I was sent here from Kotaku. Control is one of the rare games that (for me) transcends the line between art and entertainment. The architecture in the game is a huge part of the experience and the art and to see it dissected and analyzed was very informative and entertaining. Bravo
The non-euclidean floorplan, refusal to center and line up elements of the walls, etc reads to me as the Oldest House developing itself as a character that very deliberately breaks the rules placed upon it as an object and a building. Similarly in the ashtray maze, when you first enter it seems like some sort of puzzle room that you can dive into if you figure out the right actions to make it shift the way you want it to. Only after giving up and coming back later do you realize that it's not a puzzle at all but rather one of the best run and gun sequences in the history of video games
Brutalism is a style that does have a tendency to be found in structures of the institutional type and that's no accident. The massive scale of many structures that hail from brutalism meant to impress, create awe, convey power. There are quite a few great exemples of this in Montreal.
I am rooting you bud. Im an architect that sees this beautiful potential in video games , of storytelling and world building, and defamiliarizing at the very least. it's people like you that are helping architecture in video games become more significant. I love your analysis and can't wait to catch your stream. Best of luck.
10:38 Definitely not a coincidence. It seems pretty implicit (and probably explicit somewhere in documentation) that the Oldest House has the quality of containing impossible geometry; impossibly larger on the inside, a House of Leaves-esque building.
oh definately its intended to be familier but wrong in every way, easy to recognize but impossible to grasp, im fairly sure the only reason it resembles an office space at all is becuase its expected to by its occupants, one of the dlcs seem to imply that before the city existed it took the form of a tree most notably drawing paralels to yggdrasil from norse mythology where it branches off into other realms
Oh that is great! I know that "architecture" is generally a turn off for a wide audience because it is likely stuffy and boring so I am hoping to change that a bit!
I have absolutely zero knowledge of architecture, yet throughout my hours upon hours of playing Control, I had the distinct feeling that the Oldest House's architecture was something that left little to chance. Your analysis has been eye-opening and fascinating, thank you so much for it!
The most amazing thing is a building full of concrete where virtually the entire game takes place is so memorable, I recognize every single room with perfect clarity and marvel at nearly ever area's design. What should have been a repetitive endless maze of indistinguishable locations ends up being stunning in the most unexpected way. I have a lot of nice things to say about control, but hats off to the level designers - these might be the best interior game world ever to exist in videogaming. Virtually no two rooms are truly alike across the entire game, excluding the bathrooms.
This was amazing and you got yourself another subscriber! I'm a total novice when it comes to architecture and only came here for Control but you sent me down a whole rabbit hole of ideas to explore!
Great video! I've been interested in Control specifically because of its architectural influences, but I've not played it. As I understand it there are supernatural aspects tot he game, so that the floor plans don't fit within the confines of the real building as seen from outside seems plausible, in a sort of Tardis manner. As for the imperfections/misalignments/asymmetries etc you noted, it seems it could just as easily be intended as not. Game architecture so often seems to take shortcuts when being designed, but a game like Control where so much thought was put into it, and where the architecture is so central, it would make me surprised if it really was unintentional.
I have probably watched this video 10 times now. You are such a great teacher. Why did you stop making these videos? You have introduced me to many great architects and make me want to learn more, so much so that I research the different things you bring up and have purchased a few books on architectural design. I haven't found a single channel on video game architecture that even scratches the surface of your channel.... If you read this comment, I pray you will post more videos soon
what an incredibly kind comment. Thank you so much! Well the truth is that I had a baby! And so I took a little break from streaming and making content. But no worries! I will be back :) Thank you again, comments like this are really wonderful to read.
Brilliant analysis. I am going to be looking at the Oldest House a lot differently as I finish my second playthrough. Thanks for doing this incredible game
Super cool video, linking both my fascination in architecture and my love for Control. Following the channel with deep interest, keep up the good work!
You really caught me off guard there when you mentioned the pin - which is a really cool observation, but I thought you were going to mention the Black Inverse Pyramid and White Pyramid imagery that you get. I'm not sure if it is an intentional trick of the light, but if you look at your video at ua-cam.com/video/4gbWOhxTpr8/v-deo.html you can see the two pyramids, the Black Inverted Pyramid of the board, but also the White Pyramid that is in a few locations including the Oceanview Motel. Another really lovely touch is that when you look at Central Executive from that elevator, the flooded white light really looks like a mimickry of the Astral Plane with the Board enclosed by familar reality. Effectively a shorthand reminder of where you are - because as far as the Board is concerned, this is their space, connected to your world.
This is a phenomenal critique and analysis. I'm no architect, but I understand art and semiotics, and spent a few years working in bureaucracy - so Control's subversion and juxtapositions really spoke to me. There's even a layered humour to the ways the FBC and The Oldest House take completely alien, nightmarish concepts and wrap them up in the utterly mundane trappings and vocabulary of memo-driven office life.
Love the analysis, and love how since playing this game last year I’ve been able to see my interests in Architecture, Psychology, and video games all intersect! I’d love to hear your thoughts on their choices in designing the Seaside Hotel (or whatever the exact name was) and how they were able to make it feel so familiar. Also a new subscriber here and excited to dive into your other videos and see what you talk about next!
Fantastic video! I am currently writing a paper for university titled "architecture as visual narrative" and Control was the immediately the first video game example I knew I would write about.
This is a very intelligent analysis. Thank you. But in the Foundation DLC there is actually a document called "on the pyramid and geometry" and an audio log from a key character which they draw attention to since it is used in the final shot, which is a shot of the Pyramid in the central executive with a camera flip. Quote: "Standing on their base, triangles signify stability and strength. Inverted, on their points, they represent conflict and stagnation. Of course, the orientation is just a matter of perspective. Looking at the pyramid from below gives you one, from above, another. Northmoor says he looks up at the inverted pyramid. I have to wonder: is anyone standing over it, looking down?"
Starting around 9:30, the scales in those visualizations are off. For example, NSC Power Plant and Black Rock Quarry are bigger than the building itself. These things would be way, way bigger than the buildings presented. I think that the NSC Power Plant is bigger in length/width dimensions than 33 Thomas St, NYC. Thanks for the visualizations though. It definitely helps ease the weirdness and scale I felt when playing the game.
I feel like I've not actually played the game as I took none of this from it. I thought everything looked cool but that was is. I didn't read any hidden meanings or see any references to other styles. I'm going to have to replay it now. That being said, the Oldest House is a bubble universe. The reason things don't fit in the building is because once you enter the building you enter another dimension separate from out own. It gives the oldest house a near infinite number of bubbles to branch off into.
Have you ever made any videos on architecture in limbo? I tend to dream a lot and I love it. But it also has got me asking questions. You see, when I dream with my city, or some familiar places, such as my house, they are always modified by my mind. But these modifications are always the same. The limbo versions I make of my real world never change inside my dream world. They have stayed the same for years. Has this been studied by psychiatrists? I did some research on it but with no success. And that's how I got here. It's been a couple of years since I started asking my self if other people dream like this. It would be awesome to build some 3D limbo versions of our cities based on how their inhabitants modify them in their dreams. I noticed some of this dreaming experiences might be shared by the people who created Control. But I got my mind blown playing Echo. The last level looks exactly like a building I dreamt once combining a hotel with one of the theatres and the cinema of my home town. Still I'd love to make a painting of it. There were stairs that served as boxes at the same time, I was looking down at the stage and I was fascinated by the immensity of the place. That's the only place I've never dreamt of again in 25 years and the one I liked the most
Really interesting subject and topic! But, maybe it's just me, I kinda missed your point about the misalignment of the joints/elements in the glass box. Where seeing it as a missed possibility to perfection? Did you get bothered by it? Or did you just simply like it? For me that was a moment of DeFamiliarization, it made apparent how focused we are on alignments, on aesthetic perfection, the control we think we have. By misaligning it starts working on the nerves of many, wanting to correct it, but exactly that is (for what i've understood from this video) the point of the game. Isn't it?
To add to my own comment; I think you missed one really important reference; Carlos Scarpa. He comes (most visibly) through in the concrete edge detailling (stepped) but also the round circles in concrete on the wall. But, as addition to the misalignment of the joints; it's something scarpa also played with. Different sizes of similar elements, little offsets in alignment, etc. - Syncopation
The game even states itself that it is sort of like a living entity, entire floors shift around and make it troublesome for the workers to go to their workspaces. It's a paradox and not supposed to be confined in any reasonable architecture from the exterior of the street :)
Really great vid! Like that you have alluded to the works of many architects. I wonder what do you think about the architecture of Rapture City in bioshock
I think the defamiliarization works nicely if you are an architect but would the common gamer even notice that the red carpet pattern is a reference to another one? A MODIFIED reference to boot? Maybe the devs just wanted to make stuff a bit different to not be called straight-up copycats.
I loved control. And as an architect, I feel like I never had anyone to discuss the architectural elements of the game with. Meanwhile the Oldest House is the main character of the game.
I have watched and learned too much about Jungian theory, I never even noticed the symbolism in the building design because I was too busy picking apart the personal conscious and collective subconscious, and all that jazz.
The Control nerd nitpick in me is the Oldest House isn't an Object of Power.. it's a Place Of Power. I mean that's basically the same thing just scaled up, but I had to say it lol
Is this a game where everything was made to resemble real life brutalist architecture and design but with minuscule alterations to mess with peoples' heads on the off chance they are architecture buffs? Or is it just a game with a brutalist art direction where nobody cares if everything is an exact replica? ;)
Again with the Oldest House being called an OoP, first Epic now this video. NOPE, it's a PLACE of Power, a PLACE a location, not an object, not that hard to remember right? ...sorry, I've been under a lot of stress lately ...but please use the proper denominations, ok? The categorization is hard enough already as to be confusing labels Richard Langston Panopticon Supervisor
Alright alright Supervisor Langston I do hope this week is less stressful than the last. You are right! A place! How interesting. I wonder how that might change my analysis... after all, buildings ARE just big complicated objects... hmmm
@@extraoffice7981 An OoP is an object with a connection to the Astral Plane or other Place of Power, which produces the manifestation of para-natural properties in the immediate vicinity or within the object itself. The size of the object can vary on a large scale, such as The Nail which despite being... well... nailed...impossibly deep underground. its size going beyond logical measurement is not considered a Place of Power, as the source of its para-natural properties are linked to its origin and not to the object itself. On the other hand, a PoP is a location where the laws of common physics do not apply, usually as a product of an AwE, while others might even exist for longer than our reality...if time could be considered a constant in those places... Anyways the aforementioned Astral Plane along with the Oldest House are PoP. The para natural-events that occur inside them are a direct result of the locations merely existing, and as explained before they can manifest OoPs of their own, whereas OoP while sometimes having the property to replicate cannot manifest another OoP themselves, at least as of date. That said the analysis of the oppressive ambient manifested by the Oldest House is truly top-notch. I can see how a keen eye for cultural iconography could be of use when identifying the more subtle effects of an OoP, PoP or other Altered Items on the human mind. Perhaps a letter of commendation to the Rituals Division might be at hand. - Richard Langston Panopticon Supervisor
I was sent here from Kotaku. Control is one of the rare games that (for me) transcends the line between art and entertainment. The architecture in the game is a huge part of the experience and the art and to see it dissected and analyzed was very informative and entertaining. Bravo
Thank you!
The non-euclidean floorplan, refusal to center and line up elements of the walls, etc reads to me as the Oldest House developing itself as a character that very deliberately breaks the rules placed upon it as an object and a building. Similarly in the ashtray maze, when you first enter it seems like some sort of puzzle room that you can dive into if you figure out the right actions to make it shift the way you want it to. Only after giving up and coming back later do you realize that it's not a puzzle at all but rather one of the best run and gun sequences in the history of video games
The Old House is, indeed, a tree.
Brutalism is a style that does have a tendency to be found in structures of the institutional type and that's no accident. The massive scale of many structures that hail from brutalism meant to impress, create awe, convey power. There are quite a few great exemples of this in Montreal.
I am rooting you bud. Im an architect that sees this beautiful potential in video games , of storytelling and world building, and defamiliarizing at the very least. it's people like you that are helping architecture in video games become more significant. I love your analysis and can't wait to catch your stream. Best of luck.
wow thank you for the kind words!
10:38 Definitely not a coincidence. It seems pretty implicit (and probably explicit somewhere in documentation) that the Oldest House has the quality of containing impossible geometry; impossibly larger on the inside, a House of Leaves-esque building.
oh definately its intended to be familier but wrong in every way, easy to recognize but impossible to grasp, im fairly sure the only reason it resembles an office space at all is becuase its expected to by its occupants, one of the dlcs seem to imply that before the city existed it took the form of a tree most notably drawing paralels to yggdrasil from norse mythology where it branches off into other realms
I would love it if you reviewed the architecture in ECHO
Even though I don't know anything about architecture, I found myself captivated by this ! Thank you so much, it has been very interesting !
Oh that is great! I know that "architecture" is generally a turn off for a wide audience because it is likely stuffy and boring so I am hoping to change that a bit!
this is the most underrated channel on youtube :(
I agree
I have absolutely zero knowledge of architecture, yet throughout my hours upon hours of playing Control, I had the distinct feeling that the Oldest House's architecture was something that left little to chance. Your analysis has been eye-opening and fascinating, thank you so much for it!
I'm obsessed with every facet of this game. Thank you for taking me on such architectural deep dive of this beautiful masterpiece!
The most amazing thing is a building full of concrete where virtually the entire game takes place is so memorable, I recognize every single room with perfect clarity and marvel at nearly ever area's design. What should have been a repetitive endless maze of indistinguishable locations ends up being stunning in the most unexpected way. I have a lot of nice things to say about control, but hats off to the level designers - these might be the best interior game world ever to exist in videogaming. Virtually no two rooms are truly alike across the entire game, excluding the bathrooms.
This was amazing and you got yourself another subscriber! I'm a total novice when it comes to architecture and only came here for Control but you sent me down a whole rabbit hole of ideas to explore!
Great video! I've been interested in Control specifically because of its architectural influences, but I've not played it. As I understand it there are supernatural aspects tot he game, so that the floor plans don't fit within the confines of the real building as seen from outside seems plausible, in a sort of Tardis manner.
As for the imperfections/misalignments/asymmetries etc you noted, it seems it could just as easily be intended as not. Game architecture so often seems to take shortcuts when being designed, but a game like Control where so much thought was put into it, and where the architecture is so central, it would make me surprised if it really was unintentional.
I have probably watched this video 10 times now. You are such a great teacher. Why did you stop making these videos? You have introduced me to many great architects and make me want to learn more, so much so that I research the different things you bring up and have purchased a few books on architectural design. I haven't found a single channel on video game architecture that even scratches the surface of your channel.... If you read this comment, I pray you will post more videos soon
what an incredibly kind comment. Thank you so much! Well the truth is that I had a baby! And so I took a little break from streaming and making content. But no worries! I will be back :) Thank you again, comments like this are really wonderful to read.
Also, you can totally join our discord and chat about these things! discord.gg/Q9bvFVqR
Brilliant analysis. I am going to be looking at the Oldest House a lot differently as I finish my second playthrough. Thanks for doing this incredible game
Super cool video, linking both my fascination in architecture and my love for Control. Following the channel with deep interest, keep up the good work!
You really caught me off guard there when you mentioned the pin - which is a really cool observation, but I thought you were going to mention the Black Inverse Pyramid and White Pyramid imagery that you get. I'm not sure if it is an intentional trick of the light, but if you look at your video at ua-cam.com/video/4gbWOhxTpr8/v-deo.html you can see the two pyramids, the Black Inverted Pyramid of the board, but also the White Pyramid that is in a few locations including the Oceanview Motel.
Another really lovely touch is that when you look at Central Executive from that elevator, the flooded white light really looks like a mimickry of the Astral Plane with the Board enclosed by familar reality. Effectively a shorthand reminder of where you are - because as far as the Board is concerned, this is their space, connected to your world.
I was waiting for that ! I am going to enjoy every second of this video. Thanks man !
Glad Kotaku featured this video. Awesome stuff. You've got yourself a new subscriber. :3
Thank you!
Came here through the Kotaku funnel. Excellent work. Liked and subbed.
Fascinating video analysis. You just got a new subscriber.
This is a phenomenal critique and analysis. I'm no architect, but I understand art and semiotics, and spent a few years working in bureaucracy - so Control's subversion and juxtapositions really spoke to me. There's even a layered humour to the ways the FBC and The Oldest House take completely alien, nightmarish concepts and wrap them up in the utterly mundane trappings and vocabulary of memo-driven office life.
yoo, this is so cool. please do more videos on architecture in video games!
*you got a new subscriber btw
Love the analysis, and love how since playing this game last year I’ve been able to see my interests in Architecture, Psychology, and video games all intersect! I’d love to hear your thoughts on their choices in designing the Seaside Hotel (or whatever the exact name was) and how they were able to make it feel so familiar.
Also a new subscriber here and excited to dive into your other videos and see what you talk about next!
Fantastic video! I am currently writing a paper for university titled "architecture as visual narrative" and Control was the immediately the first video game example I knew I would write about.
Great breakdown and delivery. Love this format
Wow that Slavoj Zizek quote hit me out of nowhere. But damn it you made it fit into the architectural discussion of Control.
Peak quality content scav!
I love your narration!
This is great. Thank you for sharing your hard work and congrats.
This is a very intelligent analysis. Thank you. But in the Foundation DLC there is actually a document called "on the pyramid and geometry" and an audio log from a key character which they draw attention to since it is used in the final shot, which is a shot of the Pyramid in the central executive with a camera flip. Quote: "Standing on their base, triangles signify stability and strength. Inverted, on their points, they represent conflict and stagnation. Of course, the orientation is just a matter of perspective. Looking at the pyramid from below gives you one, from above, another. Northmoor says he looks up at the inverted pyramid. I have to wonder: is anyone standing over it, looking down?"
That reveal at the end... Brilliant. Never would have noticed it and I can't believe it wasn't intentional on the part of the game designers.
This was awesome. I love Control and now I love this channel!
Starting around 9:30, the scales in those visualizations are off. For example, NSC Power Plant and Black Rock Quarry are bigger than the building itself. These things would be way, way bigger than the buildings presented. I think that the NSC Power Plant is bigger in length/width dimensions than 33 Thomas St, NYC.
Thanks for the visualizations though. It definitely helps ease the weirdness and scale I felt when playing the game.
I feel like I've not actually played the game as I took none of this from it. I thought everything looked cool but that was is. I didn't read any hidden meanings or see any references to other styles. I'm going to have to replay it now.
That being said, the Oldest House is a bubble universe. The reason things don't fit in the building is because once you enter the building you enter another dimension separate from out own.
It gives the oldest house a near infinite number of bubbles to branch off into.
What a wonderful job you've done here. Keep up with the good work.
Have you ever made any videos on architecture in limbo? I tend to dream a lot and I love it. But it also has got me asking questions. You see, when I dream with my city, or some familiar places, such as my house, they are always modified by my mind. But these modifications are always the same. The limbo versions I make of my real world never change inside my dream world. They have stayed the same for years.
Has this been studied by psychiatrists? I did some research on it but with no success. And that's how I got here. It's been a couple of years since I started asking my self if other people dream like this. It would be awesome to build some 3D limbo versions of our cities based on how their inhabitants modify them in their dreams.
I noticed some of this dreaming experiences might be shared by the people who created Control. But I got my mind blown playing Echo. The last level looks exactly like a building I dreamt once combining a hotel with one of the theatres and the cinema of my home town. Still I'd love to make a painting of it. There were stairs that served as boxes at the same time, I was looking down at the stage and I was fascinated by the immensity of the place. That's the only place I've never dreamt of again in 25 years and the one I liked the most
awesome! shared on control subreddit.
deeply thankful for this!
As an architect in real life. I approve of this content.
Really interesting subject and topic! But, maybe it's just me, I kinda missed your point about the misalignment of the joints/elements in the glass box. Where seeing it as a missed possibility to perfection? Did you get bothered by it? Or did you just simply like it?
For me that was a moment of DeFamiliarization, it made apparent how focused we are on alignments, on aesthetic perfection, the control we think we have. By misaligning it starts working on the nerves of many, wanting to correct it, but exactly that is (for what i've understood from this video) the point of the game. Isn't it?
To add to my own comment; I think you missed one really important reference; Carlos Scarpa. He comes (most visibly) through in the concrete edge detailling (stepped) but also the round circles in concrete on the wall. But, as addition to the misalignment of the joints; it's something scarpa also played with. Different sizes of similar elements, little offsets in alignment, etc. - Syncopation
The game even states itself that it is sort of like a living entity, entire floors shift around and make it troublesome for the workers to go to their workspaces. It's a paradox and not supposed to be confined in any reasonable architecture from the exterior of the street :)
This is exactly what I was looking for, very well done
wowww! Love your analyse!
You should really take a look at Prey (2017). It's a beautiful and fun game with a lot of interesting architecture in my opinion.
Really great vid! Like that you have alluded to the works of many architects. I wonder what do you think about the architecture of Rapture City in bioshock
Just found your channel. Brilliant videos.
I think the defamiliarization works nicely if you are an architect but would the common gamer even notice that the red carpet pattern is a reference to another one? A MODIFIED reference to boot? Maybe the devs just wanted to make stuff a bit different to not be called straight-up copycats.
I believe the point exactly is that you don't notice :)
It's basically Tardis rules inside the building, bigger on the inside, its always shifting
This is my new favorite youtube channel/tiktok
Incredible video
I'm surprised that Carlo Scarpa is not mentioned in this video.
I _knew_ that Central Research looked like Corbusier!
I loved control. And as an architect, I feel like I never had anyone to discuss the architectural elements of the game with. Meanwhile the Oldest House is the main character of the game.
Thank you, such an interesting video : )) signed, a brutalism lover
Glad you enjoyed it!
Fascinating thanks fro this video!
Damn this channel is what I needed
Very cool breakdown.
Worth a sub.
I have watched and learned too much about Jungian theory, I never even noticed the symbolism in the building design because I was too busy picking apart the personal conscious and collective subconscious, and all that jazz.
can you please reference the quote from Slavoj Žižek on 13:46 i cant find it on the internet, i want to use it in my thesis. Thanks!
Amazing dude great video
Amazing 👏
I have to ask.. how did you extract the level maps into 3D models? That's impressive.
Very good! Congratulations.
make one more video about control please
i love the Architecture of the gamethat i want to work there
No comments on The Oceanview Motel?
Great, Ryan! I think you need a better mic, though.
thank you and yes! I was actually just able to get a new one thanks to my patrons after I recorded this! Crispy audio coming soon ;)
The Control nerd nitpick in me is the Oldest House isn't an Object of Power.. it's a Place Of Power.
I mean that's basically the same thing just scaled up, but I had to say it lol
years later, wildly pedantic, and yet kind. you dropped this 👑
Actually it's not plato, it's a well known Chinese story about an emperor raised in a room talking to an artist.
Great vídeo!
Is this a game where everything was made to resemble real life brutalist architecture and design but with minuscule alterations to mess with peoples' heads on the off chance they are architecture buffs?
Or is it just a game with a brutalist art direction where nobody cares if everything is an exact replica? ;)
dunn dunn duuunnnnnn!
Again with the Oldest House being called an OoP, first Epic now this video. NOPE, it's a PLACE of Power, a PLACE a location, not an object, not that hard to remember right? ...sorry, I've been under a lot of stress lately ...but please use the proper denominations, ok? The categorization is hard enough already as to be confusing labels
Richard Langston Panopticon Supervisor
Alright alright Supervisor Langston I do hope this week is less stressful than the last. You are right! A place! How interesting. I wonder how that might change my analysis... after all, buildings ARE just big complicated objects... hmmm
@@extraoffice7981 An OoP is an object with a connection to the Astral Plane or other Place of Power, which produces the manifestation of para-natural properties in the immediate vicinity or within the object itself. The size of the object can vary on a large scale, such as The Nail which despite being... well... nailed...impossibly deep underground. its size going beyond logical measurement is not considered a Place of Power, as the source of its para-natural properties are linked to its origin and not to the object itself. On the other hand, a PoP is a location where the laws of common physics do not apply, usually as a product of an AwE, while others might even exist for longer than our reality...if time could be considered a constant in those places...
Anyways the aforementioned Astral Plane along with the Oldest House are PoP. The para natural-events that occur inside them are a direct result of the locations merely existing, and as explained before they can manifest OoPs of their own, whereas OoP while sometimes having the property to replicate cannot manifest another OoP themselves, at least as of date.
That said the analysis of the oppressive ambient manifested by the Oldest House is truly top-notch. I can see how a keen eye for cultural iconography could be of use when identifying the more subtle effects of an OoP, PoP or other Altered Items on the human mind. Perhaps a letter of commendation to the Rituals Division might be at hand.
- Richard Langston Panopticon Supervisor
I played 99% of that game with raytracing. That game is poorly design and very frustrating to play. It is a bad game with good architecture.