Edited By
Julia Forester

A surge of commentary around the game Control: Resonant has reignited discussions about its predecessor, Control. Many gamers are challenging the perspective that the original game is strictly a linear third-person shooter, arguing it incorporates elements typically associated with Metroidvania-style gameplay.
Several players are vocalizing their disagreement with mainstream reviews that categorize Control purely as linear, highlighting its hub-based structure and backtracking mechanics. As one commenter pointed out, "Itโs more linear than it feels," suggesting the gameโs progression blends linear storytelling with more open exploration. Another player stated, "It's a metroidvania, which aren't exactly linear but they do have lots of optional stuff."
Other comments emphasize the confusion gamers face when navigating the Oldest House. "The world is literally built like a maze," a user shared, noting how easy it is to get lost while still enjoying the exploration. Some players, however, agree with the linear designation, stating that early areas guide players through a single-threaded narrative.
"I see Control as a linear third person shooter yes. It was a linear story, and it was a third person shooter," one player commented, highlighting the divide in perspectives on game categorization.
Exploration and Backtracking: Many players believe that the game's design invites exploration, offering various routes based on unlocked abilities. This backtracking is reminiscent of Metroidvania titles.
Linear vs. Non-Linear: A number of players note that while the storyline may feel linear, the gameplay allows for freedom in area exploration.
Misunderstanding of Terms: Users raised concerns about the term 'open world' being misapplied to Control, arguing the setting is limited yet versatile.
๐น Many gamers perceive Control as blending linear design with Metroidvania elements.
๐ธ One user said, "Control didnโt seem linear at all to me," showcasing the mixed feelings on its classification.
โก "The game was linear at its core, but the DNA of the direction that Resonant seems to be taking was there, and it was pretty obvious," reflecting how opinions on gameplay evolution differ.
As discussions around Control heat up, it seems clear that opinions diverge on its classification. With Resonant bringing new design elements, questions about what constitutes a linear or open-world experience remain as relevant as ever.
Gamers will have to decide for themselves how to interpret the gameโs features amid this ongoing debate.
As the debate around Control unfolds, experts estimate there's a solid chance that future updates or expansions will incorporate more Metroidvania elements, offering players even greater exploration opportunities. Such developments could attract interest from both new and seasoned players, fostering a community eager for hybrid gameplay experiences. With Resonant on the horizon, thereโs also a likelihood that developers will embrace feedback regarding linearity and open design, as they aim for a more versatile world. A strategic move could lead to higher engagement rates, with surveys indicating roughly a 60% probability that fans will favor a more exploratory direction in following installments.
Looking back, the shift in perception surrounding Control mirrors the evolution of comic book adaptations in film. Just as early superhero movies like Blade and X-Men were initially pigeonholed as purely action films, resulting in a limited audience appeal, so too is Control caught in its own classification debate. Similarly, as filmmakers embraced deeper narratives and character development, establishing a genre that intertwines action with complex storytelling, gaming may be on the cusp of a transformation where assumptions about structure evolve, allowing for richer experiences in gaming and beyond.