Seven years after the original Control, players are returning to The Oldest House in Control Resonant, this time stepping into the shoes of Dylan Faden. The opening 'Orientation' mission tasks players with escaping the familiar yet altered environment, learning new combat mechanics, and facing the game's first boss. This guide will detail the path through the mission, including collectible locations and boss strategies.
Beginning the Escape
Control Resonant begins with Dylan awakening in the Astral Plane before a large stone pillar. After interacting with the pillar and pulling a mysterious pole from his chest, players will choose their first 'Abberant form,' essentially a weapon. The options are:
- Glaive: Suitable for wide, multi-enemy attacks.
- Strike: Quick dual blades ideal for critical hits.
- Cleave: A slower, powerful attack effective when striking from behind.
The Glaive is recommended for its crowd-control capabilities, as enemies often attack in large groups. Following this choice, players can begin to navigate their way out of their cell and collect initial items.
Early collectibles include the 'Photo of Dylan and Jesse' and 'Notes On The Ordinary AWE Case File,' found near Dylan's starting cell. Players will then proceed through corridors, unlock a gate, and enter a large office block containing further collectibles such as the 'Complaint Letter' and 'Containment Guard Note.' The path leads to an elevator that descends to the first encounter with Hiss enemies. Players will learn basic Primary Combo attacks (LMB / SQUARE / X) and the dodge mechanic (SHIFT / CIRCLE / B) for evading ranged attacks.
Jesse Faden's office contains additional lore items: 'A Letter From Emily Pope To The Director,' 'Dimensional Research: Slide Repairs,' 'Jesse's ID,' and 'Jesse's Note To Self.' After gathering these, players descend further to the Oldest House lobby and exit to the outside world.
Finding Zoe and Unlocking New Forms
Outside, players must locate Zoe using the Radio menu (ALT / LB / L1). After fending off more Hiss in the streets and an alleyway leading to a loading bay, players will face a challenging encounter with a mutated Hiss. Upon clearing this area, a second weapon choice becomes available: the Secondary Abberant Form.
The secondary weapon options are:
- Crush: A heavy hammer with high damage and stagger potential.
- Drill: A spear-like weapon that can stunlock enemies when charged.
- Extend: A long-range attack for crowd control.
It is advisable to choose a secondary form that complements the primary, such as selecting Crush or Drill if the Glaive was chosen for its crowd control. With the secondary form unlocked, players will engage new enemies, then proceed across rooftops to find Zoe. Following her leads to a rooftop with a vision of Jesse, then an indoor path culminating in interacting with a TV.
Jesse's Trial and New Abilities
Interacting with the TV triggers 'Jesse's Trial,' where Dylan unlocks new traversal abilities. The first TV grants the 'Double Jump.' Subsequent TVs unlock 'Elevate,' allowing flight across gaps, and 'Rush,' a high-speed sprint. These abilities are crucial for navigating the subsequent platforms and buildings to reach the final TV, which concludes the trial with a cutscene. Players then backtrack to a rooftop where they must defeat a wave of Hiss before reaching a gallery.
The Artist Boss Fight
Inside the gallery, players confront the first boss: The Artist. This fight has two distinct phases.
Phase 1
Initially, The Artist remains at range, attacking with thrown cars and rocks. Players must evade these projectiles, using Rush to close the distance and attack. She also employs lamp post attacks, which require precise dodging.
Phase 2
Upon losing a portion of health, The Artist takes to the air. She summons chunks of the environment that become ranged attacks. Players can shorten this phase by using Double Jump and Elevate to reach these airborne platforms, then hop to her head to deal significant damage. When she returns to the ground, she will continue her attacks, including raining rocks and swinging her lamp posts, while also firing street signs. Consistent evasion and focused attacks will lead to her defeat.
Special Ability and Mission Conclusion
Defeating The Artist unlocks the first 'Special Ability' choice. Players can select from 'Barrage' (ranged attack), 'Shield' (defensive), or 'Volatile Anomaly' (summon ally). Each boss offers a unique ability, and only one can be chosen per encounter. Following this choice, players enter the 'Gap in the Astral Plane,' where purchased upgrades are permanent. The Orientation mission concludes after a conversation with Emily Pope at the FBC, opening up the city for further exploration.