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Control: Difference between revisions
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Due to the Oldest House (the supernatural setting of the game) only allowing technology that has sufficiently taken root in mankind's collective consciousness to function, weapons used by the FBC and Hiss-controlled FBC are (mostly) an eclectic mix of old throwbacks. | Due to the Oldest House (the supernatural setting of the game) only allowing technology that has sufficiently taken root in mankind's collective consciousness to function, weapons used by the FBC and Hiss-controlled FBC are (mostly) an eclectic mix of old throwbacks. | ||
=Pistols= | |||
=="The Service Weapon"== | |||
An integral part of the game's story and gameplay, the Service Weapon acts as Jesse's sole firearm throughout the game. In the story of ''Control'', the Service Weapon is an Object of Power- an artifact imbued with powerful paranormal properties that can be bound to a user, allowing them to wield that object's abilities. The Service Weapon is said to "choose" its next wielder, and anyone chosen by the Service Weapon will be the new director of the Federal Bureau of Control. The Service Weapon ostensibly has a resemblance to a revolver in its general shape and presumably fires ballistic rounds. | |||
In gameplay, the Service Weapon can morph into different "Weapon Forms," which allow it to take on the properties of different kinds of firearms. It does not require ammunition to be picked up, but each form has a limited "magazine" that requires recharging once it is depleted. Jesse can obtain various mods for the different Weapon Forms to improve their capabilities. | |||
[[File:ControlServiceWeaponRecieved.jpg|thumb|none|600px|''< Control the Gun/House >'' Jesse takes control of the Service Weapon.]] | |||
[[File:ControlServiceWeapon-1.jpg|thumb|none|600px|The Service Weapon "reloading."]] | |||
[[File:ControlGrip.jpg|thumb|none|600px|The "Grip" Weapon Form. This is the first Weapon Form received and acts similarly to a semi-automatic pistol.]] | |||
[[File:ControlSpin.jpg|thumb|none|600px|The "Spin" Weapon Form. Spin acts similar to a fully automatic rifle or submachine gun, dealing less damage in exchange for a large magazine capacity and high rate of fire.]] | |||
[[File:ControlShatter.jpg|thumb|none|600px|The "Shatter" Weapon Form. Shatter acts as a shotgun. Indeed, mods for Shatter can increase the pellet count or attach a choke for tighter spread.]] | |||
[[File:ControlPierce.jpg|thumb|none|600px|The "Pierce" Weapon Form. While it may lack a scope, Pierce is the closest thing the game has to a sniper rifle. It deals immense damage per shot, but the magazine capacity is limited to just two shots. Shots must also be charged before firing. Mods for Pierce can increase the zoom level, allowing it to function a bit more like a sniper rifle.]] | |||
[[File:ControlCharge.jpg|thumb|none|600px|The "Charge" Weapon Form. Charge acts like a rocket launcher, where three shards orbit the Service Weapon that are shot off and explode on impact. Jesse can fire one, two, or all three of these shards at once. Mods for Charge can increase the blast radius and the speed of the projectile fired.]] | |||
==Glock 19== | |||
Several [[Glock 19]] pistols can be seen in an armory. They are never used by any NPCs. | |||
[[File:Glock19 2ndGen.jpg|thumb|none|300px|Glock 19 (2nd Generation) - 9x19mm]] | |||
[[File:ControlGlock19.jpg|thumb|none|600px|A Glock sits behind a caged armory door. Luckily, Jesse has an EDC that may prove a bit more useful.]] | |||
=Submachine Guns= | =Submachine Guns= | ||
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[[File:Contg3.jpg|thumb|none|600px|Put 'em together, and you get this, along with a substantial amount of deep, deep regret. Note the rifle grenade; apart from the red paint, this is more or less a standard American [[M9A1 Rifle Grenade|M9A1]].]] | [[File:Contg3.jpg|thumb|none|600px|Put 'em together, and you get this, along with a substantial amount of deep, deep regret. Note the rifle grenade; apart from the red paint, this is more or less a standard American [[M9A1 Rifle Grenade|M9A1]].]] | ||
[[File:Contg32.jpg|thumb|none|600px|The sniper version of the rifle with an infra-red lamp and top-mounted bayonet.]] | [[File:Contg32.jpg|thumb|none|600px|The sniper version of the rifle with an infra-red lamp and top-mounted bayonet.]] | ||
[[File:ControlHybridSniper.jpg|thumb|none|600px|A Hiss-possessed FBC sniper takes aim. The bayonet appears to be based on a G3 bayonet.]] | |||
==Kel-Tec M43== | ==Kel-Tec M43== | ||
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[[File:M43.jpg|thumb|none|450px|Kel-Tec M43 - 5.56x45mm NATO]] | [[File:M43.jpg|thumb|none|450px|Kel-Tec M43 - 5.56x45mm NATO]] | ||
[[File:Contbull.jpg|thumb|none|600px|The M43-based rifle on the ground. Note how it has a typical "birdcage"-style flash hider and rail-mounted iron sights, rather than the M43's barrel-mounted front sight block.]] | [[File:Contbull.jpg|thumb|none|600px|The M43-based rifle on the ground. Note how it has a typical "birdcage"-style flash hider and rail-mounted iron sights, rather than the M43's barrel-mounted front sight block.]] | ||
[[File:ControlM43-1.jpg|thumb|none|600px|A Human FBC guard on duty with his M43.]] | |||
=Machine Guns= | =Machine Guns= | ||
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[[File:Minigun 2.JPG|thumb|none|450px|General Electric M134 - 7.62x51mm NATO]] | [[File:Minigun 2.JPG|thumb|none|450px|General Electric M134 - 7.62x51mm NATO]] | ||
[[File:Contchain.jpg|thumb|none|600px]] | [[File:Contchain.jpg|thumb|none|600px]] | ||
[[File:ControlMinigun.jpg|thumb|none|600px|A possessed FBC heavy trooper prepares to ruin Jesse's day with his minigun.]] | |||
=Grenade Launchers= | =Grenade Launchers= | ||
==RG-6== | ==RG-6== | ||
Hiss Troopers can carry an [[RG-6]] grenade launcher as well as a chaingun. | Hiss Troopers can carry an [[RG-6]] grenade launcher as well as a chaingun. Grenades fired from the RG-6 detonate after a few seconds, so Jesse can pick them up with her telekinesis ability and toss them at her enemies. | ||
[[File:Rg 6-1.JPG|thumb|none|450px|RG-6 / 6G30 - 40mm VOG caseless]] | [[File:Rg 6-1.JPG|thumb|none|450px|RG-6 / 6G30 - 40mm VOG caseless]] | ||
[[File:Conttable2.jpg|thumb|none|600px|An RG-6 leading a group of [[HK416]]s on a tour of the famous Paper-Covered Table.]] | [[File:Conttable2.jpg|thumb|none|600px|An RG-6 leading a group of [[HK416]]s on a tour of the famous Paper-Covered Table.]] | ||
[[File:ControlGrenadeLauncher.jpg|thumb|none|600px|A Hiss heavy trooper armed with an RG-6.]] | |||
=Grenades= | =Grenades= |
Revision as of 05:16, 29 March 2020
Work In Progress This article is still under construction. It may contain factual errors. See Talk:Control for current discussions. Content is subject to change. |
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Control is an action-adventure game developed by Remedy of Max Payne and Alan Wake fame. The protagonist, Jesse Faden, infiltrates the mysterious Federal Bureau of Control only to find it in the midst of an attack by a supernatural force called the Hiss and in total lockdown.
Due to the Oldest House (the supernatural setting of the game) only allowing technology that has sufficiently taken root in mankind's collective consciousness to function, weapons used by the FBC and Hiss-controlled FBC are (mostly) an eclectic mix of old throwbacks.
Pistols
"The Service Weapon"
An integral part of the game's story and gameplay, the Service Weapon acts as Jesse's sole firearm throughout the game. In the story of Control, the Service Weapon is an Object of Power- an artifact imbued with powerful paranormal properties that can be bound to a user, allowing them to wield that object's abilities. The Service Weapon is said to "choose" its next wielder, and anyone chosen by the Service Weapon will be the new director of the Federal Bureau of Control. The Service Weapon ostensibly has a resemblance to a revolver in its general shape and presumably fires ballistic rounds.
In gameplay, the Service Weapon can morph into different "Weapon Forms," which allow it to take on the properties of different kinds of firearms. It does not require ammunition to be picked up, but each form has a limited "magazine" that requires recharging once it is depleted. Jesse can obtain various mods for the different Weapon Forms to improve their capabilities.
Glock 19
Several Glock 19 pistols can be seen in an armory. They are never used by any NPCs.
Submachine Guns
PM-63 RAK
Hiss Rangers can carry PM-63 RAKs with Ruger MP9-esque slab-sided upper receivers and stock.
Shotguns
NeoStead 2000
Hiss Rangers can carry a shotgun based on the NeoStead 2000 with a front-end somewhat reminiscent of a Model 1212. Unlike the NeoStead, it is semi-automatic, has a PK-AS red-dot sight instead of a carrying handle, and only has one magazine tube.
Serbu Super Shorty
Armored Hiss Guards carry Mossberg 500-based Serbu Super Shorties with wooden furniture.
Rifles
Heckler & Koch HK416
Low-detailed Heckler & Koch HK416s with red-dot sights can be found strewn on a table in the Research Sector.
Hybrid Rifle
A fictional rifle with the front half of an early G3 and the rear half of a folding-stocked prototype version of the AG-42 Ljungman appears frequently in-game. Hiss Demolition Experts use them to fire homing rifle-grenades, whilst Hiss Snipers use them in conjunction with Vietnam-era rifle-mounted lamps.
Kel-Tec M43
Hiss Guards (and some Rangers) carry a bullpup rifle based on the Kel-Tec M43; in an inversion of the Serbu Super Shorty above, they have polymer furniture instead of the standard wood.
Machine Guns
Hybrid Machine Gun
The majority of uninfected FBC agents carry a fictional machine gun with the barrel shroud and pan magazine of a Lewis Gun mated to the receiver of an FN MAG 58.
Chaingun
Based on the hand-held M134, albeit with five barrels instead of six.
Grenade Launchers
RG-6
Hiss Troopers can carry an RG-6 grenade launcher as well as a chaingun. Grenades fired from the RG-6 detonate after a few seconds, so Jesse can pick them up with her telekinesis ability and toss them at her enemies.
Grenades
M67 Hand Grenade
The game's standard hand grenades are M67 frag grenades.