![]() You can still freely explore and tackle any activity in any order, including the three main objectives that unlock its final challenge, but your options while doing so ultimately feel rather limited. Those unlocks are persistent, which is handy, but once I was able to start a run with an assault rifle, grenade launcher, or what might be Far Cry’s slowest shotgun, I was well enough equipped that I never felt compelled to unlock any others. There are only nine weapons, all of which (save for your pistol) need to be unlocked by completing challenges across the map (which I would guess is roughly a quarter the size of Far Cry 6's Yara). That signature Far Cry sense of freedom and the ability to approach its open-world systems with a wide variety of tactics are almost entirely missing here as a result. It’s an interesting use of Far Cry’s mechanics in theory, but the constraints demanded by the roguelite concept mean that this DLC leans heavily on fairly basic gunplay and little else, which isn't necessarily Far Cry’s strongest suit. If you die, you start again with nothing – though you can use currency (in this case, "Respect,") that you acquire during runs to purchase persistent upgrades that will make you stronger and your limited arsenal more powerful on your next try. Its take on the roguelite formula is pretty standard: you have one chance to complete all three combat trials, then survive the final challenge. ![]() Outside of its story moments, however, Control stumbles a bit in Pagan’s luxurious loafers. There may be some aspects of his personality that are clearer than others – he’s definitely still a narcissist with a flair for the dramatic – but after the roughly five hours it took to roll credits the first time, I came away with a decidedly more nuanced view of the character that went beyond the stereotypical “charismatic psychopath” I remembered. ![]() It all makes for an interesting exploration of the villain’s true nature, made even more ambiguous by the ever-more-unreliable narration you get from Pagan in conversation with his inner demons (which are some of Baker’s best moments, though his delivery is consistently great throughout). Control could have done with a more in-depth refresher on what actually happened at the end of that game, but it does a good job of delving into the importance of the family drama that preceded it and Pagan's sense of self. It’s fascinating to get a sense of how Pagan Min viewed the events of Far Cry 4, especially in contrast to all the hours I spent listening to his propaganda broadcasts in 2014. ![]()
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