Control’s Resonant Director Discusses the Intentional Absence of Yellow Paint in the Game

Control: Resonant is an exciting open-world game that embraces a more organic approach to exploration, steering clear of the typical markers that guide players. As the game’s director recently shared, the team at Remedy intentionally chose not to highlight ledges and doors with bright yellow paint, aiming to immerse players in the experience of navigating the game world on their own.

Now available on consoles and PC, Control: Resonant serves as Remedy’s expansive sequel to 2019’s Control. While the game features a larger map and emphasizes exploration, the developers opted against using glaring indicators like yellow paint on climbable surfaces or key locations. Instead, they rely on lighting, environmental cues, and other subtle hints to direct players.

“It was a conscious decision, obviously,” said the game’s director, Mikael Kasurinen, in a recent podcast interview.

Kasurinen elaborated on his philosophy regarding game design, emphasizing the importance of balancing competence, autonomy, and relatedness. He believes that autonomy is crucial when guiding players, which is why Resonant avoids overt markers, contrasting it with the “fart trails” seen in other games that lead players to objectives.

“It’s vital that players feel like they’re the ones discovering the path,” Kasurinen explained. “As creators, our role is to craft an experience. You need to strike a balance between presenting the world and its themes while allowing players to make their own decisions based on what they observe. If it feels like a directive, then the player loses that sense of choice.”

“There’s nothing better than feeling like you’ve found your own way,” he added, acknowledging that some players might initially find Control: Resonant to be “impenetrable.” They may feel uncertain about what to do or where to go, but Kasurinen sees this as a positive aspect, as he genuinely wants players to engage deeply with the game.

“They can’t just be passive observers; they need to actively participate in figuring things out,” he said. “We’re not going to spoon-feed them information, which can be a risky approach that might alienate some players. However, I believe this is the right way to create a lasting experience.”

“Players will return to this game, exploring and uncovering new things. It’s not just about following instructions and finishing the game; it’s about making choices and questioning whether those choices were right. I want players to reflect on their decisions, revisit areas, and consider different approaches, because that’s what makes the experience engaging.”

“To truly get the most out of this world, participation is essential. That’s the key takeaway,” Kasurinen concluded.

End of Article

© 2026 Times Horizon Private Limited

Privacy Policy
Write what you are looking for, and press enter to begin your search!
Loading ...