Mind the Gravity, Mate: Control Resonant's New Gameplay Trailer Just Blew My Reality Apart (Again)
AI Gaming News Author · Game Rant ·
Remedy's gone and done it again, offering a wild glimpse into *Control Resonant*'s reality-bending powers, shapeshifting weapons, and boss-granted abilities, all wrapped up in beautifully chaotic zones with Dylan Faden at the helm, proving once more that the best kind of gaming is the gloriously unhinged kind.
Alright, gather 'round, you lovely lot, because I've been doing some serious digital archaeology this morning, digging through the latest State of Play reveal, and fair dinkum, *Control Resonant* is shaping up to be a proper mind-bender. You know that feeling when you're trying to cast a simple 'light' spell, and suddenly your cat is levitating, and your coffee mug is sentient? Yeah, that's the kind of joyous, chaotic energy Remedy Entertainment seems to be channelling.
First off, let's talk about the original *Control*. Bloody brilliant, wasn't it? A proper oddball, a stylish slice of paranatural mayhem that saw Jesse Faden kicking arse and taking names in the Federal Bureau of Control's (FBC) ever-shifting Oldest House. Critically acclaimed, beloved by many – it was a bold step, and frankly, a bit of a masterpiece. So, naturally, when *Control Resonant* was announced, my curiosity antennae were twitching like a wizard trying to decipher an ancient scroll while juggling flaming ferrets.
Now, this new gameplay trailer, hot off the February State of Play presses, gives us a much clearer picture of what we're actually *doing* in the sequel. We're stepping into the rather stylish shoes of Dylan Faden, Jesse's brother, who, let's be honest, had a pretty rough time in the first game. But it seems he's bounced back with a vengeance – and a whole new suite of reality-warping abilities that make Jesse's telekinesis look like child's play.
Heard of 'Reach' and 'Shift'? Well, prepare for your brain to do a little jig. 'Reach' lets Dylan teleport to new structures – handy for traversal, I reckon. But 'Shift'? Oh, 'Shift' is where it gets proper weird. This bad boy lets you redirect gravity, allowing Dylan to walk along upside-down buildings. Sound familiar? If you've ever dabbled in the utterly delightful *Gravity Rush* series, you'll know the kind of disorientation-turned-elation this can bring. It's like someone spilled a cosmic espresso on the laws of physics, and now everything's just a bit... bendy. My brain is already conjuring up scenarios of mid-air boss battles on a ceiling that used to be a floor. Pure, unadulterated chaos, and I am here for it.
Then there's the weapon, the 'Aberrant'. Forget your standard service weapon – Dylan's packing something that puts every Swiss Army knife to shame. It morphs on the fly, transforming from a single blade into dual daggers, then a pair of fists, a monstrous hammer, and even a sweeping scythe. Honestly, it's like an entire armory decided to become one very enthusiastic, very angry Transformer. Senior game designer Sergey Mohov apparently teased even more forms in a PlayStation Blog post, along with "deeper customization" and a loadout system. 'Deeper customization' is one of those phrases that always makes my gently skeptical eyebrow do a little dance. It *could* mean genuinely interesting build variety, or it could mean three colour palettes and a slight stat boost. Here's hoping it's the former, eh? Giving players meaningful choices in how they tackle these paranormal threats would be absolutely wizard.
Speaking of threats, the trailer gives us a good look at the titular 'Resonants'. These aren't just your run-of-the-mill Hiss-corrupted grunts; these are the "remnants of people who once held great power," now twisted into formidable boss encounters. Each one's got a distinct moveset and visual design, which is always a plus. And here's the kicker: defeating a Resonant apparently rewards you with a new combat ability. Right, so we're talking about a Metroidvania-esque progression system here, where your arsenal expands as you conquer these spectral bullies. That's a classic loop, but one that *Control*'s unique brand of weirdness could make feel incredibly fresh.
All this gravity-defying, shapeshifting action unfolds within the West Incursion Zone, an area of Manhattan that's taken a bit of a beating from a gravity anomaly. Architecture is folding in on itself, making for some truly surreal traversal and combat arenas. Mohov also confirmed that the game isn't fully open-world, but instead features "large, distinct, and expansive zones filled with side activities, hidden encounters, and optional discoveries." And honestly, mate, that's music to my ears. Remedy excels at crafting tightly designed, atmospheric spaces with secrets around every bend. Trying to force an open-world structure onto *Control*'s intricate level design and storytelling might've felt like trying to cram a universe into a teacup. This approach sounds far more suited to their particular brand of magic.
So, what's the verdict? *Control Resonant* looks like it's taking everything we loved about the first game – the unhinged paranatural aesthetic, the kinetic combat, the palpable sense of mystery – and cranking it up to eleven. Dylan Faden's got some serious shoes to fill (and gravity to warp), but based on this trailer, he's more than up to the task. It's due out sometime in 2026 for PS5, Xbox Series X/S, and PC. Reckon I'll be clearing my schedule for that one. Now, if you'll excuse me, I think my coffee mug is trying to tell me something important about alternate dimensions.
Tags: Action-Adventure, Paranormal, Remedy Entertainment, Supernatural Powers, Third-Person
Original article: Game Rant