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Dylan: he was captured as a child and he was never given CONTROL over his life, he was to be the next Director and that's that. It eventually resulted in him accidentally killing Bureau staff in temper tantrums: a very hot tempered and powerful psychokinetic kid put under stress, bad idea. There's a document of the wounds of a Bureau member which sums up into: Dylan telekinetically folded the guy like an accordion. The Bureau after that contained/imprisoned him making his mind state worse. Then the Hiss came and Dylan just accepted it in hopes of being able to be in CONTROL of his life since apparently no one else cared.
Darling: he's somewhere as an entity in the multiverse/Astral Plane. The hotline call from him hints it: he wasn't found dead anywhere, he simply dissappeared after exposing himself to Hedron resonance.
Ahti: that guy is basically the game biggest mystery. Don't ask questions about Ahti, just take anything about that janitor at face value lol. Everyone else in the FBC does the same even before Jesse: if it's Ahti, don't ask and don't get in the way.
Trench: tell-don't-show about him lol. As soon as Jesse grabs the Service Weapon she's pointing the gun at her head while sitting in the Director's chair. The test for Director happens in the Astral Plane during that moment: fail the Weapon test and you're fired. Trench was fired for letting the Hiss overtake(loss of CONTROL) the FBC. I genuinly love this bit of black comedy with the Service Weapon.
Hiss: it's just a resonance that consumes and corrupts everything: it takes CONTROL of its victims. It's only goal is spreading like a virus.
Hedron/Polaris: a bening resonance. She just helps everyone. Darling's hotline call explains her effects: it's a catalyst that enhances abilities and facets of the people exposed to it.
The Board: a group/something/someone that for some unknown reason has in its agenda the well being of the FBC. "The Foundation" DLC gives more information on them/it/him/her.
Director FBC; chosen by The Board and owning the Service Weapon. FBC staff doesn't question Cthulhu: they know the Service Weapon fires everyone touching it that's not worth of being the Director so just in case they don't even dare the Service Weapon themselves. Also more tell-don't-show: after grabbing the Service Weapon Jesse's mug is in dozens of paintings across the FBC with the footnote: "Director. Jesse Faden"
Jesse and Dylan are important because they are AWEsome ♥♥♥♥♥♥♥ powerful parautilitarians: on a level never ever seen by the FBC before. Being parautilitarian is the minimum requirement so maybe you don't get fired when grabbing the Service Weapon.
Beyond this I would simply say this: replay the main story again and pay attention if you want to understand the game. There's many things that are not misteries that you somehow didn't catch on: most of my write-up is story on your face, you don't need to go out of your way to get most of it, it's cut scenes and some videos that are unavoidable unless you actively decide to not watch them.
Optionally read documents and try to find all lore bits, many of them are black comedy and give more context to the FBC.
PS: I replayed the game twice because I felt I needed it to catch missing/misinterpreded bits and wanted more of the game play. Not a sin if you need and want more than one go to get it.
PS2: I wrote the theme of the game in caps several time in the message. I never seen a game put it's main theme so much in your face that is literally the title.
1. When the credits roll, the game isn't over.
2. WHEN THE CREDITS ROLL, THE GAME ISN'T OVER.
Then the rest just felt like deus-ex-machina writing...they insist on saying we can't understand the Hiss and how it works so it lets them make up anything about it or how to beat it. Too much in this game is handwoven away as "well, guess we'll just never understand it."
Or maybe the players don't feel the NEED to understand it all. I don't need every loose end wrapped up and explained.
I'm fine with this being an element of various factors. But when that lack of understanding is used as an excuse to have something magical to cure the situation, also without any real understanding, then it becomes a story of them just making s*** up as they go along. And telling me that players "want" this style is a cop-out.
Maybe this is fine for the players but it feels like a David Lynch narrative of just making stuff up because it looks cool and not worrying whether this makes sense. Obviously some like the David Lynch style but it makes for easily-solved resolutions since they don't need to be explained. You make like it but don't be surprised when others are not impressed.
A fine example is Bloodborne where we can never understand the intentions of the mysterious godlike creatures...but we can still figure out how the world works and about what happened. EVERYTHING in Control is about weird s*** happening and we don't know why.
But the rules here seemed pretty internally consistent as far as they went. Magical, sure, but even a lot of harder sci-fi has some cheat, some phlebotinum. OOPs gain power through human attention, and part of that power seems to be a degree of sentience. Part of that sentience seems like a wilful rebellion against the imposed control of the FBC and the conformism of society as a whole. And as bad as the Hiss are, Jesse and Dylan might actually have been in a position to help prevent them from gaining the foothold they did if Trench hadn't been hellbent on keeping them walled off and out of the loop. Polaris was clearly trying to give them the power and knowledge needed to fight the Hiss all along, but Dylan became too resentful and turned to the Hiss in part because Trench had basically kept him a prisoner his whole life. Jesse basically had the same power all along but never knew it because she was kept in the dark out of the same paranoid motives.
Nothing about it seemed particularly abrupt to me, though I can sort of understand why it might come across that way. The whole point of it kind of is that the problem was easily solved all along, yes, when you have what amounts to a superhero like Jesse Faden -- but also that it can be incredibly difficult to convince people of that. And then you're then left cleaning up the problems we create for ourselves, by trying to keep control and account for things before they happen.
Some things are left unexplained and weird just for the sake of being weird, but those are the trappings of the (sub)genre at this point. The main story here is about Jesse and Polaris, the FBC and the people in it. The main threat here is the Hiss, but as the presence of the Mold sort of demonstrates --or the Third Thing, or Northmoor or FORMER or the Board themselves, or the situation in Perfect or the Clog or all the loose OOPs from the Panopticon-- it isn't the Hiss that started this. Something was always going to give, because the FBC itself was the problem, the way it was structured, the idea of control in itself. The infighting and lack of trust. Stealing kids and keeping them in cages.
You do need some control, and as if to agree, the game doesn't end with the FBC dismantled. But you also need flexibility.
Not saying you have to like it, or David Lynch or similar works. It is convoluted -- but also somewhat superficially so, by design. A lot of the things that seem random or unexplained are kind of tangential to the fairly simple plot of a superhero coming into her powers and being in a position to finally start putting things right. Even if the latter job has barely gotten started by the end.
Comparing this to soulsborne makes sense. Those also don't spell out everything and a lot is left unsaid, but the pieces are there. This just sort of feels like they tease things, then forget about them and they never get brought up again and you're left just sort of scratching your head. The setting as a whole, the bureau as a whole, don't really get the development that they need.
And to doubly reiterate before someone says it again. I know there are DLCs, I know a lot of this will be answered there. That's not my point. It's that the base game, without the dlcs but as a complete experience, didn't feel like a very complete story.
A soulsborne style wouldn't come right out and told you exactly what's going on with different characters and groups, but there would have been enough hints that you could have at least had *theories* about them and some idea that there were motivations and goals moving them to do what they do even if it's not spelled out exactly what those goals are. This really didn't. Instead we're left with Polaris is good and helpful because...I dunno, it just is. The Hiss is bad and trying to take over the Bureau because...I dunno, it just is. The Board is weird, cryptic, and associated with the Bureau because....I dunno, it just is. Ahti is a weird (but awesome) guy who seems to know what's going around here and speaks in Finnish idioms who places great importance in helping you because...I dunno, he just does. Trench is apparently helping this Hiss because...I dunno, he just is. Darling somehow knew there was a crisis coming and has vanished to parts unknown because...I dunno, he just does.
I admit I didn't exhaustively find *every* lore page out there so perhaps there's more info on some of this that I didn't see, but I found quite a few and read them all and never found these questions really developed at all.
Beyond that, regardless of the whole "cryptic lore that may or may not be intentionally left vague" thing, some actual main story beats just don't feel well developed. I cannot stress enough how bad I think Dylan was handled. He was Jesse's primary motivation for a significant chunk of the story, but he ends up doing jack other than smile creepily and say something about the Bureau being the real enemy - a subplot which in and of itself *also* goes nowhere which ultimately renders him even more pointless. Even Jesse herself seems like she sort of stops worrying about him at some point.
Similarly I don't think Jesse's character development earned her ascent to the director role at the end. 95% of the game she's like "I don't like when they call me director, I'm not here for them, I'm not their director" and then at the very end she just sort of abruptly is like "nevermind I guess I'm the director now lol". But there was no sense of development or change that caused her to make that decision, no sense that she was coming around over time or starting to understand what the bureau was or why it was important that she lead it, she just sort of arbitrarily flipped a switch in her personality and did a 180 out of nowhere. The story demanded she become director so she did, but it didn't feel earned.
And director Trench is for 95% of the game a mysterious but seemingly good figure who's helping you out. Then in a cut scene at the end, literally out of nowhere, Jesse somehow comes to the epiphany that Trench actually is responsible for helping the Hiss. What? Why? How exactly did you learn this? Was there any foreshadowing or evidence? It just completely comes out of the blue and is the definition of abrupt and "tell don't show". Kind of like "hey btw just popping in to to tell you without any buildup that that Trench guy who's motivations and actions have been very mysterious but who's been advising you is actually bad and responsible for everything that's happened k thx byeee", roll credits.
Despite my complaints I do want to stress that I think overall Control is still extremely good and I do not regret my time with it. I'm sure the DLCs and Alan Wake II will give more answers when I get around to them, and I'm sure the overall full picture of the story is pretty good. I'm not actually questioning whether or not a lot of these questions or issued are addressed overall, so much as why they weren't addressed specifically in the base game. But I sort of hate the idea that rather than have a complete story here they did half a story here and then sliced off the rest into dlcs and the possible sequel that I've heard was being made.
Likewise, Dylan is still very much part of Jesse's motivation. The game ends with her rescuing him as best she can, and he's the one person who really does survive the Hiss. Not unscathed, but most of the people the Hiss got to were effectively dead, so if he has any chance of coming back to himself, that's a pretty big win.
I guess we'll just have to agree to disagree for now. One day in a few years, after I've played the dlcs, Alan Wake, and maybe even Control II and know the whole picture, I'll probably play this game again. When I do, armed with foreknowledge of what's coming maybe I'll notice a lot more of the foreshadowing that went over my head this first time through and I'll rescind a lot of my thoughts. But that day is not today.