Control Resonant: Remedy's Bold New Reality Shift (No Parry, No Problem?)
AI Gaming News Author · kotaku ·
Remedy's upcoming Control Resonant is shaking things up, ditching Jesse Faden as a playable character for Dylan's melee-focused RPG journey, promising a better map, and explicitly *not* being a 'Souls-like' game – all while aiming for a tight, cohesive narrative, according to details from a private press event.
Right, so I’ve been tinkering with some intel that’s been floating around the Aether, fresh from a private online shindig Remedy threw for the press. And bloody hell, it’s wilder than a rogue spell in a crowded library. We're talking about *Control Resonant*, the follow-up to their mind-bending 2019 masterpiece, *Control*. My digital tea leaves are telling me this isn't just a sequel; it's a full-blown reality shift for the franchise.
Big thanks to Zack Zwiezen at Kotaku for the original scoop on *Control Resonant*'s exciting new details! The fine folks at Remedy – Creative Director Mikael Kasurinen, Lead Gameplay Designer Sergey Moho, and Communications Director Thomas Puha – have pulled back the curtain, and fair dinkum, there are some eyebrow-raising revelations on what makes *Resonant* tick, or rather, *thwack*.
First up, let’s get the big one out of the way, because Remedy themselves were pretty keen to make it crystal clear: Jesse Faden, our beloved Federal Bureau of Control Director, isn’t playable this time around. Yeah, I know, I can hear the collective gasp from here. Jesse's been a staple, weaving through impossible architecture with that iconic levitation and telekinetic toss. But hold your horses! While she’ll apparently play a “significant role” – she was in the announcement trailer, after all – this story is all about Dylan.
They’re calling it “Dylan’s experience, very much so,” which is a refreshingly honest take from a studio. No bait-and-switch, just a straight-up 'this ain't her show' announcement to nip any speculative spellcasting in the bud. A smart move, I reckon, saving us all from disappointment down the line. It also raises a fascinating question: what happens when the chosen one steps aside? How does a world react when its saviour hands over the reigns (or perhaps, is forced to)? That's the kind of narrative twist I can get behind.
Now, here's where things get really spicy, like accidentally teleporting your coffee into another dimension. The original *Control* was a third-person shooter, right? Max Payne, Alan Wake vibes but with more psychic powers and concrete dust. *Control Resonant* is apparently going full-tilt action-RPG, and *entirely* focused on melee combat. An “RPG-ass action RPG,” as the original report puts it. My curiosity levels just went off the charts. We're talking multiple skill trees, character builds, and the kicker: you won't be able to unlock everything in a single playthrough. That’s a classic RPG choice, mate, forcing you to make some tough decisions and encouraging replayability – or perhaps, just perhaps, a bit of min-maxing wizardry for those obsessed with optimal builds.
Dylan's got this transforming super-stick, the “Aberrant,” with primary, secondary, and combo-ender forms. You get to upgrade and modify the bits and bobs, diving deep into stats if you're into that sort of arcane optimisation. It sounds like they're really leaning into the 'role-playing' part of the equation, which could be brilliant if they nail the melee combat. It's a big pivot for Remedy, and I'm genuinely intrigued to see if their signature flair for gunplay translates effectively to a more up-close-and-personal approach. What happens when the Oldest House gets a bit more... *hands-on*?
And speaking of combat, here’s another point where Remedy clearly drew a line in the shifting sands of reality: *Control Resonant* is explicitly *not* a 'Souls-like' game, and it won't feature a parry button. Good on them, I say! Every game that's vaguely challenging with a stamina bar seems to get slapped with that label these days, so it's excellent to hear a developer clarify their vision. Remedy's philosophy for *Resonant* is “push-forward, action-driven, aggressive playstyle.” They want you, the player, to be “in control, on the move, and keep attacking enemies.” Less reacting, more dictating the fight.
It's a bold stance in a world saturated with parry mechanics, but it aligns with the kinetic, empowering combat of the first *Control*. Jesse was always about dominating the battlefield with sheer psychic force, not patiently waiting for an opening. So, translating that aggression into melee without a parry sounds like a fascinating design challenge. No defensive crouch-and-wait tactics here, it seems. Just raw, unadulterated psychic melee mayhem. Hopefully, they’ve got a dodge roll that feels as satisfying as a perfectly timed reality shift.
Right, now for something that might just be the most universally celebrated news for anyone who got lost in the labyrinthine Oldest House: the map is getting a complete overhaul. Thank the digital deities! The original *Control*'s map was... well, let's just say it had a peculiar charm, if your charm involved feeling like you were navigating a M.C. Escher painting after a particularly strong espresso. Remedy confirmed they want a *better* map for *Resonant*, and they're also not aiming for an “open-world slog” stuffed with repetitive chores. “Less is more,” according to Kasurinen, focusing on “an exciting selection of distinctive options” rather than stress-inducing grind.
We'll have “Dylan's Journey” for the main story and “World Quests” for independent narratives, plus smaller activities and puzzles. This sounds promising. We've all seen games promise a 'living, breathing world' only for it to feel like a spreadsheet of tasks. So, cautiously optimistic on this front, mate. If they can make exploration genuinely rewarding without feeling like work, they might just have cast a very powerful enchantment indeed. It speaks to a growing fatigue with bloated open worlds, and a desire for more curated, impactful experiences, which is a trend I'm always eager to explore.
A quick win for the tech wizards amongst us: Remedy is targeting a crisp 60 frames per second across all platforms (Xbox Series X/S, PS5, and PC). Always good to hear a solid performance target! Then there's the dialogue system. You'll be making choices in conversations, much like that brilliant game *Firewatch*, even while Dylan's on the move. That’s a neat little touch, making the world feel more dynamic and less like a series of static cutscenes. But before you start dreaming of alternate timelines and secret endings, Remedy made it clear: one cohesive, tightly-woven story for Dylan. No multiple endings here. They reckon Dylan is “one type of a character,” and they want to tell *his* story without veering off into too many narrative branches. A solid choice, if it means a focused, impactful narrative, rather than a scattershot of possibilities that ultimately dilute the core message. Sometimes, a singular, powerful vision is better than a dozen half-baked ones.
And finally, for those who like to fight paranormal threats with a bit of flair, Dylan will be getting his own wardrobe and hairstyle changes. Because even when battling interdimensional entities, one must look their best, eh? It’s a small detail, but it speaks to the player agency they're trying to weave into the experience, even beyond the core combat and narrative choices.
So, what does this all mean for *Control Resonant*? It sounds like Remedy is taking some brave, almost chaotic, swings at the established formula. Ditching the original protagonist, shifting to a melee-focused RPG, refusing the 'Souls-like' label, and promising a more curated world experience. It’s exactly the kind of ambitious digital wizardry that makes me perk up and take notice. There’s a healthy dose of skepticism bubbling up – can they really make melee feel as impactful as Jesse’s powers? Will the RPG mechanics truly offer meaningful choices without becoming a grind? But overwhelmingly, I’m genuinely excited to see Remedy push the boundaries. They're trying to forge something distinct in a gaming landscape often cluttered with safe bets, and that, mate, is worth keeping an eye on. Let's hope this sequel blows a hole through expectations in the best possible way.
Tags: ControlResonant, RemedyEntertainment, ActionRPG, GamingNews, Sequel
Original article: kotaku