The reveal trailer for Control Resonant, the sequel to IGN’s 2019 Game of the Year, started with a bang. We won’t play as Jesse Faden anymore; this time, it’s her brother, Dylan, who takes the spotlight. Gone are the Brutalist vibes of The Oldest House. Instead, we’re entering a warped version of Manhattan affected by The Hiss, where the city seems to fold in on itself.
Dylan wields a new weapon called the Aberrant, a hefty hammer that brings a fresh experience. This shift from Jesse’s unique Service Weapon offers a closer combat style. I recently got a sneak peek at some gameplay and chatted with the creative team. I was surprised by how much I liked what I saw. It felt different from the first game, with a focus on melee combat that echoes the fast-paced action of classics like Ninja Gaiden.
Action RPG Dynamics
Remedy describes Control Resonant as an action RPG, though they emphasize it’s not about gear or survival mechanics. Instead, they introduce “Talents,” abilities that enhance your attacks and dodge moves. Perfect Dodge, for instance, rewards well-timed dodges with a boost for your next strike. These talents won’t all be unlocked in just one playthrough, encouraging players to explore multiple runs.
Players can customize their builds in a space called The Gap, allowing for various weapon tweaks and ability testing. This personalized approach means you can make choices that fit your play style, whether that’s befriending enemies or focusing on pure aggression.
Exploring Manhattan
The game takes place across different districts of Manhattan, each with its own unique visuals. The developers are aware of the previous map’s frustrations and have redesigned it for better navigation. There are two main quest types: Dylan’s Journey and World Quests, along with smaller puzzles and actions that reveal secrets and lore. This design aims to keep players returning to explore the world fully.
Character interactions also have received an overhaul. Conversations with Zoe, a new character, are now dynamic. You can choose responses while moving, which feels more engaging. However, Dylan’s choices won’t drastically alter the storyline. Expect a linear narrative rather than multiple endings.
Fast-Paced Combat
From what I observed, Control Resonant ramps up the pace. The gameplay clips showed Dylan darting in and out of battles, executing various moves fluidly. It’s reminiscent of Devil May Cry, blending a mix of melee attacks with dodge mechanics and finishing moves. The fights promise to be chaotic, with numerous enemies swarming Dylan at once, moving away from the one-on-one style of typical RPGs.
Expectations and Development Insights
As of now, Control Resonant is still in the alpha stage. The team is enhancing its game engine to allow for better graphics and smoother gameplay, aiming for a solid 60 frames per second across platforms.
During a Q&A, there were hints that the narrative might tie into some of Remedy’s other works, but specifics remain under wraps. Music will play a significant role, threading itself through the gameplay and narrative, rather than just being background noise.
Influences include classic anime like Neon Genesis Evangelion, with the dialogue system drawing inspiration from the indie favorite, Firewatch.
You don’t need to play the first Control or any other Remedy titles to enjoy this sequel. It’s designed to be accessible for newcomers while keeping existing fans engaged.
Release Timeline
While no official release date has been announced yet, signs suggest it could hit shelves sooner than expected. Given the busy gaming calendar, it might squeeze in before major releases like Grand Theft Auto 6. The anticipation is building, and I’m eager to dive into Control Resonant when it’s finally available.
For more in-depth looks at the creative process behind video games, explore resources like IGN and game industry articles on developments.

