Control 2 Developers Talk About the ‘Focus, M’ Awkward Dialogue Scene from the Trailer

**Control Resonant: Responding to Dialogue Critiques Amidst Anticipation for the Sequel**
Last month, at Sony’s prominent State of Play event, Remedy Entertainment revealed fresh gameplay footage from their eagerly awaited sequel, *Control Resonant*. The announcement was celebrated by fans keen to delve into the next installment of the beloved franchise. However, some parts of the gaming community expressed concerns regarding the dialogue present in the demo, which they believed echoed the criticisms of simplistic and contrived writing often linked with AAA titles, particularly reminiscent of the viral “Focus, M” clip.
*Control Resonant* is poised to build on the semi-open-world structure introduced in its predecessor, *Control*, offering players a significantly larger NYC environment and a greater focus on dynamic, aggressive combat. During a recent preview event, prominent developers, including creative director Mikael Kasurinen and lead gameplay designer Sergey Moho, carefully guided journalists through an exciting gameplay segment, highlighting the game’s innovative mechanics and captivating world.
In a following Q&A session, a question was raised regarding the aforementioned critique of the dialogue from the State of Play. A prominent tweet highlighted a moment between the main character Dylan and an off-screen handler, implying it fell prey to the sort of “AAA dialog” scrutiny directed at mainstream games for their frequently formulaic banter. Addressing the concern, communications director Thomas Puha indicated his initial unawareness of the meme, stating, “We’re kind of busy working on the game. Ultimately, I would think [we here at Remedy] know how to write good dialogue…and narrate a compelling story.”
The original tweet pointing out the dialogue issue gained traction soon after the State of Play, prompting Puha to respond with confusion as players compared the exchanges to the dialogue style found in superhero films. He stated, “Okay…I really don’t comprehend this, it’s all very reasonable dialogue and not some enigma being unraveled, but okay, taking the feedback in. Apologies for the delayed response.”
Two weeks later, while responding to further questions, Puha recognized the feedback but stressed that the dialogue displayed in the gameplay was not indicative of the entire narrative experience. He countered assertions about the writing’s quality by mentioning that much of what was heard in the presentation was “placeholder” text. He added, “Not to downplay people’s opinions on this, but you’re witnessing an isolated conversation from an experience that is very lengthy.”
Mikael Kasurinen, when asked if he had anything to add, reinforced Remedy Entertainment’s dedication to narrative integrity: “We at Remedy, of course, care profoundly about the characters and stories we wish to tell, and we want everything that serves the player [to] feel significant and important and so forth. That will be the case with *Control Resonant* as well.”
With its release expected later this year on PS5, Xbox Series X/S, and PC, *Control Resonant* seeks to achieve a balance between engaging gameplay and substantial storytelling, aiming to reassure fans that both the narrative and character interactions will be carefully crafted. As anticipation builds for the sequel, it will be intriguing to observe how Remedy handles both expectations and criticisms as the launch approaches.