Control Resonant Is So Impressive It Might Even Win Over the Haters

Control Resonant Is So Impressive It Might Even Win Over the Haters

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A New Vision for the Remedy Universe

When Remedy Entertainment first pulled back the curtain on its ambitious sequel to Control, the studio signaled a significant tonal and mechanical shift. Described as a full-fledged action-RPG featuring deep progression systems, Control Resonant represents a bold departure from its predecessor’s atmospheric shooter roots. In practice, the title feels like a high-octane blend of character-driven action—evoking the stylish combat of Devil May Cry—fused with the urban traversal of Infamous and the physics-defying agility of Gravity Rush.

During a recent hands-off preview hosted by Polygon, Remedy offered a comprehensive look at how Control Resonant is shaping up ahead of its 2026 debut. Players will step into the shoes of Dylan Faden (portrayed by Sean Durrie), a protagonist equipped with a staggering array of combat maneuvers, supernatural gifts, and modular weapon forms. According to the developers, every upgrade is designed to support distinct playstyles, ensuring that character growth feels both personal and impactful.

Mikael Kasurinen, the game’s creative director, noted that while the original Control thrived on the claustrophobia and isolation of the Oldest House, the sequel aims to “turn things upside down.” This time, players will explore a distorted, zone-based iteration of Manhattan. Rather than a traditional, sprawling open world, New York City has been reimagined as a series of handcrafted, discrete districts, each offering unique visual identities and narrative objectives. Kasurinen also addressed a common fan grievance, confirming that the studio has overhauled the in-game 3D map to ensure navigation is far more intuitive this time around.

Control Resonant screenshot featuring the map of New York City Image: Remedy Entertainment

Familiar Faces and Narrative Agency

Dylan’s journey through the fractured streets of Manhattan won’t be a solitary one. Pockets of New Yorkers have survived the Hiss invasion, and players will encounter returning allies like Simon Arish, the Federal Bureau of Control’s veteran security chief. However, Dylan’s primary confidante and tactical handler is Zoe De Vera (played by Frankie Kevich), who serves as the story’s “key emotional anchor.”

The preview highlighted the interactions between Dylan and Zoe, showcasing a dialogue system designed to be seamless and non-intrusive. Kasurinen emphasized that these conversation trees allow players to shape Dylan’s personality and influence how he navigates the unfolding crisis without slowing down the pace of the game. This focus on personalization extends directly into the gameplay, which is built upon three core pillars of customization: combat abilities, weapon enhancements, and passive talents.

Control Resonant action gameplay Image: Remedy Entertainment

The Power of the Resonants

Progression is tied to the defeat of “Resonants”—powerful entities that were once people of power, now irrevocably altered by a phenomenon known as the Pattern. These encounters function similarly to classic boss fights, rewarding players with unique abilities. Interestingly, players must often choose between several permanent power-ups from a single Resonant, forcing them to commit to a specific build rather than becoming a “jack-of-all-trades.”

One example shown during the demo featured a choice between three distinct rewards:

  • Kinetic Bulwark: A telekinetic shield that absorbs incoming fire.
  • Seeker Swarm: Volatile entities that hunt down enemies and can be detonated manually.
  • An unannounced third ability reserved for the final game.

(Gallery featuring surreal environmental vistas and combat effects from Control Resonant)

Diving Into “The Gap”

To access these upgrades, Dylan must enter “The Gap”—a metaphysical realm that mirrors his internal psyche. This liminal space serves as a dreamlike hub where players can refine their abilities and tinker with the Aberrant, Dylan’s shifting signature weapon. The Aberrant features an extensive skill tree divided into primary attack forms, tactical secondary fire modes, and devastating melee finishers.

Remedy confirmed that it is impossible to unlock every single talent and weapon modification in a single run. This design choice encourages replayability and experimentation, with a New Game Plus mode likely being the only way to see everything. For the “min-maxers,” Remedy is also providing transparent combat statistics, allowing players to fine-tune the synergy between their perks and passive talents.

Control Resonant Aberrant weapon customization Image: Remedy Entertainment

A Kinetic Combat Loop

To demonstrate the depth of the system, Remedy showcased two contrasting Dylan builds. The first was a high-mobility melee juggernaut designed to keep enemies airborne with stun-heavy combos. The second was a more calculated “summoner” build, utilizing status-effect debuffs and autonomous entities to whittle down foes from a safe distance. The developers are clearly prioritizing “specialization over universal mastery” to ensure every player’s version of Dylan feels distinct.

The core gameplay rhythm can be distilled into a satisfying loop: Melee strikes replenish ability resources; Abilities stagger foes for executions; Executions provide temporary damage buffs to melee attacks. This design ensures that players are always pushed toward the next encounter, maintaining a flow state that rewards aggressive, creative play.

Ultimately, Control Resonant appears to be a daring evolution for Remedy. While the signature dark humor, surrealist aesthetic, and unsettling atmosphere remain, the focus on deep RPG mechanics and kinetic action suggests the studio is ready to welcome a broader audience. As Remedy pivots toward this new horizon, the anticipation for this sci-fi thriller continues to mount.

Control Resonant is currently slated for a 2026 release and will be available on PlayStation 5, Xbox Series X, and PC.

 

Source: Polygon

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