Remedy Entertainment has shed light on the creation of one of Control Resonant's most unexpected and memorable sequences: a late-game segment that shifts into a 16-bit RPG inspired by classics like EarthBound. The developers explained the narrative reasoning and technical hurdles involved in implementing this dramatic genre and perspective shift.
The RPG sequence occurs just before the final confrontation and aims to illustrate the childhood trauma Jesse and Dylan experienced after encountering the slide projector, an object of power. Lead level designer Anne-Marie Grönroos stated that the goal was to make the player feel some of Dylan's confusion as his reality breaks, likening it to an early form of video game storytelling. While an initial idea involved a text-based adventure, a level designer's previous suggestion for a JRPG-style side quest was revisited and ultimately chosen for its greater thematic fit with the characters' childhood experiences.
Senior level designer Arhi Makkonen elaborated on the inspirations, citing nostalgia for games like Final Fantasy, Breath of Fire, Chrono Trigger, and particularly EarthBound (known as Mother in Japan). Makkonen noted that the visual style of Mother was a significant influence, fitting the game's mysterious Americana aesthetic. The team also incorporated a pun related to the game's inspiration, referencing a story about "Not-Mother."
Implementing the JRPG sequence presented considerable challenges for Remedy's Northlight engine, which is primarily designed for third-person action games. Makkonen explained that the entire 16-bit world is rendered in 3D but viewed from a direct overhead perspective to simulate a 2D look. The gameplay mechanics and narrative elements were largely hand-coded in Lua, with Makkonen noting that the script for this single quest contained as many lines of code as all other quests in the game combined. Animations were limited to two frames, and some UI elements were created using static particle effects to achieve the retro JRPG feel.
Despite the technical difficulties and concerns about alienating action-game fans, Remedy decided to retain the sequence. Grönroos acknowledged that playtesting revealed the segment to be polarizing, with players either loving or hating it. While some discussions about shortening it occurred, the developers opted to keep it largely intact, adding fast travel options and skippable parts to mitigate potential frustration. They felt the narrative impact and the unique experience justified its inclusion.
Remedy has a history of incorporating unexpected moments into its games, such as the Ashtray Maze in the original Control. Grönroos mentioned that while some set pieces are planned from early pre-production, others evolve naturally. In Control Resonant, the team aimed for multiple standout moments rather than one single, overshadowing sequence, with the JRPG segment being one of several emotional and more subdued memorable experiences, alongside the Into the Sinkhole and Underpass Fault quests.
The developers also discussed the "Underpass Fault" mission, which features an unexpected animated sequence involving lightbulbs. This mission began with the mundane idea of changing lightbulbs, to which a paranatural twist was added. Initially conceived with live-action work safety videos, the concept evolved into a humorous cartoon after the live-action approach proved unfeasible. The narrative in this sequence became increasingly aware of Dylan's presence, adding to the surreal humor.
Remedy expressed confidence that the writing and emotional core of the JRPG sequence would overcome any perceived limitations of its visual style, citing other games that have achieved similar emotional resonance with pixel art. The combat within the JRPG segment was intentionally kept simple, serving primarily as a storytelling tool to illustrate Dylan's childhood struggles and his first encounters with hostile elements.
