Remedy Entertainment is taking a significant departure from its signature ranged combat in the upcoming Control Resonant, introducing a robust melee-focused system. The Aberrant, a new skeletal weapon, will serve as the primary tool for protagonist Dylan, capable of transforming into various forms such as dual blades, a hammer, or other configurations to exploit enemy weaknesses. This evolution pushes Control Resonant further into action RPG territory with an extensive skill tree and unlockable abilities.

"It was important to me that we started to think of [Control] as an RPG experience," stated Mikael Kasurinen, director of both Control games. He explained that the first game began with familiar third-person shooter elements, incorporating RPG aspects like side quests and character customization. The shift to melee in Resonant builds upon the studio's long-standing interest in close-quarters combat, with initial ideas for a melee Service Weapon form appearing even during the development of the original Control.

Sergey Mohov, lead gameplay designer on Control Resonant, elaborated on the Aberrant's functionality. Players can equip primary, secondary, and combo-ending forms for the weapon, allowing for diverse combat chains. For instance, a combo could begin with dual blades and transition into a sweeping attack. This system aims for immediate and impactful feedback, with Mohov emphasizing the design philosophy: "You press the button, the thing happens. That's the philosophy of design."

Remedy has deliberately excluded a traditional parry mechanic from Control Resonant. "Offense is the best defense" is the core tenet of the combat system. Mohov noted that prototyping parry and deflect mechanics led to players waiting for enemy attacks, which conflicted with the desired aggressive momentum. Instead, players can utilize a shield formed from levitating rock, which can be used offensively to stun groups of enemies.

The new setting in New York City introduces increased verticality to level design, complementing Dylan's agile movement abilities. "He's very nimble and he's very fast and he can also stay airborne for a long amount of time," said Anne-Marie Grönroos, lead level designer. This allows for more dynamic encounters with a variety of enemy types, including flying adversaries. The expanded environments encourage players to pursue enemies across different heights and surfaces, integrating traversal puzzles into combat scenarios.

Inspiration for Dylan's movement, particularly his grappling hook-like ability 'Reach,' has been drawn from games like Sekiro: Shadows Die Twice. Kasurinen found Sekiro's approach to character movement and world traversal compelling, influencing the design direction for Control Resonant's own mobility options. The game aims to offer a deep experience across its combat, boss design, shifting world, and narrative elements.