Remedy Entertainment is once again venturing into action RPG territory with Control Resonant, a sequel that diverges from genre conventions by awarding upgrades to the game world itself, rather than the player character through experience points. This unique progression system means that as players conquer zones and defeat powerful entities within them, the environments become more dangerous and reactive.

Control Resonant expands the narrative beyond the confines of The Oldest House, introducing a corrupted version of Manhattan. This new setting is overrun by familiar otherworldly forces, notably the Hiss, a paranatural parasite that previously affected protagonist Dylan in the original Control. According to Mikael Kasurinen, director of both games, the Hiss's influence in the outside world is far more potent and chaotic than before, impacting the environment as well as living beings.

Art director Elmeri Raitanen elaborated on the evolution of Hiss-inspired enemies, explaining that the entity has grown stronger and more capable of corrupting larger and more complex subjects. This led to creative enemy designs, such as a possessed bus with passengers transformed into spawning enemies. The development team found inspiration in the urban setting, integrating elements like a "Hissified" bus into the gameplay.

The Mold, another threat from the original Control's depths, also returns. This fungal entity has established its own territory within New York, presenting a distinct challenge. Lead gameplay designer Sergey Mohov explained that Mold enemies are more isolated but possess unique properties. They are resistant to blunt damage due to their soft, spongy material, though calcified sections can be broken with blunt force. This encourages strategic combat, focusing on exploiting enemy weaknesses and environmental hazards.

Mold encounters are described as more deliberate, requiring players to identify priority targets and navigate environmental traps. These enemies do not immediately attack but instead spread Mold and inflict status effects through spore clouds. Players must also avoid airborne and ground-based mines and 'mold alarms' that trigger additional encounters. Fire is highlighted as an effective counter to the Mold.

The game's progression system is a significant departure from traditional action RPGs. Instead of Dylan earning XP, the zones themselves gain experience. Completing activities within a zone contributes to its leveling up, which in turn grants zone improvements. These improvements can enhance in-game benefits like increased health drops, reveal hidden loot chests on the map, or unlock 'arcade cabinets' that serve as challenge missions. While the player character does not gain direct XP, leveling up a zone awards a talent point, offering a more conventional RPG-like progression for Dylan's abilities.

Control Resonant features a single difficulty setting, with the development team aiming for a balanced yet challenging experience. Assist modes will be available for players who require additional support. A key feature is an enemy scaling system where the entire world of Manhattan responds to player actions, particularly after defeating major bosses known as 'The Resonants'.

Defeating a Resonant not only grants the player an ability but also prompts the Hiss to retaliate by increasing the number and difficulty of enemies throughout the world, not just in the boss's zone. This creates a dynamic challenge where players must strategically consider the timing of major boss defeats, as increased world threats accompany player power growth.

Remedy has focused on distinct boss designs for Control Resonant, with Mohov stating that no two bosses are alike and each tests different player skills. Bosses are intended to be skill checks, influencing player decisions on artifact equipping and combat approach based on enemy damage types and behaviors. The game introduces a new paranatural threat called Patterning, which transforms the cityscape into abstract, algorithmic patterns and amalgamates individuals into their surroundings. Bosses are often focal points of this patterning, becoming integrated with the environment.