Control Resonant doubles down on melee, RPG systems and warped Manhattan

Control Resonant shifts Remedy's paranormal sequel toward melee combat, layered RPG progression and faster traversal across warped Manhattan zones.

Riley Brooks

Control Resonant is changing the centre of gravity of Remedy's paranormal action series. The sequel still gives Dylan Faden supernatural abilities, but the September 23 Xbox Wire breakdown makes clear that close-range melee combat, layered role-playing systems and freer movement through a warped Manhattan are now core parts of the design.

The original Control built much of its combat around Jesse Faden's transforming Service Weapon and telekinetic powers. Resonant instead puts Dylan in the lead and gives him the Aberrant, a shapeshifting melee weapon. Xbox Wire describes the result as an action game first, but one with progression systems and exploration ideas borrowed from several other genres.

Progression reaches Dylan, his weapons and the city

Dylan has a large Talent tree, while the Aberrant's different forms have their own upgrade paths. Players can also choose secondary weapons, combat abilities and combo finishers. That creates more layers of character building than the first game used.

The unusual part is that individual areas of Manhattan can progress too. Xbox Wire says completing fights, quests and secrets increases an area's level and can unlock bonuses. Defeating a major Resonant Entity can then make that same zone more dangerous. The system is designed to keep previously visited districts relevant as Dylan becomes stronger.

Remedy is not presenting Manhattan as a conventional seamless open world. The city is divided into dense, designed zones with their own layouts, activities and points of interest. That gives the team room to stage specific encounters while still allowing players to move away from the main path and explore.

Movement is built for a much larger space

Dylan starts with a stronger traversal kit than Jesse had early in Control. He can jump, glide, dash and move fast enough to disturb physics objects around him. Later abilities allow movement up vertical surfaces and even upside down, according to Xbox Wire.

A separate PlayStation Blog feature ahead of the September 24 launch describes Resonant as leaving the Oldest House for a distorted Manhattan and says its main story is expected to run about 25 to 35 hours. Remedy also detailed multiple PS5 performance modes and DualSense support, reinforcing that the larger setting is paired with a broader technical and progression package.

The two sources describe the same shift from different angles: Resonant is still recognisably a Control game, but its combat is more physical, its build options are deeper and its environments are structured for faster, more expressive movement.

That also changes how players are expected to read encounters. The Aberrant's forms, finishers and secondary abilities create more choices at close range, while the traversal kit makes vertical space part of ordinary movement rather than an occasional puzzle tool. Remedy's own Assist Mode material adds granular combat adjustments for players who want to tune that learning curve without reducing the whole game to one difficulty preset.

Those are developer and platform-holder descriptions rather than a substitute for an independent review. What can be confirmed before launch is the shape of the sequel's systems: melee has replaced gunplay as the main combat foundation, progression reaches more parts of the game, and Manhattan is built as a collection of dense zones rather than a simple corridor from mission to mission.

Sources

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