Control Resonant Director Explains The Game’s Lack Of Yellow Paint: ‘It Was A Conscious Decision, Obviously’

Control: Resonant is a very cool open-world game that doesn’t feel the need to tell you everything or always clearly point you in the right direction. Instead, as recently explained by the game’s director, the Remedy-developed sequel purposely avoids covering ledges and doors in yellow paint because the team wanted players to “participate in the experience” of playing the game and finding their way through it. 

Out now on consoles and PC, Control: Resonant is Remedy’s bigger open-world action RPG sequel to 2019’s Control. Yet despite the shift to a much bigger map and a bigger focus on exploration, the devs working on Resonant didn’t paint big yellow spots and splashes on climbable ladders or important doorways or chests. The game avoids the controversial yellow-paint method of telling players where to go and instead uses lighting, in-world props, and more to guide players in the right direction.

“It was a conscious decision, obviously,” said Control Resonant director Mikael Kasurinen in a new interview on the Dropping Frames podcast. 
Control Resonant Director Explains The Game’s Lack Of Yellow Paint: ‘It Was A Conscious Decision, Obviously’ Control: Resonant is a very cool open-world game that doesn’t feel the need to tell you everything or always clearly point you in the right direction. Instead, as recently explained by the game’s director, the Remedy-developed sequel purposely avoids covering ledges and doors in yellow paint because the team wanted players to “participate in the experience” of playing the game and finding their way through it.  Out now on consoles and PC, Control: Resonant is Remedy’s bigger open-world action RPG sequel to 2019’s Control. Yet despite the shift to a much bigger map and a bigger focus on exploration, the devs working on Resonant didn’t paint big yellow spots and splashes on climbable ladders or important doorways or chests. The game avoids the controversial yellow-paint method of telling players where to go and instead uses lighting, in-world props, and more to guide players in the right direction. “It was a conscious decision, obviously,” said Control Resonant director Mikael Kasurinen in a new interview on the Dropping Frames podcast. 
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