Remedy's Immortality Toggle Should Be Standard in Combat Games, Author Argues

An accessibility option that prevents player death could respect players' time and broaden game accessibility.

Sep 24, 2026
Game News
Remedy's Immortality Toggle Should Be Standard in Combat Games, Author Argues

Remedy's approach to accessibility in its games, particularly the inclusion of an "Immortality" toggle, offers a compelling model that should be adopted by more single-player combat titles, according to a recent assessment. This feature, which prevents the player character from dying while leaving other game elements intact, allows players to experience game worlds and narratives without the frustration of repeated combat encounters and checkpoint reloads.

Introduced post-launch in Control and set to be available from the start in Control Resonant, the Immortality toggle functions by preventing player health from reaching zero. While players can still take damage and be on the brink of defeat, the game does not force a restart. This preserves the tension and impact of combat while removing the punitive aspect of death. Lead gameplay designer Sergey Mohov detailed Remedy's preference for individual toggles and adjustable modifiers over traditional "easy," "medium," or "hard" difficulty settings, with Immortality being one such option.

The author's experience with Control highlighted how this toggle allowed for a fresh playthrough, maintaining the exhilarating combat and the character's progression as a powerful entity without the burden of overcoming difficult bosses. The toggle respects the player's time, a valuable commodity for individuals balancing gaming with adult responsibilities and other commitments, including professional game journalism which requires playing and replaying titles. The need to watch flawless playthroughs or recap videos to experience a game's entirety due to insurmountable combat roadblocks is seen as a significant detractor from player engagement.

This Immortality toggle is distinct from typical easy modes, which often reduce enemy damage and increase player damage, thereby altering the core combat experience more broadly. The toggle's singular focus on preventing death streamlines the experience by eliminating the need to reload checkpoints, endure loading screens, and potentially sit through unskippable dialogue or cutscenes. This is particularly beneficial for players revisiting games, where the primary goal is to enjoy the narrative and world again without the need to prove their skill.

The sentiment extends to player autonomy in single-player experiences, questioning why others should dictate how an individual chooses to play. While acknowledging that some modifications might undermine a game's core design, such as extending time mechanics in specific titles, the author emphasizes that an Immortality toggle fundamentally allows more people to engage with games without fundamentally changing the experience for those who prefer the original design. The argument posits that if an optional switch can enable more players to experience and replay games, it is a feature that developers should seriously consider implementing in combat-focused titles.

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