Reviews
Control, I’m Not Coming Back Review (PC)
Control, I’m Not Coming Back is like a fever dream that you don’t ever seem to want to wake up from. Although melancholic and even a little depressing, it represents a communal connection to the sanctity of life, of hope, and to the small moments that make us miss home more than ever. The world, at least as we remember it, is gone. But deep in the astral field, in the far reaches of the cosmos, a small glimmer of light illuminates a perfect horizon that yearns to be found. The question is, how far are you willing to go to reach it?
To call Control, I’m Not Coming Back a game-game just wouldn’t be an accurate description of what it is. It isn’t a game; it’s an abstract art installation that favors otherworldly schematics and totally absurd sci-fi dioramas, rhythmic harmonies and simple, to-the-point montages. I suppose, to some extent, it’s a love letter to unorthodoxy—a whimsical adventure that learns to wax poetry with emotional clarity. It might not often seem that way, but believe me when I say, it knows all too well how to capture your undivided attention as it sits you down to spin a yarn or six.

Control, I’m Not Coming Back takes us to the far reaches of space—to the “point of no return” where a young cadet is given the dire ultimatum to brave the depths of the vast cosmos, knowing all too well that they may never be able to find their way back home. In the midst of this rather emotional predicament, the game tasks you with befriending Voyager 1—a historic probe with a conscience and a false sense of optimism—and traipsing through a collection of otherworldly montages. With that, you have a simple objective: to tread carefully through a vast array of intergalactic corridors and to learn the importance of bravery, patience, and accepting the fact that you will never see the light at the end of the tunnel.
For the most part, Control, I’m Not Coming Back feels like a musical arrangement in motion—a series of fleeting moments that operate in tandem with a soundtrack of fitting crescendos. While light on its gameplay facets, it compels you to carve forward and discover more of its ensemble. And with an artistic flair that, in all honesty, has a peculiar way of keeping you on your toes from beginning to end, it doesn’t take much for you to want to pursue that breadcrumb trail, either. It’s pop art; it’s surreal; it’s overtly flamboyant; and it’s about as dramatic as a blazing supernova during the midst of high noon.

Of course, if you’re hell-bent on sinking your teeth into a game that makes a habit of including as many gameplay elements as possible, then you’ll probably be disappointed with just how little Control, I’m Not Coming Back brings to the astral realm. Given the fact that most of the game is made to feel like more of an experience than a fully-fledged action-adventure game, it can be awfully difficult to scratch multiple itches at once. See, Control, I’m Not Coming Back isn’t that sort of journey. Rather, it’s a brief window into a world where messages carry more weight than actions. It’s short, to-the-point, and above all, rather emotional. And honestly, that’s partly the reason why I feel so drawn to it.
In the short amount of time I spent with Control, I’m Not Coming Back, I must have experienced a wealth of emotions, several of which led me to believe that I was working for the greater good. In reality, though, I was never entirely sure. Voyager 1 would slump some philosophical messages on me to bend my moral compass, and I’d believe that I was headed in the right direction. But, I’d be lying if I said that I knew of the destination. I didn’t. The galaxy would orbit the one corridor, and then transport me to another. Simply, I was just there for the ride.

Control is, above all else, a tilt of the hat to artistic expression—an experiment that doesn’t shy away from embracing its eccentricity. With its art style belonging to no particular label, you could argue that it’s a little piece of, well, everything. Occasionally, it’s painfully minimal, but at times, it’s also wondrously vibrant and hallucinogenic. The thing is, it never truly settles for the one tone; it dips its toes into a wealth of intergalactic pools and vies to make something out of each of them. Sometimes, it’s comical, others it’s oddly mesmerizing. It’s the not knowing, really, that makes the overall journey so darn compelling.
While the lack of interactivity might not be for everyone, those who enjoy short fever dreams that dare to step out of their comfort zones ought to be able to appreciate the beauty in Control, I’m Not Coming Back. It’s still a niche concept, and therefore the odds of it falling into everyone’s laps might be a little slim. That said, for the target demographic, it ought to go down as a real treat. A strange treat I’ll admit, yet one that you probably won’t forget about at any point in the near future, either. I’d count that as a small victory.
Verdict

Control, I’m Not Coming Back is a breath of fresh air that gracefully taps into its artistic prowess in an effort to conceive a peculiar yet oddly enticing fever dream voyage that should keep even the most inexperienced space cadets sprawling around the cosmos long after the credit roll. Although incredibly light on interactivity and gameplay hooks, its dedication to experimental art and music is clearly what propels it to another galaxy. Again, it might not be to everyone’s liking, but for those who simply enjoy the thought of not knowing what looms around the corner, it ought to make for a brilliant treat. An unusual treat, but one that I also can’t help but feel the need to shove down your throat, weirdly.
Control, I’m Not Coming Back Review (PC)
One Small Step for Mankind
Control, I’m Not Coming Back is a breath of fresh air that gracefully taps into its artistic prowess in an effort to conceive a peculiar yet oddly enticing fever dream voyage that should keep even the most inexperienced space cadets sprawling around the cosmos long after the credit roll.











