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This article is still under construction. It may contain factual errors. See Talk:Control for current discussions. Content is subject to change.
||August 27, 2019
Control is an 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.
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 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 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.
< Control the Gun/House >
Jesse takes control of the Service Weapon.
The Service Weapon "reloading."
The "Grip" Weapon Form. This is the first Weapon Form received and acts similarly to a semi-automatic pistol.
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.
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.
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.
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.
Several Glock 19 pistols can be seen in an armory. They are never used by any NPCs.
Glock 19 (2nd Generation) - 9x19mm
A Glock sits behind a caged armory door. Luckily, Jesse has an EDC that may prove a bit more useful.
Hiss Rangers can carry PM-63 RAKs with Ruger MP9-esque slab-sided upper receivers and stock.
PM-63 RAK - 9x18mm Makarov
Ruger MP9 with stock extended - 9x19mm Parabellum
A dropped RAK on the floor; note the non-standard receiver and stock.
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.
A pile of shotguns and grenades on a table.
Serbu Super Shorty
Armored Hiss Guards carry Mossberg 500-based Serbu Super Shorties with wooden furniture.
Serbu Super Shorty Shotgun (made from a Mossberg 500) - 12 gauge
The wood-furnished Serbus next to the not-quite NeoSteads.
Heckler & Koch HK416
Low-detailed Heckler & Koch HK416s with red-dot sights can be found strewn on a table in the Research Sector.
Heckler & Koch HK416 (early-production) with 10.4-inch barrel - 5.56x45mm NATO
The HK416s on a table; these models appear to be recycled from Quantum Break
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.
Early Heckler & Koch G3 rifle with wooden handguard and buttstock - 7.62x51mm NATO
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
The sniper version of the rifle with an infra-red lamp and top-mounted bayonet.
A Hiss-possessed FBC sniper takes aim. The bayonet appears to be based on a G3 bayonet.
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.
Kel-Tec M43 - 5.56x45mm NATO
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.
A Human FBC guard on duty with his M43.
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.
FN MAG 58 - 7.62x51mm NATO
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.
A closer view of the weapon; note the blocky, riveted receiver characteristic of the FN MAG.
Hiss Troopers carry a machine gun based on the hand-held M134, albeit with five barrels instead of six.
General Electric M134 - 7.62x51mm NATO
See this? This right here is what we often refer to as "anger".
A possessed FBC heavy trooper prepares to ruin Jesse's day with his minigun.
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.
RG-6 / 6G30 - 40mm VOG caseless
An RG-6 leading a group of HK416s
on a tour of the famous Paper-Covered Table.
A Hiss heavy trooper armed with an RG-6.
M67 Hand Grenade
The game's standard hand grenades are M67 frag grenades.
M67 fragmentation grenade
A group of M67s alongside the retro-Serbus and not-quite-NeoSteads; rather worryingly, they lack both pins and spoons, meaning that they'd realistically either be inert or a few seconds from exploding.