

Last month, at a private online gathering with journalists and content creators, a team from Remedy revealed more details about the studio’s upcoming melee-centric semi-open-world action RPG, Control Resonant. This anticipated sequel to Remedy’s celebrated Control from 2019 is progressing nicely. During the event, several intriguing insights were shared regarding the follow-up, covering inspirations, gameplay dynamics, and character roles. Creative director Mikael Kasurinen, lead gameplay designer Sergey Moho, and communications director Thomas Puha explored various facets of the game, illuminating its unique characteristics.
Jesse Faden is not a playable character
At the beginning of the digital event, Remedy made an essential clarification: Jesse Faden, the lead character of Control and Dylan’s sister in Resonant, will not be a playable character in this sequel. Puha noted, “Jesse plays a vital role in the sequel… but she is not controllable. This is Dylan’s story.” Her presence underscores her significance to the plot, but players will concentrate on Dylan’s adventure instead.
This is an action RPG with RPG elements
In contrast to its predecessor’s third-person shooting mechanics, Control Resonant shifts focus to an action RPG emphasizing melee fighting. Players can look forward to multiple skill trees, enabling diverse character builds. However, the game will necessitate thoughtful leveling, as not every skill and ability can be unlocked in one playthrough. Dylan’s main weapon, the Aberrant, is transformable and offers various upgrade paths, providing deep customization for combat techniques.
This is not a ‘Souls-like’ title and lacks a parry mechanic
In response to questions regarding the combat style, Remedy stressed that Control Resonant is not meant to be a Souls-like experience. The game features a dodge system but does not include a parry option. “This game heavily emphasizes a forward-moving, action-oriented, aggressive playstyle,” the developers reiterated, underscoring that combat prioritizes player initiative over reaction.
Control Resonant will not be an open-world grind and features an improved map
The developers also emphasized enhancements to the game’s world and map, aiming for a more manageable experience than the original. Remedy plans for players to enjoy a range of unique quests without the strain of excessive grinding. The game will offer two primary quest types: ‘Dylan’s Journey’ as the central storyline and World Quests as additional narratives. Activities will be diverse, merging action, gameplay, and puzzles into the larger narrative.
Remedy aims for 60FPS across all platforms
Technical standards have also been outlined, with Remedy confirming that Control Resonant targets 60FPS across all systems, including Xbox Series X/S, PS5, and PC, promising a smooth gameplay experience.
There’s a dialogue system with choices, but it leads to a single ending
The dialogue system in Control Resonant enables players to select Dylan’s replies during conversations, designed to enhance player engagement with the game world. However, Remedy has stated that the title will feature only one concluding outcome, favoring a unified narrative over multiple endings. The ability to make choices while exploring environments draws inspiration from Campo Santo’s Firewatch, aiming to craft a more interactive dialogue experience.
Dylan’s clothing and hairstyle can be customized
Similar to the customization options available for Jesse in Control, players will be able to modify Dylan’s attire and hairstyle freely, ensuring that he visually connects with the game world while facing paranormal challenges in New York City.