Det er vel kun naturligt for forbrugere at forlange og forvente mere af deres spil, når mediet konstant udvikler sig. Alligevel har fokusset på flot grafik, store verdener og antallet af timers indhold været lidt af et pres på udviklerne, og også gameplay-kompleksiteten er der store forventninger, hvis man skal tro Remedy-chefen.
I et interview med Official Xbox Magazine fortæller CEO Mikael Kasurinen, at dybden i deres spil er blevet større med årene, og at det er forbrugernes konkrete forventninger til mekanikker og deres brug også.
"It was a common philosophy in the early '00s: perfect that 30-second loop. Like what Halo did, perfect that one loop, make headshots feel good, and then you repeat that endlessly. It was a common strategy, and it was a good strategy, but I don't think that's enough anymore. You have to have that, but then you have to have other layers to the experience - progression, strong characters, an interesting world to explore. Even when they don't play the game we want people to think about it, 'Okay what will I do when I get back in the evening and return to playing Control? Will I tackle a side-mission?' It's a different age, I think. Our philosophy looking at game design needs to change as well, so it can't be just fight with light, it needs to be more than that and that's what we are doing with Control."
Control udkommer d. 27 august, og Remedy siger at det er deres mest åbne spil til dato, dog uden at have en direkte åben verden.