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Control Resonant finds beauty in the struggle, not just the carnage

If you played the original Control, you’re likely used to the constant, high-pressure urgency of Jesse Faden’s quest to find her brother.

Control Resonant finds beauty in the struggle, not just the carnage
In this article
  1. A shift in perspective
  2. Why it matters
  3. Explore beyond the story

If you played the original Control, you’re likely used to the constant, high-pressure urgency of Jesse Faden’s quest to find her brother. Control Resonant, however, takes a distinct turn in its approach to both gameplay and narrative, focusing heavily on Dylan Faden’s journey of introspection and atonement rather than a simple revenge story. As reported by Rock Paper Shotgun, the game balances its intense combat sequences with deliberate, quiet lulls that invite players to slow down and process the world through Dylan’s eyes.

A shift in perspective

Control Resonant moves away from the typical ‘brooding hero’ trope. According to game director Mikael Kasurinen, the development team explicitly aimed to create a character who prioritizes empathy over violence. While Dylan is a highly capable parautilitarian who can dominate threats, his internal conflict lies in whether he deserves to exist as a person after his history as a subject of the FBC and an agent of the Hiss. This is reflected in the game’s flow; without the constant enemy respawns found in the original, players have room to explore, sketch scenes of a peaceful future, and simply exist in the world, contrasting sharply with the relentless momentum that defined Jesse’s story.

Why it matters

For players, this shift changes the fundamental rhythm of the experience. Instead of being pushed constantly toward the next objective, the game grants you the freedom to breathe, which makes the moments of high-octane combat feel more impactful when they do arrive. The narrative focus on Dylan’s interiority provides a more intimate look at the consequences of the Altered World Events, turning the game into a character study as much as an action-RPG.

Looking ahead, players have more content on the horizon. Following a recent hotfix that addressed combat balance and quality-of-life bugs—including an odd issue involving changing trousers through magic doors—Remedy has confirmed that a ‘New Game++’ mode and a long-awaited Photo Mode are scheduled to arrive next month. While director Mikael Kasurinen remains tight-lipped on future installments or a potential ‘Control: Gestalt,’ he emphasized that the two games are designed to complement one another, offering two different sides of the same paranatural world.

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