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Control Resonant's 'Annoying' Level Design Is Exactly What Open-World Games Need More Of

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Control Resonant's 'Annoying' Level Design Is Exactly What Open-World Games Need More Of

Despite the claim usually being that game journalists dish out lower scores when a game is "too hard" for them, here I am, having given Control Resonant a 9/10 in my own review of it, and yet, not only did I not find it too hard, but now I'm seeing non-journalists who are actually annoyed by the level design because it's too confusing. What's interesting is that, when I reviewed Control Resonant without the help of guides or general assistance from players online who were playing the game alongside me, not once did I have a single issue with the level design. Please don't consider this me talking down to anyone who is having issues with it, because that's not the point I'm wanting to make here. What I really want to draw attention to is the line that separates good level design from bad level design, and how it's a bit more nuanced than difficulty, which is almost always subjective.



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