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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 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.
Several Glock 19 pistols can be seen in an armory. They are never used by any NPCs.
Hiss Rangers can carry PM-63 RAKs with Ruger MP9-esque slab-sided upper receivers 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.
Serbu Super Shorty
Armored Hiss Guards carry Mossberg 500-based Serbu Super Shorties with wooden furniture.
Heckler & Koch HK416
Low-detailed Heckler & Koch HK416s with red-dot sights can be found strewn on a table in the Research Sector.
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.
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.
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.
Hiss Troopers carry a machine gun based on the hand-held M134, albeit with five barrels instead of six.
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.
M67 Hand Grenade
The game's standard hand grenades are M67 frag grenades.