The Brutalist Playground
Remedy Entertainment has always been good at 'weird,' but Control is where they perfected it. The game drops you into the shoes of Jesse Faden as she enters the Federal Bureau of Control (FBC) looking for her brother, only to find the building has been invaded by a resonance-based entity called the Hiss.
What follows is a descent into a world where the mundane and the cosmic collide. You’ll spend half your time reading memos about a haunted refrigerator and the other half using telekinesis to demolish office cubicles. It’s incredibly satisfying. The 'Oldest House'—the FBC’s headquarters—is a character in itself. It’s a Brutalist skyscraper that is actually a 'Power Place' that exists outside of normal reality.
Why It Matters for Teens
Beyond the cool powers, Control is a study in agency. Jesse starts as an outsider and slowly takes command of a massive, failing institution. For a teenager, that arc of gaining competence and 'taking control' of a chaotic situation is a powerful narrative hook.
It’s also a great entry point into 'New Weird' fiction. If they like this, they’re a stone’s throw away from loving Jeff VanderMeer or Twin Peaks. It’s sophisticated media that doesn't talk down to the player.
A Note on the Assist Mode
One of the best things Remedy did was patch in a robust 'Assist Mode.' You can toggle things like 'One-Hit Kills' or 'Immortal' if the combat gets too sweaty. This makes the game much more accessible for players who want to experience the incredible story and world-building without getting stuck on a boss for three hours. It’s a great example of how games can be inclusive without losing their edge.