Control

It's easy to understand why brutalism has been such a potent source of architectural inspiration for games. The raw forms - solid, legible and with clear lineation - are the perfect material for level designers to craft their worlds with. Simultaneously, these same structures are able to ignite imaginations and gesture outwards, their dramatic shapes and monumental dimensions shocking and attention-seizing.

I'm calling it, I'm finally letting go of Alan Wake. There is more to Remedy than its hoodie-and-tweed-wearing writer hero, and more to the studio's trademark brand of pulpy sci-fi than his gravelly, never-ending voice-overs. This is a good thing. Six years on from Wake's last outing, with no sequel in sight and Remedy's odd, live-action hybrid Quantum Break out of the way, Control feels like a clean break for Remedy.