A sequel is always a big deal in the video game industry. Sometimes they mark the beginning of a new franchise, while other times they help take a well-established series in new directions. There are lots of major sequels just around the corner, fromThe Legend of Zelda: Breath of the Wild 2toHorizon Forbidden West,but there are also exciting sequels in the distance.Controlwill soon get a second installation, turning Remedy Entertainment’s supernatural shooter into an expanding universe. There’s no word on what theControlsequel will be about, but the mere thought of accompanying Jesse Faden on her next journey as the Federal Bureau of Control’s Director is exciting.

Of course, ifControlis getting a sequel, then Remedy has to answer a lot of basic gameplay questions, and perhaps the most important question is how many of Jesse’s abilities will carry over into the new game. In the world ofControl,parautilitarians bind themselves to Objects of Powerthat grant them incredible abilities, and Jesse collects a variety of these objects over time. Will she keep them all inControl 2,or will she shed them and start fresh? Although Remedy has a lot of liberty to take any particular approach, the best path for the game isn’t clear.

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Remedy’s Options in Control 2

On the one hand, Remedy could take the standard approach of removing every power that Jesse can obtainover the course ofControl.A fresh start is always the most convenient for game designers working on sequels. It seems probable that Jesse will have to collect all of her once-bound Objects of Power inControl 2and use them against a new threat. However, if a lot of the Objects of Power inControl 2are the same as those in the first game, then finding these Objects a second time could be a little boring.

Therefore, Remedy could consider letting Jesse keep her powers; maybe every Object of Power she found has stayed in her possession, remaining useful as she continues trying to fight offthe Hiss that threaten the Bureaueven after players finishControl’s story. Of course, this comes with a drawback too. If Jesse starts the game with every Object of Power fromControl,then there isn’t a ton of room to expand Jesse’s moveset. What’s more, she would already be so laden with powers that balancingControl 2’s early combat for players new and old would be no easy task.

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Controldoes present a compromise that could help Remedy out. Although Jesse can pick up a plethora of valuable powers, there are only two powers that players are required to obtain: Launch and Levitate. Maybe Jesse will keep Launch and Levitate as default powers inControl 2,but she’ll return the other objects to containment within the Bureau.Control’s lore about the Bureaucertainly makes it convenient for Remedy to take powers away from Jesse on a case-by-case basis. It’s merely a matter of Jesse deciding that she doesn’t need a certain power betweenControland its sequel, motivating her to contain the Object of Power rather than continuing to wield it.

Expanding Jesse’s Arsenal

One certainly hopes thatRemedy is already cooking up new powersforControl 2.Jesse’s powers gained from the OoPs are very distinct from one another, but many of them are pretty basic too, amounting to simple abilities like throwing objects telekinetically, shielding Jesse, or dashing out of danger. It’d be great to seeControl’s new powers get a little more intricate or strange, whether that means manipulating the terrain in new ways or giving Jesse more offensive options like energy blasts.Control’s sequel is probably far away since Remedy has revealed very little about the game, but that’s for the best. Remedy ought to take its time in designing Jesse’s next Objects of Power.

Controlis available now for PC, PS4, PS5, Switch, Xbox One, and Xbox Series X/S.

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