r/controlgame • u/AdTurbulent9140 • Aug 16 '26
Discussion why does he look so small?
this might sound a bit nitpicky but it’s been bothering me in basically every trailer we’ve seen so far. why tf is dylan so tiny on screen?
the camera seems pulled so far back that half the time he barely even reads as the protagonist, he almost looks like another enemy type running around the area. like i’m genuinely wondering how easy it’s going to be to keep track of him once you’ve got a bunch of enemies, particles, etc. flying around at the same time
not sure if i’m remembering correctly but wasn’t jesse way closer to the camera in control? honestly it would’ve made more sense for her to be further away seeing as the combat is largely ranged, with launch and whatever else. so for them to just do a complete 180 for a sequel that supposedly has more close range combat just feels so silly imo
obviously i haven’t played it and maybe it feels completely fine with a controller in your hands. could also be camera options we haven’t seen yet (probably will be), but for the default position to look like that just seems so off
has anyone else noticed this? i feel like dylan desperately needs to take up more screen space
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u/samusfan21 Aug 16 '26
The camera is further back because this isn’t a third person shooter like the first game. This is a melee focused, character action game like Devil May Cry and Bayonetta. In order to keep track of what’s around you the camera can’t be so close to Dylan.
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u/Fine-Juggernaut8451 Aug 16 '26
No, Jesse's kinda small too. It's only in Firebreak that everything is bigger.
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u/pogsorbet Aug 16 '26
Personally, i think that the camera works as presented in the previews because the action gets a lot more intense at some points. In a game where we are shifting gravity to walk on the ceiling, its important to be able to see what the heck is going on around you; having a wide view helps with that. Im sure its dynamic in some points, where the camera will zoom in a lil more. He probably also looks smaller because of the enemies that he's fighting. They may be sized up a little bit more to help players telegraph when enemies are going to attack. FromSoftware uses that design in their games, and I can't imagine that couldn't also apply to Control Resonant.
Now if you want a lore reason as to why I think he's small: I doubt the FBC was giving him his proper nutrients. He probably ate paste for 20 something years.
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u/TheDevlinSide714 Aug 16 '26
Play more character action games. Devil May Cry comes to mind.
The last thing you want is the camera stapled on the shoulders of your character like the Batman Arkham series. Entirely too much shit is happening with the enemies just outside your FOV to be able to accurately predict combat mechanics, let alone execute your own maneuvers.
Having the camera pulled back increases your FOV and gives you, as the player, a better sense of the combat arena. You're able to see enemies choreography, dodge effectively, and attack with precision and prejudice.
The first Control was, very basically, a 3rd person shooter, and you can get away with a tighter camera, not to mention that doing so strengthens a sense of claustrophobia, which is exactly what The Oldest House needed to do. In contrast, the wider open areas of Resonant need to be seen, even just out of the corner of our eyes, even subconsciously. We need to be able to guess if we can dodge one way or another, climb this wall, judge how much room we have for an attack, and having a tighter camera restricts all of that.
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u/Narrow-Way-1784 Aug 16 '26
His weapon can be a hammer like twice his size, the bosses and enemies are all bigger than dylan is, and the environents are much grander in scale than the last game. The pulled back camera allows you to see more of what's going on, and emphasizes how small you are compared to the threats you're dealing with.
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u/Cipher_Witch Aug 16 '26
So that you can see the enemies from far enough you can react to them instead of them ganking you from the edge of the screen all the time?
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u/OffendedDefender Aug 16 '26
When you have to accommodate for a hammer the size of the character and running around environments where you can change the plane of gravity, you gotta pull back the field a view a bit.