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Control

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
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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.


Control
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Release Date: August 27, 2019
Developer: Remedy Entertainment
Publisher: 505 Games
Platforms: PC
PlayStation 4
Xbox One
Genre: Action Adventure


Control is a 2019 action-adventure game developed by Remedy Entertainment 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. The game received two expansions: The Foundation, a direct continuation of the main story, and AWE, which ties in with Alan Wake.

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.


The following weapons appear in the video game Control:


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. Visually, The Service Weapon resembles a hammerless revolver (along the lines of a Kimber K6s or Smith & Wesson Bodyguard 38, albeit larger, and with heavy barrel like that of a Taurus Raging Bull), and presumably fires ballistic rounds. Lore-wise, the weapon is implied to have changed throughout history, always taking the form of something that humanity at large would understand to be a weapon, hence its revolver-like shape.

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 has a limited "magazine" that is shared between forms, and requires recharging once it is depleted. Jesse can obtain various mods for the different Weapon Forms to improve their capabilities.

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< Control the Gun/House >
Jesse takes control of the Service Weapon.
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The Service Weapon "reloading".
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The "Grip" Weapon Form. This is the first Weapon Form received and acts similarly to a semi-automatic pistol.
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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.
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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.
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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, and 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.
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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 in the Atlas Chamber of the Maintenance Sector. They are never used by any NPCs.

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Glock 19 (4th Generation) - 9x19mm Parabellum
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A Glock sits behind a caged armory door. Luckily, Jesse has an EDC that may prove a bit more useful.

Submachine Guns

PM-63 RAK/Ruger MP9 hybrid

Hiss Rangers often carry a hybrid submachine gun that consists of the PM-63 RAK's frame combined with the Ruger MP9's upper receiver and stock. It is also occasionally used by uninfected FBC Rangers.

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PM-63 RAK - 9x18mm Makarov
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Ruger MP9 with stock extended - 9x19mm Parabellum
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Closeup of the RAK/MP9 hybrid.
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An FBC Ranger wielding the SMG.

Shotguns

Serbu Super Shorty

Armored Hiss Guards carry Maverick 88-based Serbu Super Shorties with wooden furniture.

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Serbu Super Shorty (Maverick 88-based) - 12 gauge
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The wood-furnished Serbus next to the not-quite NeoSteads.
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Closeup of a dropped Super Shorty.
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A Hiss Guard aiming the Super Shorty.
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The Super Shorty is also featured on this mildly threatening poster commonly found throughout the game.

NeoStead 2000/SRM Arms Model 1212 hybrid

Late-game armoured Hiss Rangers, as well as Airborne Hiss Rangers in AWE, can carry a shotgun based on the NeoStead 2000. However, it has a format closer to the SRM Arms Model 1212, being semi-automatic with the same ejection port/charging handle layout, and feeding from what appear to be detachable tube clusters with the barrel in place of the NeoStead's magazine tubes. It is fitted with a PK-AS red dot sight in place of the carry handle.

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NeoStead 2000 - 12 gauge
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SRM Arms Model 1212 - 12 gauge
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A pile of shotguns and grenades on a table.
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A dropped sorta-NeoStead.
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An armoured guard wielding the shotgun.

Rifles

Kel-Tec M43

Hiss Guards (and some Rangers) frequently use a semi-automatic 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.

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Kel-Tec M43 - 5.56x45mm NATO
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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.
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A Human FBC guard on duty with his M43.

Automatgevär m/42B/Heckler & Koch G3 hybrid

A fictional rifle with the front half of an early G3 and the rear half of a folding-stocked prototype version of the Automatgevär m/42 appears as two distinct weapons used by two enemy types. Hiss Demolition Experts use a variation that fires M9A1 Rifle Grenades, while those used by Hiss Snipers have bayonets and M3 Carbine scopes; their infrared lamps emit visible beams so that the player can see them from a distance.

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Early Heckler & Koch G3 rifle with wooden handguard and buttstock - 7.62x51mm NATO
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Prototype Automatgevär m/42B with Carl Gustav M/45 folding stock - 7.62x51mm NATO
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Put 'em together, and you get this, along with a substantial amount of deep, deep regret. This is the rifle grenade version used by Demolition Experts.
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A Demolition Expert with his rocket rifle grenade launcher. Note that the rifle has no rear sight to line up the front sight with.
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M3 Carbine with M3 scope - .30 Carbine
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The sniper version of the rifle with an M3 scope and bayonet.
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A Hiss-possessed FBC sniper takes aim. The bayonet appears to be based on a G3 bayonet.

Heckler & Koch HK416

Low-detailed Heckler & Koch HK416s with Walther MRS red-dot sights can be found as static props in some locations. Like the Glock, no NPCs use them.

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Heckler & Koch HK416 (early-production) with 10.4-inch barrel - 5.56x45mm NATO
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The HK416s on a table in the Luck & Probability office of the Research Sector; these models appear to be the ones from Quantum Break but with different stocks.

Machine Guns

FN MAG 58/Lewis Gun hybrid

Armoured Hiss Rangers carry a hybrid machine gun consisting of the barrel shroud and pan magazine of a Lewis Gun mated to the receiver of an FN MAG 58. It is also used by most of the uninfected FBC agents in the game.

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Lewis Gun - .303 British
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FN MAG 58 - 7.62x51mm NATO
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A dropped Lewis/MAG on the ground. Not to be confused with a Lewis mag, which is the thing it feeds from.
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A Hiss-infected Ranger wielding the machine gun. For some reason, it has a large, gripped protrusion on the left side of the receiver, which is a feature of neither the MAG nor the Lewis. The glowing red bit is a bullet wound, which apparently shows up on their guns too.
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An FBC agent with the hybrid machine gun. It's not at all clear how that tiny little stock is supposed to be of any real use.
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Head of Operations Helen Marshall holding the machine gun; note the blocky, riveted receiver characteristic of the FN MAG.

Handheld Minigun

Hiss Troopers carry a handheld minigun based on the M134, albeit with five barrels instead of six. It is referred to as a "chain gun" in the Hiss Troopers' research log.

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General Electric M134 - 7.62x51mm NATO
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The minigun on the ground.
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A possessed FBC heavy trooper prepares to ruin Jesse's day with his minigun.
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See this? This right here is what we often refer to as "anger".

Grenade Launchers

RG-6

In addition to the minigun, Hiss Troopers sometimes carry the RG-6 grenade launcher. Grenades fired from the RG-6 detonate after a few seconds, allowing Jesse to pick them up with her telekinesis ability and toss them at her enemies; this also applies to all other explosives used by enemies in the game.

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RG-6 - 40mm VOG-25
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An RG-6 leading a group of HK416s on a tour of the famous Paper-Covered Table.
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A dropped RG-6.
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A Hiss heavy trooper armed with an RG-6.
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The grenades fired by the RG-6 are low-detail VOG-25 grenades; they also emit a red glow so that they can be spotted easier.

Grenades

M9A1 Rifle Grenade

The aforementioned rifles used by Hiss Demolition Experts fire M9A1 Rifle Grenades. In-game, these act more like homing missiles than rifle grenades; indeed, the description for the Demolition Experts state these grenades to be rocket-propelled and capable of tracking living targets, essentially acting in lieu of more typical rocket launchers.

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M9A1 rifle grenade
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A closeup of the markings on the rifle grenade; these identify it as a "GR. RIFLE M27", with a production date of October 1953.
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Jesse holding a fired M9A1 with her telekinesis attack. Note the jet of rocket exhaust coming from the back of the grenade.

M67 Hand Grenade

Hiss Guards and Rangers occasionally throw M67 hand grenades.

M67 fragmentation grenade
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A group of M67s next to the retro-Serbus and not-quite-NeoSteads; due to the models apparently having only been made with enemy use in mind, they rather worryingly lack both pins and spoons, meaning that they'd realistically either be inert or a few seconds from exploding.
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A grenade thrown by an enemy. Like those fired from the RG-6, they glow red to make spotting them easier.