Remedy Entertainment has finally shown more of Control Resonant, this time with a clearer look at the combat, and the game is shaping up as a faster, more layered spin on Control. The focus has shifted hard toward melee. You’re playing around Dylan Faden and the shapeshifting Aberrant, in a Manhattan twisted by paranormal forces seven years after the first game.
the original Control leaned into that ranged, telekinetic shooter feel. Control Resonant goes another way. You get customizable Primary, Secondary, and Combo Ender forms: Strike for quick critical-hit bursts, Glaive for broad crowd-control sweeps, and Cleave for axe attacks that hit hardest from the flank. The whole thing seems built around staying aggressive. Melee attacks charge ability energy, abilities open execution windows, executions raise melee damage, and the defense side is built around dodging, with generous invulnerability frames and dodge offset keeping the pressure on instead of pushing you back.
Progression in Control Resonant is broken into Combat Abilities, Aberrant Weapon Forms, and a passive Talent tree. Boss-earned powers are part of that too, and traversal skills like Double-Jump, Elevate, and Rush matter both in fights and while exploring. Dylan Faden is searching for Jesse, and a large chunk of what sounds like Remedy Entertainment’s biggest world yet opens up early.
For anyone who wanted Control to go deeper and move faster, this looks like one to keep an eye on when it arrives. Early reviewers are already calling out the combat’s depth, the amount of customization, and the speed of it all. They aren’t unanimously glowing, though. A few have said the smartest ideas take a while to unlock, and that repetition and balance problems still start to show later in the game.
You can’t download Control Resonant yet, but Remedy Entertainment has already pushed out a hotfix aimed at enemy health and combat tuning. The game will also ship with detailed Assist Mode settings, including options for enemy aggression, projectile speed, and dodge timing.
Author: Emmanuel Bosque
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"es-ES": "Emmanuel Bosque cubre videojuegos en Softonic: lanzamientos, actualizaciones que convierten un juego en otro sin decirlo y los movimientos de una industria que casi nunca avisa. Escribe pensando en quien va a jugar, no en quien va a discutir: qué se puede jugar hoy, en qué plataforma y si de verdad merece la descarga. Forma parte del equipo editorial de Softonic y trabaja a diario con herramientas de IA en la producción de contenido.",
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"nl-NL": "Emmanuel Bosque schrijft bij Softonic over videogames: releases, updates die een spel stilletjes in een ander spel veranderen, en een industrie die haar stappen zelden vooraf aankondigt. Hij schrijft voor wie gaat spelen, niet voor wie gaat discussiëren: wat je vandaag kunt spelen, op welk platform en of de download het waard is. Hij maakt deel uit van de redactie van Softonic en werkt dagelijks met AI-tools in de contentproductie.",
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