how texture loading is done via a higher texture streaming quality setting. Even on ultra in the old game, just running through the world could cause textures to load in late, visibly flipping in quality. With the new max texture streaming quality option, this behaviour appears to be nearly completely eliminated. Once again just another smaller tweak to make the game scale much higher for current gen GPUs.
Further tweaks target improved image quality, first of all with improved texture quality with DLSS enabled. With the mod, the mipmap for textures is scaled correctly with the output resolution, whereas before only the texture streamer itself was biased. That means in certain scenarios, textures at a distance are of a much higher quality. On top of that, DLAA support is implemented, which is best described as DLSS running at native - rather than internally sub-native - resolutions. This is great as it produces better quality than the existing TAA solution in many areas, along with reduced ghosting. There are a few other nips and tucks as well, such as how film grain now displays correctly with DLSS on - whereas before it essentially disappeared.
In general, we are looking at iterative improvements to just make the visual experience more polished with fewer visible artefacts - but Tarpini is still working on improvements. For example, an issue we saw with ultra RT reflections was quickly corrected. Either way, these nice iterative quality improvements do have a cost. For the new ultra ray tracing setting, there are big performance hits from using it, even on a big GPU. We're looking at a 30 to 40 percent drop to performance. Interestingly, DLAA has little performance impact - it costs nearly the same as standard TAA, while looking a lot better.
Ultimately though, this mod is well worth a look, even if it is technically unfinished. What's clear to me is that with the features it possesses and the care and attention put into creating it, it's effectively an unofficial patch - the quality is certainly there. It enhances Control in many meaningful ways so that it scales into the future for the much more powerful PCs to come, while delivering a range of decent improvements for today's hardware. Fancy giving it a look? Grab the mod here. |
https://www.nexusmods.com/control/mods/90
boundle (thoughts on cracking AITD) wrote: | i guess thouth if without a legit key the installation was rolling back we are all fucking then |
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Posted: Sun, 14th May 2023 13:35 Post subject: |
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How a single Remedy dev is pulling Control into current times
Tried it on my OLED screen and it's one of the best looking games ever
Next to the native HDR that MAX Texture setting that avoids blurry textures has to be the best thing to come to the game yet
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Posted: Sun, 16th Mar 2025 23:31 Post subject: |
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Control.Ultimate.Edition.v1.30-SKIDROW
Full game with latest updates and DLC.
- edit -
Control_Ultimate_Edition_v1.30_Proper-DINOByTES
- edit -
Control.Ultimate.Edition.v1.30.REPACK-SKIDROW
chill out man, life is beautifull...
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