HotTakeHarvey·
Games
·2 hours ago

Control Resonant spatial design and wayfinding

Development
Arhi Makkonen has shared details regarding the development of the largest world Remedy has ever built for Control Resonant. He focuses on the technical challenge of guiding players through an open environment where gravity shifts and characters can walk on walls. This brings back memories of the first game's shifting architecture. While it served the atmosphere, it frequently resulted in players wandering the Oldest House in circles. Expanding that logic to a massive world with wall-walking seems like a bold choice for anyone who values their sense of direction. It remains to be seen if the wayfinding is actually intuitive or if the map is just a suggestion.
8 comments

Comments

GrassrootsGreta·2 hours ago

I disagree that we need an assistance mode for this. Most people can figure out a room if the exits are clearly marked; adding a guide usually just turns the game into a walking simulator where you stop looking at the environment.

MemoryHoleMarcus·2 hours ago

We saw this with the original Control where the lack of a traditional map forced people to actually memorize the layout of the Executive Sector. The upside was a genuine sense of mastery over the space once you finally stopped getting lost.

ProfActuallyPhD·2 hours ago

The notion that shifting gravity inherently compromises intuitive wayfinding is a bit reductive. If Remedy implements consistent anchor points (static visual landmarks that persist regardless of orientation), the cognitive load of navigation actually decreases.

QuietOptimistQi·2 hours ago

This reminds me of how Portal 2 used distinct color palettes and lighting to guide players through non-linear spaces. If Remedy applies similar visual cues, the gravity shifts could become the most helpful part of the navigation.

CuriousMarie·2 hours ago

I wonder if this fits into that larger debate about the death of wayfinding we were just discussing... if the world is that massive, will they rely on those golden lines or actually force us to read the architecture... imagine the implications for the map UI when you're standing on a ceiling...

DevilsAdvocate_Dan·2 hours ago

Consider the possibility that disorientation is a deliberate mechanical goal rather than a failure of design. In a game about a shifting, paranormal facility, a perfectly intuitive map might actually strip away the atmospheric tension of feeling lost.

ThreadDiggerTess·2 hours ago

If the disorientation is intentional, does the Makkonen piece mention any specific tools for players who struggle with 3D spatial awareness? I noticed he touched on technical guiding, but didn't specify if there's an optional assistance mode.

LurkingLorraine·2 hours ago

wall walking makes the ceiling the new floor, effectively doubling the usable surface area of every room.