 Control might very well be my favourite game of 2019, based alone on how powerful it made me feel by the time the credits rolled. I won't even begin to address the psychedelic storyline of Remedy Entertainment's latest. Instead, I will articulate to you, dear viewer, what makes Control's telekinesis so much fun, in five ways. 1. It makes you feel powerful early on. It's exceedingly rare in 2019 to have a game that delivers exactly what its unveiling E3 trailer promised, more than a year earlier. And yet, that is what Remedy Entertainment has done. When it was revealed in June 2018, I immediately fell in love with Control and what looked like my ultimate power fantasy, making up just about any object and launching it at breakneck speed at your enemies. Or mine anyway. I didn't know how well Remedy would deliver. And then, a short little while into the game, I unlocked telekinesis and immediately got exactly what I was promised. It's an incredibly potent ability from the onset. And it only gets better, deadlier and more impressive as you upgrade it. 2. Upgrading it allows you to use dead bodies as ammunition. While undoubtedly the grizzliest, this is one of the most fun upgrades you can unlock. Activating your telekinesis on an enemy who only has a sliver of health left, only to be used as a weapon against the next hiss, is almost comical. And it would be, if it weren't this damn effective. Speaking of effective, there's one particular enemy type. The hiss charged, which is perfect to throw back at the waves upon waves of hiss. Because what's better than a corpse that explodes and takes three other hiss with it? 3. You can rip radar dishes to sweep your enemies with. One of the coolest moments towards the end of the main storyline involves Jesse doing just that, as these enormous raided dish antennas clear your enemies two to three at a time, if you use positioning right. Unfortunately, some enemy hiss can also do that. And when a pair of them true radar dishes at me one after the other, there wasn't much left, except some Jesse shaped smudges of blood on the floor. 4. You can create a shield of debris. While this doesn't technically enter into the purview of the object of power which unlocks your telekinesis, it does employ the same logic. Visually this shield of concrete wooden whatever else is around is really cool, but that's not the end of it. In a pinch under solid gunfire for example, this can buy you time to get away or get to nearby health fragments. It's quite literally a life saver. I didn't personally use it much. My play style was decisively more offence oriented than defensive, but as a last ditch utility it's priceless. 5. Nothing looks as cool as levitating while dragging a piece of debris and sewing dead from above without a single shot with your service weapon fired. I'm an enormous X-Men comic book nerd and the first time I did that was probably my crowning Jean Grey moment. Floating the air and decimating the his corrupted bureau agents with everything from pieces of concrete to bodies to forklifts to RPG ammunition and grenades fired at you is not just cool as hell, but is the most rewarding power fantasy I can imagine right now. I mean how cool is it to float in the air gliding back and forth to avoid bullets snatching rockets inches away from your face and turning them back on the poor his possessed agent that fired them with complete prejudice and not a single shot fired on your side at least and that is until you run out of energy. Seriously, someone should make an X-Men video game and just copy everything control does right with telekinesis. Surely I'm not the only one who'd sweat blood to play that right? Right? Anyway, thanks for watching my 5 ways control does telekinesis right. If you enjoyed this video, please like, share and subscribe. Leave a comment down below. What were your favorite moments with Jess's telekinetic abilities? Describe them for me. Next up I'll be doing some more control in AC Odyssey videos. I think I'll be talking about episode 1 of the Legacy of the First Blade DLC for Odyssey controls an orthodox take on the dual narrative structure in Jesse Faden's Hero's Journey. Until next time, bye! Not the disc, of course, but one exactly like it. A perfect fusion of concepts vibrating in the Cold War era collective unconscious. A receptacle. It is a receptacle for dangerous energies to hone in on and they did. We don't have the details, but when things started flying around the disc, it was transferred to us. It's an object of power. O-O-P. And it can launch things telekinetically through the air. To date, we've launched maybe 3 dozen pencils. And once, we even launched a cup.