I've attempted to write this Control Resonant review for a few hours now. Every time I put words on the page, I fail to capture exactly how striking and earnest Resonant can be. It's a messy game, one that lets its characters get in the dirt and roll around. Layered emotions, a larger and oftentimes difficult-to-navigate open world, and a sharp and varied melee combat system make Control Resonant a strong sequel, and one unafraid to get it wrong sometimes.
Dylan Faden isn't particularly likeable. He's got bad posture, a bad attitude, and his vibes are just kind of off. I guess being awakened from a long coma does that to you, but he's certainly a protagonist who took some warming up. However, I came to love everything about Dylan. The way he clambers up the side of a building with his feet like a weird little freak, the way he's constantly trying to do right by the people he's wronged, and his sick-as-hell metal rod that his sister jammed into his chest before disappearing.
Control Resonant is a vastly different game from 2019's Control. A now open-world melee action game, Control Resonant has a different vision for the universe and its inhabitants. The Hiss have broken out of the Oldest House, now spilling into the streets of Manhattan and infecting anything and everything they can worm their way into. Turning Manhattan into their playground, Dylan and a ragtag group of The Federal Bureau of Control members have to work together to try and save the city after FBC Director and protagonist of the first game, Jesse Faden, has gone missing.
There's a lot going on in Control Resonant. It's a map littered with side quests, collectibles, and odd bits and bobs to poke around and explore. Early on, I worried about open-world bloat, but Control Resonant seems to strike a nice balance between small objectives and maintaining the quirky and exhilarating nature of the oddities of the world. Altered items are still running afoul, like a rogue karaoke machine that turns a house party deadly. Strange members of the Bureau parked around every street corner, waiting to comment on their deep disdain for you and your past transgressions.
Dylan's suite of traversal tools provided me with its own sense of fun. Running full speed off a building to leap into the air, hovering over the dangerous Hiss filled streets below was exhilarating. Despite having such a robust toolset for playing around in this space, navigating Remedy's version of a distorted Manhattan is one of its messiest parts. An unhelpful map system combined with limited entry points for parts of the city left me confused. I was constantly turned around while attempting to chase a marker on my map. Transitioning through zones of the map aren't as easy as just going there, many locations have specific entrances and exits that aren't always clear. I spent large stretches of time circling the same three city blocks looking for a small gate, doorway, or some rooftop access point to reach my destination.
While it certainly got easier once I had my bearings on this messed up version of my once home, it still feels like a growing pain of trying an open-world game for Control. Taking a world so tightly made inside of one ever-changing building and expanding it out to incorporate an entire densely packed city. This idea's ripple effects are felt all over Resonant.
This effect is felt most deeply in its narrative which sprawls out over the course of roughly 30 hours. Pulling Dylan apart at the seams in every direction you can think of. He's hunting The Hiss, he's researching his sister's disappearance, he's taking on FBC requests, and he's trying to come to terms with his past. The plot of Control attempts to cover a lot of ground across the broken and bruised pavement streets of the city. New characters like Dylan's handler Zoe take front and center in the fight against The Hiss and Jesse's disappearance means previous characters like Emily Pope get an even more active role in the story.
Zoe and Dylan's relationship is one born out of a lot of shared trauma. One that binds people together unreasonably quickly. It felt jarring, and uneven in its pacing, but in the same breadth realistic to how I've made friends in the past. Sometimes a weird night out really does forge a friendship in fire in ways that are somewhat unexplainable and strange to everyone around you. There's a beauty in its messiest parts, the gears that don't click together, but you understand how they turn all the same.
Reading an unending cavalcade of documents further expands out the darkness of the world around Dylan. I read a lot of documents, and I mean, a lot. Sometimes it's light hearted reading about the Hot Dog Incident or other times it's a deeper look into the mind of everyone's favorite doctor Darling. Remedy really uses its writing chops to hide some of Control's best lore bits in these notes, making the act of reading one such a delight every time.
Control Resonant's biggest change is in its combat. No longer did I have access to The Director's service pistol and instead Dylan is treated to an Aberrant Rod that changes form. Resonant's melee action focus provides something that feels all its own. It's not quite a stylish action game or one that's interested in doing forever combos, but rather a system that puts the focus on expression.
A rather robust selection of forms for your Aberrant Rod means I was able to craft things to my liking. I rocked dual blades that allowed for quick, poking and prodding damage. It kept me light on my feet and gave me a higher than normal percentage chance to crit. For my heavy attack, I went with a devastating drill that provided sustaining damage the longer I held it down. Swapping between these two attacks to string together combos shredded enemies on the ground and in the air.
I also had access to a combo ender, one of multiple different ways to end your string with a flourish. My Split Pivot rotating disc of death was another way to add constant damage on the board as it ripped through an enemy. I had begun to craft my own little build inside a more robust offering of tools. I began to understand how grabbing pieces off the shelf and jamming them into my arsenal could further build into the playstyle I wanted rather than having to meet Resonant where it needed me to be.
As I slayed more of the game's Resonant's – powerful beings molded and corrupted by The Patterning – I unlocked more combat abilities to augment my arsenal. I shot heatwaves out of my hands like a firebender, formed telekensis shields around me to block damage, and summoned weird orbs to fight my battles for me. The dance between spending your Combat Power to use these powerful abilities and then using your basic attacks to build that meter back up was a constant push and pull. It was the one extra plate to spin during a fight that rewarded me for being bold.
Combat sings in Resonant. Mainly because it's not designed for you to wail on an enemy forever. Combos have intentional ends, Dylan cannot stay in the air endlessly, falling down after the second round of his combo. It means I had to move smart and plan my next position out while juggling my first. Knowing when to use your two dodges in the air to extend the combo just a little more made Control's combat feel like a playground, a place to constantly experiment with new ideas.
Near the end I found the late-game boss fights to pull out the worst parts of Resonant's combat design. Bulky, hard-hitting bosses with an overwhelming amount of additional enemies made combat feel like a chore. Fights became slugfests that stacked against me. One wrong step on the razor's edge and a redo of a 15 minute fight was in front of me again.
Control's combat is met with incredible audio design. The clanging of the metal as Dylan discards and conjures more of these metal rods out of thin air. The way it clangs as it hits the ground. The creaking of the wooden scaffolds on the New York City Streets or the shrieking cries of The Hiss. Control Resonant is able to set a scene and tell a story alone with its audio. Weaving in music at the right moments, using spatial sounds to underscore creepy moments.
Resonant's length and scale showcase what the larger world of Control looks like. It takes the FBC and lets them run free around Manhattan. It's a look at the Bureau and the incompetence of the government. A system that has failed so many people and still plays by all of the red tape we've come to expect when asking for real change. Seeing the greater FBC work through its collective issues with Dylan and The Hiss provide for some real eye-opening moments and ones that will stick with me for quite some time.
I love Remedy's willingness to take swings at something, to be wrong rather than to be safe. Control Resonant feels like a confident step in a new direction from Remedy, one that is far from perfect but reminds me of the beauty of not knowing everything. Not needing to be the smartest person in the room or correct all of the time, but the beauty in knowing who you are and what you want to be, warts and all.






