SPRAWL zero
Where It Has the Edge
- soundtrack quality is 4.9 vs 4.3. The electronic, trance, techno, and breakcore-inspired score is one of the most universally praised parts of the game,...
Scorata scores summarize analyzed review evidence on a 1–5 scale; they are not laboratory measurements or a simple average of customer star ratings. Feature scores summarize the reviews covering that feature. The overall score averages feature scores within each review, then combines review averages. When both expert and customer evidence are available, those two groups receive equal weight. Products can have different review coverage, so small score gaps do not establish a winner.
Recommendations prioritize important features for the category, with a score of at least 3.5, a gap of at least 0.25 points and at least two supporting reviews per product. Features with widely varying scores or broad connectivity contexts are excluded from recommendations. These safeguards do not establish statistical significance.
Quick verdict
The review evidence points to a tradeoff: soundtrack quality versus character development and collectibles. Choose according to which strengths matter more to you; the overall score alone does not settle that choice.
Choose SPRAWL zero for soundtrack quality.
Choose CONTROL Resonant for character development and collectibles.
Scores are out of 5. Missing scores mean missing review evidence, not a missing feature.
Health and adrenaline systems reward smart ability use, giving Bullet Time, shields, and other powers a meaningful role in resource management.
Upgrade materials are criticized for being overcomplicated and awkwardly distributed, making some desired upgrades harder to complete than the rest of the progression system suggests they should be.
Five's attempted character arc has interesting ideas but often lacks enough clarity or emotional investment to land.
Dylan's growth from damaged FBC test subject to a more self-directed person lands strongly, and his evolving relationships give the story a clear emotional spine.
Enemies often flank, reposition, throw grenades, and pressure the player instead of standing still. Pathfinding and wall-stuck bugs can undermine that intelligence, especially in a few later encounters.
Enemy behavior draws a sharp complaint for leaning on hectic pressure rather than convincing intelligence, making some fights feel artificially chaotic.
The combination of fast movement, distinctive weapon audio, and era-fitting music can be highly immersive, especially with headphones.
One critic found repeated combat and progression interruptions strong enough to pull attention away from the world and story, reducing immersion despite the striking setting.
The systems move quickly but remain easy to understand, making the game approachable without sacrificing room for mastery.
The opening can be daunting because movement, builds, enemy pressure, and RPG systems arrive before the combat fully blossoms. Once more tools unlock, the learning curve becomes far more rewarding.
The shoot-empty-throw-grab rhythm is the game's defining strength. Constant weapon swaps and physics interactions create a fast loop that many find addictive once it clicks.
The combat-exploration loop can be exciting once a build comes together, but repetition is a persistent concern. Several critics felt the same encounter rhythm and combo patterns wore thin well before the campaign ended.
The story's ideas are interesting, but faction explanations can slip into exposition-heavy writing that is hard to absorb during a fast shooter.
The writing is strongest when it balances human vulnerability, bureaucratic absurdity, and strange lore. Some dialogue and thematic beats are less elegant, but the overall character and world writing earns substantial praise.
The compact campaign generally lands well, with estimates ranging from roughly five to ten hours. Some appreciate the lack of bloat, while others would happily take a little more.
The roughly 25-to-40-plus-hour scale gives the world room to breathe, but the campaign can outlast the combat system's depth. Late repetition makes the length feel excessive for some players.
Technical bugs range from nearly absent on some systems to enemies getting stuck in geometry or triggers failing. The most disruptive cases can force a checkpoint reload.
Technical bugs are not portrayed as constant, but the glitches that do appear can be disruptive, including enemies getting stuck, traversal oddities, and occasional postgame or loading issues.
Abilities upgrade at a steady pace and usually add meaningful power without burying the player in menus. A few powers or later upgrades feel less useful than others.
Upgrades provide plenty of specialization on paper, but restrictive respecs, material requirements, and number-focused improvements can make the system feel cumbersome or less transformative than expected.
Frame-rate stability is the biggest technical concern on handheld hardware. Steam Deck and Switch 2 can suffer heavy drops in busy combat, while other platforms fare better.
Performance is generally smooth on stronger hardware and PS5 Pro, while base-console stress scenes and Steam Deck play can show dips or compromises. The overall picture is solid rather than flawless.
Combat is the clear centerpiece: disposable guns, Gravity Gloves, Bullet Time, shields, and Rushdown combine into frantic improvisational fights. At its best, the system feels fast, expressive, and exceptionally satisfying.
Combat is responsive, aggressive, and capable of spectacular build-driven highs, but opinion splits sharply on its staying power. The strongest criticism targets repetitive strings, damage-spongy enemies, and a system that can feel shallower over a long campaign.
The huge arsenal is a major strength, with distinct tiers and behaviors encouraging constant adaptation. Some weak drops, shield interactions, and disposable limits can occasionally make a preferred weapon feel short-lived.
Weapon forms offer different rhythms and build possibilities, but critics disagree on how meaningfully those choices change combat. Some forms feel expressive, while others seem like variations on the same basic loop.
Enemy variety is generally strong, with snipers, shielded heavies, drones, melee threats, and other specialists forcing different responses. A few sections still feel repetitive when familiar foes dominate.
The roster has memorable supernatural designs and multiple factions, but ordinary encounters can still feel repetitive. Reused archetypes and endless smaller enemies weaken the sense of variety over time.
Codex entries and relics give explorers extra goals, with relics feeding modifiers and challenges. The lack of a clear per-level tracker makes completion hunting less convenient.
Documents, recordings, hidden reports, and other collectibles make exploration feel worthwhile by feeding the world's mysteries rather than functioning as empty checklist filler.
The campaign introduces hazards, new enemies, and occasional structural changes, but the basic loop can still feel repetitive over a full run.
Side stories, altered objects, puzzles, bosses, and strange one-off scenarios keep the world varied, though a layer of repeated activities and combat encounters can feel like busywork.
The campaign does mix in poison-gas runs, powered-down sequences, defense sections, and other twists, though not every experiment lands.
The best missions keep escalating into strange, memorable scenarios, giving the campaign a strong sense of surprise beyond standard combat objectives.
The story is serviceable rather than central. It provides enough context and a few twists, but several takes find it confusing, emotionally thin, or too dependent on mid-combat exposition.
The story is broadly praised for Dylan's redemption arc, surreal set pieces, and powerful character moments, but the central plot is less consistently loved. Some critics find the overarching tale, finale, or emotional transitions weaker than its best individual scenes.
Story dialogue can be difficult to follow because much of it arrives during active firefights.
Dialogue is uneven: the best exchanges give Dylan and Zoe warmth and personality, while snarky banter and some overt thematic writing can feel forced.
No knowledge of the original SPRAWL is required, and the mechanics are easy to pick up despite their unusual weapon rules.
Newcomers get helpful recap material and can follow the core story without exhaustive Remedyverse knowledge, though the early combat and build systems are not always explained as clearly as they could be.
Holding large throwable objects can block the player's view and make it harder to see targets or obstructions during combat.
The camera and targeting can struggle when arenas get crowded or fights move vertically. Mis-targeted attacks and awkward framing around large or airborne enemies are recurring frustrations.
Pacing is mixed: the best stretches flow beautifully, but long walking sections, repeated objectives, backtracking, and bullet-spongy encounters can stall the momentum.
Pacing is a recurring weakness: the opening can be slow, progression sometimes stalls the story, and several late sections drag. Other sources find the game accelerates impressively once it opens up.
The brutalist city has a distinctive identity, but many areas reuse similar concrete corridors, browns, greys, and industrial spaces. Visual repetition can make midgame locations blur together.
Manhattan is packed with strange signage, abandoned interiors, warped streets, and small physical details that reinforce the setting, though some sewers, warehouses, and city blocks repeat too visibly.
Secrets and hidden areas can be satisfying to hunt, but some exploration rewards amount to weapon caches or collectibles that do not always feel equally exciting.
Exploration is a major draw thanks to vertical movement, hidden routes, bespoke side stories, and dense environmental storytelling. Confusing entrances and map limitations occasionally turn discovery into circling the same blocks.
Challenge is highly inconsistent across perspectives: some enjoy the tougher fights and adjustable settings, while others dislike late spikes, shielded enemies, and bullet-spongy foes that interrupt combat flow.
The default difficulty is one of the most disputed elements, especially in the opening hours and against tanky late bosses. Better builds and extensive Assist Mode settings help, but progression walls can still feel abrupt.
Progression stays refreshingly simple, with linear ability upgrades instead of sprawling skill trees or multiple currencies.
Zone leveling, skill points, powers, and build choices often make exploration feel purposeful and Dylan's growth tangible. Criticism focuses on opaque power-level tracking, restrictive respecs, and progression that can become busywork.
SPRAWL zero does not reinvent shooters wholesale, but the disposable-weapon economy and Gravity Gloves give its retro framework a distinctive modern hook.
The sequel earns broad credit for refusing to repeat the original: its melee focus, warped open zones, gravity traversal, and structural experimentation feel unusually bold for a major sequel.
Aim-assist and objective-marker toggles, plus broad difficulty settings, let players tailor how much guidance and challenge they want.
Assist Mode is a major strength, with granular sliders and presets that can soften damage, dodge timing, resource pressure, and other difficulty spikes. It gives story-focused players unusually fine control over the experience.
Repetition can creep in during the longer stretches, making the campaign feel grindy when combat variables stop changing enough.
One critical take finds progression too dependent on repeating activities and combat to keep pace with enemy scaling, turning advancement into unwanted grind.
Color-coded weapon rarity makes stronger drops easy to identify without slowing down the action.
Loot and world rewards can make exploration satisfying, especially when discoveries feed upgrades, but some reward placement and generic material boxes feel less thoughtfully integrated.
Volumetric lighting, reflections, and other deliberately era-styled effects add flair without losing the early-2000s visual identity.
Reality warping, particles, reflections, shadows, and large combat effects create spectacular scenes, though the sheer visual noise can occasionally hurt clarity or expose platform-specific image issues.
The presentation can trigger a strong hit of nostalgia for players who grew up with early-2000s console shooters.
Dylan's guilt, childhood trauma, bond with Jesse, and search for redemption produce some of the game's most affecting scenes. Several critics describe moments that hit harder emotionally than they expected from a Control sequel.
Animation is mostly solid, with only a few minor hitches noted around launch.
Movement and combat animation generally look polished and energetic, with finishers and traversal selling Dylan's speed and force. A few rough character-animation moments keep it from being uniformly pristine.
The setting has more background depth than the main story initially suggests, with codex entries and environmental details filling in the city's factions and history.
Documents, recordings, side stories, and environmental details keep the FBC mythology rich, with the best optional material adding texture to Manhattan and the broader paranatural world.
The overall package is strong but not uniformly polished. Later-balance issues and occasional bugs contrast with a presentation that otherwise feels carefully assembled.
The game generally feels polished for its scale, but scattered technical hiccups, stuck enemies, audio cuts, and other small scuffs prevent it from feeling immaculate.
The one-gun system, Gravity Gloves, powers, environmental throws, and aggressive movement combine into a mechanically strong throwback that still feels fresh.
The strongest mechanical moments come from combining traversal, gravity shifts, powers, combat, and environmental ideas in ways that feel purpose-built for this world.
The deliberately retro rendering is widely praised for looking sharp, attractive, and authentic to the era it emulates. Resolution and image quality vary by platform.
The game is widely praised as a visual showcase, especially for lighting, surreal geometry, and dense effects. Lower-end modes can introduce softness, artifacting, or weaker lighting that undercuts that presentation.
Movement is generally fluid, purposeful, and well matched to the more grounded combat. Some miss the predecessor's freer parkour, but others prefer the tighter focus.
Traversal is one of the game's most consistently celebrated strengths. Double jumps, air dashes, hovering, grappling, and gravity shifting make moving through Manhattan fast, expressive, and frequently exhilarating.
The low-poly, brown-and-neon Y2K cyberpunk look is one of the game's most consistently praised qualities. A few players find the deliberately drab palette monotonous, but the style itself is unusually cohesive.
The warped Manhattan, Patterning effects, impossible architecture, and surreal set pieces are among the game's clearest triumphs. Its visual identity is repeatedly described as bold, gorgeous, and unlike almost anything else in the genre.
The overwhelming strength is simple enjoyment: fast fights, absurd weapons, physics tricks, and a strong soundtrack make the game easy to enjoy even when level or technical issues surface.
Most sources found the game highly enjoyable once its systems open up, especially when traversal, powers, and side quests click together. A few harsher takes found the repetitive combat too intrusive to sustain that fun.
The game wears its Halo, F.E.A.R., Half-Life 2, and Y2K influences openly, yet the disposable-weapon combat and cohesive presentation give it a clear identity of its own.
Even skeptical critics repeatedly call the game singular. Its collision of character-action combat, non-Euclidean Manhattan, paranormal comedy, and art-house spectacle gives it an identity few other open-world games resemble.
Industrial cityscapes, propaganda, fog, electronic music, and religious imagery create a strong early-2000s cyberpunk mood that quickly pulls players in.
The sequel keeps Control's uncanny blend of cosmic dread, bureaucratic absurdity, and offbeat humor alive across Manhattan. A minority feel the broader city setting dilutes some of the Oldest House's concentrated unease.
Silas and supporting characters such as Laeta make a stronger impression than Five, giving the otherwise lightweight story more personality.
Zoe is the standout supporting character, with her radio banter and evolving bond with Dylan giving the journey warmth. Some sources find that relationship rushed or uneven, but the supporting cast is usually viewed positively.
New Game+ is a standout post-campaign feature, remixing enemy placement while letting players bring upgraded abilities back through earlier levels.
The postgame gives completion-minded players room to keep exploring, finish side stories, refine builds, and chase remaining discoveries after the main campaign.
Gravity Gloves make the environment an active weapon: barrels, grenades, health pods, debris, doors, and even enemies can be manipulated. This physical interactivity is one of the game's strongest defining traits.
Physics, destructible scenery, telekinesis, and gravity manipulation make the environment feel like part of the action rather than a static backdrop.
Five is the weak link in the cast for some players, with limited characterization making his arc harder to care about.
Dylan is deliberately awkward and damaged, and most sources warm to his vulnerability, guilt, and dry personality. A vocal minority strongly dislike his writing, voice, or demeanor and would rather have stayed with Jesse.
Silas's performance is singled out as convincingly malevolent and effective.
The cast is usually praised for grounding the strange material, especially the supporting performances, but Dylan's delivery is unusually divisive and receives a few pointed complaints.
Relic and modifier functions are useful but can be easy to overlook in the main menu.
One source specifically criticizes loadout management for making important changes more cumbersome than they need to be during an action-heavy game.
Shooting and movement usually feel modern, tight, and responsive despite the retro presentation. Switch 2 input latency is the main exception.
Inputs are consistently praised for immediacy: attacks, dodges, air movement, and cancels respond quickly enough to support the game's fast, aggressive action.
Performance varies dramatically by platform. Some PC runs are smooth, while Steam Deck and Switch 2 can suffer substantial drops, indicating uneven optimization.
Technical performance is usually strong, particularly on high-end PC hardware and PS5 Pro, with ambitious effects running smoothly in many accounts. Some platforms and heavy scenes still show frame pacing, image-quality, or optimization compromises.
The electronic, trance, techno, and breakcore-inspired score is one of the most universally praised parts of the game, driving fights with energy while easing back between encounters.
Music and licensed tracks remain strong and often memorable, but some critics miss a single transcendent set piece on the level of Remedy's most iconic musical moments.
Level design is sharply divisive. Some stages are praised for secrets, varied arenas, and nonlinear objectives, while others feel overlong, repetitive, confusing, or padded by backtracking.
Level design is a standout, from folding streets and gravity-shifted city blocks to stranger interior spaces that turn perspective itself into a traversal and puzzle mechanic.
Light Gravity Glove puzzles can be enjoyable, but repeated power-cell tasks are also criticized as padding.
Puzzles can be clever and visually inventive, especially when gravity and perspective are involved, but they also produce some of the game's most confusing or progress-stalling moments.
Weapons hit with exceptional weight and punch, and the overall mix sells the violence well. Overprocessed voice lines are the notable audio drawback.
Hits, metal transformations, spatial ambience, and supernatural effects are repeatedly praised for giving combat and exploration weight. The audio mix helps sell both spectacle and unease.
A small loading-screen communication issue can make it unclear when the game is ready for input.
Progress and power-level information can be buried too deeply in menus, making it harder than necessary to understand whether upgrades are meaningfully changing Dylan's strength.
Bosses are uneven: some encounters are enjoyable or appropriately challenging, but the final fight is repeatedly called frustrating, repetitive, or poorly matched to the game's best combat.
Bosses are visually memorable but mechanically divisive. Some fights are inventive spectacles, while many others are criticized for huge health pools, limited move sets, and late-game battles that turn into endurance tests.
Navigation is a recurring weakness because similar-looking spaces and backtracking can make routes hard to read. The optional waypoint ping helps substantially but does not solve every layout.
Navigation is one of the most consistent pain points. The flat map, unclear entrances, multi-level spaces, and gravity-bent geometry can leave players lost even when the world itself is visually compelling.
Objective structure is one of the weaker areas, with repeated backtracking, holdout tasks, and one especially long poison-gas mission drawing criticism.
Routine world events and chore-like objectives can clash with urgent story beats, making some mission structure feel like open-world padding rather than purposeful adventure.
The dystopian city, factions, propaganda, architecture, and hidden lore create a richer setting than the lightweight main plot alone suggests.
The FBC's bureaucracy, Manhattan's altered neighborhoods, scattered documents, and small survivor stories deepen the setting at nearly every turn. World-building remains one of the sequel's most dependable strengths.
The core game is widely considered worth the asking price thanks to replay systems and strong combat, but poor Switch 2 launch performance can erase that value until patched.
Positive value comments point to the substantial campaign, side content, replay potential, and localized pricing, making the package feel generous to players already invested in its style.
New Game+, remixed enemies, relic modifiers, secrets, and higher difficulties give the short campaign strong replay potential for players who enjoy mastering the combat.
Build experimentation, postgame exploration, missed side content, Resonant cycles, and New Game Plus-style interest give enthusiastic players clear reasons to return after the credits.
Xbox Play Anywhere adds meaningful flexibility, while VRR and other display features do not fully solve the Switch 2 technical problems.
PS5 Pro receives especially strong praise for ray-traced reflections, shadows, reconstruction quality, and a cleaner presentation, while Steam Deck support is notably less convincing.
Gunplay is generally accurate and responsive, though one take found aiming down sights adds little compared with the intended hip-fire style.
Frequent green-gate checkpoints are generous and keep deaths from becoming overly punishing.
Facial work is one of the visual weak spots, with some expressions looking stiff or strange compared with the quality of the environments and effects.
Despite changing protagonist, setting, and combat style, the sequel usually retains Control's strange humor, paranormal logic, lore, and visual identity. A smaller group feels the open-world structure leaves too much of the original's magic behind.
Requiring physical fast-travel points can be inconvenient, but it also nudges players to stay in the world and stumble into side content rather than teleporting past it.
Handheld results are mixed to poor: Steam Deck struggles to hold 60 FPS, and Switch 2 can drop sharply in busy scenes. VRR helps in some portable situations, but performance remains the main caveat.
DualSense feedback is used effectively to reinforce powers and supernatural moments, adding tactile texture without being treated as a defining feature.
The strangest spaces still generate strong cosmic-horror unease, using impossible geometry, isolation, and paranormal imagery to make exploration feel unsettling.
Color-coded weapon tiers and readable pickup information make it easy to understand what is on the ground during frantic fights.
Switch 2 death reloads can take roughly 25 seconds to more than a minute, which is far too long for a fast shooter built around repeated attempts.
Precision platforming becomes frustrating when gravity changes, tight trajectories, or awkward geometry demand more exact movement than the traversal system comfortably provides.
Some open objective areas create a welcome sandbox feel, but the broader campaign often provides less mission freedom than its pitch suggests.
The skill tree supports multiple builds and can be satisfying to optimize, yet several critics find its apparent depth overstated or its upgrades less transformative than the sprawling layout suggests.
The exaggerated gore, dismemberment, flaming enemies, and bloody impacts are treated as part of the fun rather than a drawback, fitting the game's over-the-top shooter tone.
The Portuguese localization is received positively overall, including the dub, but the reviewed build had enough missing or inconsistent localized lines to keep it from being fully seamless.
One claim about approaching missions in different ways does not fully match the experience, which can remain much more linear than advertised.
The zoned Manhattan is admired for feeling hand-crafted, vertical, and distinctly Remedy rather than like a generic checklist map. Still, some critics see bloat, repeated activities, or a loss of the first game's tighter spatial focus.
Side quests are a major strength, often delivering the funniest, strangest, and most memorable stories in the game. A smaller layer of repeated tasks and weaker rewards keeps the optional content from being uniformly excellent.
Good if you want fast, tactical roguelite combat with huge progression depth, striking art, and standout music. Skip it if repetition, resource micromanagement, or a less emotionally satisfying sequel story...
Pros: skill tree depth, dialogue quality
Cons: emotional impact, economy and resource balance
Good if you want a beautiful, demanding survival sandbox built around exploration, building, progression, and memorable co-op. Skip it if long resource runs, harsh death recovery, and deliberate pacing sound...
Pros: core gameplay loop, movement feel
Cons: economy and resource balance, map and navigation design
Best for joyful destruction, dense exploration, and a charming DK-Pauline adventure. Skip it if camera quirks, frame-rate dips, easy bosses, or premium Switch 2 pricing are dealbreakers.
Pros: gameplay mechanics, world interactivity
Cons: economy and resource balance, enemy variety
Best for joyful, inventive co-op with a partner, especially on couch. Skip it if divorce themes, uneven story tone, or Switch visual compromises would distract you.
Pros: core gameplay loop, movement feel
Cons: character development, dialogue quality