Control Resonant Review: Remedy Doubles Down on Action RPG With Impressive, Uncompromising Results

Remedy Entertainment shifts gears again with Control Resonant, delivering a demanding and characteristically interesting action RPG that marries rigorous design with its signature artistic flair.

Sep 18, 2026
Reviews
Control Resonant Review: Remedy Doubles Down on Action RPG With Impressive, Uncompromising Results

Remedy Entertainment has earned a reputation for its willingness to dramatically reinvent its game design with each new sequel. Following the shift from the arcade-style shooter of Alan Wake to the survival-horror of Alan Wake II, and from Control's Metroidvania-inspired third-person shooting to its latest offering, Control Resonant, the studio has now delivered a fast-paced, melee-focused action RPG that draws comparisons to the Devil May Cry series. This departure into the mechanically dense character action genre, which thrives on pattern recognition and precise execution, initially surprised the reviewer, though Remedy's embrace of bold, creatively driven design is undeniable.

Control Resonant takes place seven years after the original Control, with Dylan Faden, brother of protagonist Jesse Faden, escaping confinement. The Hiss, extradimensional entities, have spread from the Oldest House to New York City, and Dylan must confront them with supernaturally enhanced melee combat. The game’s narrative is deeply intertwined with its gameplay, with Remedy emphasizing how player agency and interaction with the environment are crucial to understanding the story's impact. Despite initial concerns about the "Remedyverse" lore becoming overwhelming, Control Resonant maintains a singular identity, prioritizing its own narrative and design needs over excessive inter-connectivity with previous titles.

While the writing can be hit-or-miss, with some dialogue leaning towards overly clever banter, the overarching story is thoughtfully constructed and effectively delivered, arguably serving the game's strong design elements. Remedy’s approach to combat in Control Resonant focuses on immediacy and responsiveness. Players utilize a primary weapon, a secondary weapon, and psychokinetic abilities, with combos built through button presses rather than complex input sequences. The emphasis is on timing, spacing, and aggression, eschewing mechanics like parrying in favor of a system that encourages constant forward momentum and situational awareness. This design choice, while deviating from common trends in action games, allows for a unique combat loop centered on managing immediate threats and opportunities.

The combat system is built around a core loop of managing space up close, with Dylan Faden’s direct and aggressive approach reflected in gameplay. Players are encouraged to find their own combo routes by synthesizing the available movesets, with the game’s responsiveness and impact evident in every strike, amplified by strong sound design. The decision to omit parry mechanics highlights Remedy's intent to create a combat system that doesn’t rely on player waiting, instead focusing on the dynamic negotiation of 3D space and enemy patterns.

Challenge in Control Resonant often stems from intense encounters where players must manage multiple threats simultaneously. The game brilliantly introduces "heavy" enemies with distinct weaknesses that must be defeated to progress, while smaller enemies provide resources and crowd control opportunities. This design encourages constant high-stakes decision-making, forcing players to prioritize targets and adapt their approach on the fly. The synergy between Dylan's extensive movement abilities—including flight, double jump, sprint, and air dash, all unlocked early on—and the multi-tiered, shifting environments of its New York City setting enhances both combat and traversal.

The game's overworld is structured similarly to classic Zelda titles, with distinct zones featuring combat, puzzles, and platforming challenges. While some areas of Manhattan can feel less deliberately designed than the confined spaces of Control's Oldest House, the environments at their best serve as a dazzling showcase for Remedy's ability to integrate narrative, art direction, and level design. The game also introduces "The Pattern," an antagonistic force that visually warps spaces and objects, serving as the basis for much of its most inventive aesthetic and gameplay ideas. Remedy's commitment to video games as interactive art is fully realized here, with environments that twist and fold, challenging players' perceptions of space.

Control Resonant stands out as an uncompromising and characteristically interesting entry in Remedy's portfolio. It is a demanding game that fulfills its promises, showcasing the studio's continued dedication to pushing creative boundaries and delivering unique, memorable experiences without repeating themselves.

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