Introduction: The Weight of Expectations

Remedy Entertainment has built a reputation on the back of surrealist, meta-textual experiences that challenge the boundaries of interactive media. With Control (2019), the studio achieved a masterclass in atmosphere, blending the bureaucratic dread of the SCP Foundation with the brutalist architecture of the Oldest House. Now, Control Resonant arrives as an action-RPG follow-up, shifting the perspective to Dylan Faden. While the game retains the DNA of its predecessor, it struggles to balance its newfound expansive ambition with the claustrophobic, sharp-edged magic that defined the original.

Chronology: From Coma to Chaos

The narrative of Control Resonant picks up in the shadow of the Hiss invasion that crippled the Federal Bureau of Control (FBC). Dylan Faden, having spent years as an indentured subject within the Bureau’s clinical walls and subsequently falling into a coma, awakens to a world in flux. His sister, Jesse Faden—the Director of the FBC—has overseen a seven-year lockdown. However, the Hiss has breached the quarantine, spilling into the streets of Manhattan.

The game follows a disjointed timeline:

Control Resonant review - action-RPG oriented follow-up to Control leaves behind too much of what gave the original its magic
  • The Awakening: Dylan escapes the sterile containment of his past, only to find the city of New York literally folding in on itself.
  • The Escalation: As the Hiss corrupts the cityscape, Dylan is forced to act as a reluctant operative for the FBC, navigating a city that has become an interdimensional labyrinth.
  • The Search: Throughout the campaign, the core motivation remains the search for Jesse, who has vanished into the folds of reality, leaving Dylan to grapple with his own fractured psyche and a growing, dangerous affinity for the "Mold."

Supporting Data: The Mechanics of Resonant

Unlike the original game, which focused on tight, metroidvania-style progression within the shifting geometry of the Oldest House, Control Resonant leans heavily into the structure of a modern triple-A action RPG.

Combat and Traversal

Dylan’s combat style is melee-centric, centered around the "Aberrant," a shape-shifting weapon that functions as both a conduit for his paranatural abilities and a blunt instrument.

  • Class Conventions: The game utilizes a skill tree that encourages players to lean into specific archetypes, such as high-crit melee builds or crowd-control specialists.
  • The "Resonant" Bosses: Combat abilities are gated behind encounters with these entities, requiring players to adapt to increasingly complex patterns.
  • Traversal: Gravity manipulation plays a significant role. Navigating the fragmented Manhattan skyline requires precision, though the game often drifts into "superhero-lite" territory, occasionally echoing the traversal mechanics of open-world titles rather than the unique, ethereal movement of the original Control.

The "Chore Board" Effect

A point of contention is the inclusion of "world events." Remedy has implemented a system of recurring tasks—protecting cargo, defending rangers, and fetch quests—that feel at odds with the game’s narrative gravity. By turning the FBC’s crisis into a series of checklists, the pacing suffers significantly, diluting the sense of existential dread that defined the first entry.

Control Resonant review - action-RPG oriented follow-up to Control leaves behind too much of what gave the original its magic

The Aesthetic and Narrative Dissonance

The success of Control lay in its ability to marry the mundane with the eldritch. It was a game about the banality of evil in a world where the laws of physics were mere suggestions. Control Resonant attempts to replicate this by moving the action to the streets of New York, yet this shift creates a "blockbuster flatness."

The Brutalist cocoon of the Oldest House is replaced by a sprawling urban environment that, while visually impressive, lacks the same focused suspense. When the player can view the entire map from a skyscraper, the mystery of the "Unknown" begins to dissipate. The narrative, too, struggles under the weight of its own melodrama. The exploration of the Faden family’s trauma, while deeply personal, often feels like it belongs in a different, more grounded genre, clashing with the high-concept weirdness of the Hiss and the Mold.

Official Perspectives and Creative Direction

Remedy has stated that each Control game serves as a reflection of its protagonist. Where Jesse Faden represented order and the assumption of power, Dylan represents the "maladapted sadboy" forced to engage with a reality he never asked for.

Control Resonant review - action-RPG oriented follow-up to Control leaves behind too much of what gave the original its magic

However, the creative direction leans heavily on "hyper-meta" themes of recursion and refraction. While this is consistent with Remedy’s brand, it often results in narrative sprawl. The inclusion of "Faults"—interdimensional tears that offer glimpses into the siblings’ past—serves as the emotional anchor of the game, yet the execution is frequently criticized as being overly reliant on tired tropes of trauma-focused storytelling.

Implications: The Future of the "Control" Universe

The implications for the franchise are significant. By moving toward an action-RPG structure, Control Resonant is clearly testing the waters for a more live-service-oriented model. The inclusion of daily tasks and repetitive events suggests a desire to keep players engaged over a longer cycle, a decision that has sparked debate among long-time fans.

What Stays, What Goes

  • The Good: The "Underpass" sequence remains a highlight, capturing the quintessential Remedy magic—cosmic horror, understated workplace drama, and surrealist landscapes that mirror the works of Zdzisław Beksiński. The visual design, particularly the FBC uniforms and the stylistic flourishes of shadow puppetry, remains top-tier.
  • The Bad: The pacing. The constant interruption of urgent, high-stakes plot beats by menial "escort the worker" tasks creates a narrative whiplash that feels fundamentally incompatible with the series’ core identity.
  • The Verdict: The game acts as a bridge between the niche, atmospheric masterpiece of 2019 and a more commercialized future. Whether this shift is a natural evolution or a dilution of the studio’s voice remains to be seen.

Conclusion: A Beautiful, Fractured Mirror

Control Resonant is a testament to the technical prowess of Remedy Entertainment. It is a visually stunning, mechanically dense, and occasionally brilliant exploration of a broken world. However, in its attempt to broaden its scope—both in terms of map size and game design—it has sacrificed some of the singular, suffocating charm that made Control an instant classic.

Control Resonant review - action-RPG oriented follow-up to Control leaves behind too much of what gave the original its magic

For players seeking more of the same, there are pockets of pure genius hidden in the subway tunnels and forgotten offices of the Bureau. Yet, for those who crave the tight, deliberate pacing of the original, Resonant may feel like a step toward the generic. It is a game trying to be many things at once: a superhero simulator, a family drama, an RPG, and a piece of cosmic fiction. In trying to hold all these pieces together, it risks losing the very thing that made the FBC worth visiting in the first place: the quiet, terrifying, and utterly unique vibration of the Oldest House.

Ultimately, Control Resonant is a fascinating experiment—a beautiful, if occasionally disjointed, reflection of a franchise caught in its own gravity. Whether it is a step forward or a deviation will depend on whether players prefer the polished, wide-reaching spectacles of modern gaming or the singular, focused weirdness that Remedy once called its own.

Leave a Reply

Your email address will not be published. Required fields are marked *