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CONTROL Resonant is a paranormal action-adventure RPG set in a distorted, vertical Manhattan.
Developed by Remedy Entertainment, it builds on the series’ surreal atmosphere while making movement and close-range combat the main draw. Players take the role of Dylan Faden as a cosmic force twists streets, buildings, and gravity itself. These are the main elements to expect.
Explore shifting Manhattan spaces with dashes, jumps, hovering, and gravity changes.
Fight Hiss swarms through quick, manual melee-focused attacks and finishers.
Switch the transforming Aberrant weapon between several combat-oriented attack forms.
Create builds with skills, loadouts, unlock trees, and limited respec options.
Complete hub missions and speak with NPCs through dialogue choices.
CONTROL Resonant turns Manhattan into a layered space where streets, interiors, walls, and heights can become part of the route forward. Dylan’s dash, jump, and hover abilities are introduced early, giving exploration a more active feel than simply following ground-level paths. Environments are designed around strange spatial changes, so looking upward or toward an altered wall can reveal the next way through.
The Sinkhole mission shows how this works in practice. A descending device carries Dylan through encounters, while gravity shifts can make walls usable traversal paths. This creates a rhythm of platforming, combat, and environmental discovery rather than separating them into isolated activities. Players who enjoy searching for alternate routes and handling movement challenges should find plenty to engage with, although the changing geometry may require careful camera control in busy scenes.
CONTROL Resonant uses fast, melee-focused combat against the Hiss and other paranatural enemies. Every attack is triggered manually, with light, heavy, charged, crowd-control, and ranged-style options supporting different situations. The Aberrant is the central weapon, and its changing forms give Dylan several ways to respond when an enemy swarm closes in.
Combat arenas such as the Evacuation Zone are built for testing loadouts against groups rather than facing only one target at a time. Airborne attacks can briefly freeze movement, helping players line up strikes against flying threats, while finishers let Dylan dash toward weakened enemies and lock on. Defeating weaker foes can restore health during a fight, which encourages players to keep moving and pick targets carefully. Ranged and airborne opponents may still be demanding, especially for players who prefer slower, defensive combat.
CONTROL Resonant adds RPG-style build planning through skill unlock trees, combat loadouts, and respec points. These systems let players shape how Dylan approaches encounters, whether the focus is on aggressive close-range pressure, crowd control, or abilities that support a preferred weapon form. The goal is not just increasing damage, but creating combinations that fit the player’s timing and movement habits.
Respec options make changes possible after trying a build, though the available points are limited. That limitation can make each reset feel more meaningful, but it may also discourage constant experimentation. A practical approach is to test a loadout in enemy-heavy areas before committing further unlocks. Gameplay assist settings can also fine-tune parts of the experience, giving players more room to adjust the challenge around combat or navigation preferences.
CONTROL Resonant follows Dylan Faden through a Manhattan warped by a reality-bending cosmic threat. Missions take place in hub-like areas instead of presenting the city as one uninterrupted map, which helps each location keep its own mood, enemies, and traversal ideas. Dialogue choices with NPCs add more interaction between action sequences and support the game’s story-focused structure.
This format gives players time to explore unusual spaces before moving into the next major objective. A mission might begin with conversation or a route through a changing building, then develop into a combat encounter that asks for smart use of gravity and movement. Much of the currently available detail comes from pre-release material, so mission layouts, balance, and story systems may change before launch.
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