The StoryThanks to 505 Games' Antonela Pounder for the PlayStation Blog update. Now, just tell us when the rest of us get to play it!
In The Foundation, the Astral Plane is colliding with our reality. Jesse Faden, the Director of the Federal Bureau of Control, must travel through the caverns of the Foundation to prevent the Astral Plane from consuming the Oldest House. The missing Head of Operations, Helen Marshall, may hold some answers to the mysteries surrounding this threat. As she travels deeper, Jesse will learn more about Marshall’s disappearance, and about the enigmatic Board.
The Foundation is an all-new level, which can be accessed through the Hotline Chamber in Central Executive. Important note, in order to access The Foundation DLC, players will need to have completed the main game.
Within The Foundation, there’s not only main missions to work through, but multiple side missions to get stuck into as well. On average (because this question tends to come up a lot) players can expect to get around 4-5 hours of all-new gameplay out of The Foundation.
Abilities and Skills
Our community love Jesse’s abilities, as do we! As part of The Foundation, we’re adding skills to her supernatural arsenal. Take Control of an all-new ability (exclusive to The Foundation) called Shape and an upgrade to the Service Weapon called Fracture, allowing Jesse to transform and shatter the Foundation’s environments.
Jesse will also have access to Shield Rush, an upgrade to the Shield ability that allows Jesse to charge at her enemies, knocking them back during combat. This upgrade will come as part of the free March update, but more on that later!
The Hiss Sharpened
The Foundation introduces the Hiss Sharpened, a new enemy type which can be found in the caves under the Oldest House. This new Hiss-type is particularly challenging, so get ready to put your skills to the test as they approach you with their melee swings, pickaxe in hand. What’s more, Hiss Sharpened will come at you from different directions, so think about how you can use your abilities to take them down. (Top tip: Look at how you can use Shield Rush and Levitate to your advantage!)
Free March Update
One more thing. We’re launching a free update alongside The Foundation. In response to player feedback, we’ve improved the functionality of the map, added the option to reallocate Ability points using Essence at Control points, and other quality of life improvements. There’s also the Shield Rush ability upgrade and many more improvements under the hood.
To date, we’ve seen promising first-gen applications. Reflective surfaces from puddles of water to the barrel of a gun in Battlefield V displaying environment detail both seen and unseen. Revamped real-time lighting in Quake II that is completely ray-traced (I’ll be writing more on this later). Global illumination in Metro Exodus. And some other impressive tech demos you can download for free off the NVIDIA website. They are, in effect, great demonstrations of the tech and the potential that ray-tracing holds in store for players.
But as great as they can look, they pale in comparison to just how impressive the ray-tracing in Control is. Make no mistake, even without ray-tracing Control is a gorgeous game. With ray-tracing enabled, it’s positively stunning to the point where it’s tough to go back to the ‘RTX Off’ setting. After all, Control isn’t the kind of shooter that particularly rewards 144-fps responsiveness – my preference for the likes of Rainbow Six Siege and Battlefield V.
Remedy Entertainment’s cinematic presentation is the perfect match for showcasing just what the fps-destroying tech can do.
The Foundation will delve into the history of the Oldest House. At the request of the ever-mysterious Board, Jesse must explore what lies beneath the Bureau as she returns order to the Foundation and the Oldest House itself.
The second Expansion, AWE, will take Jesse into a new area of the Oldest House, the Investigations Sector, where the Bureau closely examines Altered World Events.
Where to begin? When it comes to Remedy’s Control it’s almost fitting to start at the end and then work your way back. Much in the same way some of us digest reviews. Check out the score, have a glance at the conclusion, and then go back to the beginning to get some context. For Control this isn’t talking about anything specific that comes from its final moments, or the sense of closure imparted from its spectacular and grandiose finale. Where the state-of-mind bending supernatural story and setting reaches its conclusion.
Beginning here one can’t help but revel in the slow and measured crescendo of Control’s story, mechanics, action and characters. The inventive sci-fi concepts, wonderful art direction and genuinely engaging combat. Plus, a generous helping of sci-fi weirdness. All packed into what may initially feel like Remedy’s least ambitious project in years.