Control Resonant First Impressions

Every Nail Needs a Hammer

To say I am obsessed with the Remedyverse is an understatement. I have beaten the original and Ultimate Editions of Control (including the DLC) on PS4, PS5, Xbox One, and Xbox Series X  alongside listening to multiple podcasts that dissect and discuss the game's story. Control took me by the collar and pulled me into the world behind the poster and even drew me into the other Remedy games like Alan Wake, Quantum Break and Max Payne.  

So, to put it briefly, I have been ravenous when it comes to waiting to play Control Resonant. This hunger was made worse because I made my mind up early to buy the physical version. The announcement came through that those wanting to play the physical version would have to wait three weeks after the digital version dropped. While this wasn't ideal, I learned that something good is worth the wait. I shut off all social media alerts related to Remedy and put my head in the sand. All I knew going into this game was from the launch trailer: I'd be playing as Jesse's brother Dylan, I'd have a huge hammer, and I wouldn't be confined to the Oldest House. Now that I had my steelbook and the pictures that came with it in hand, I went home and prepared to get weird again.

After putting the disc into my Xbox, claiming the digital license, and waiting nearly two hours for the download/update, I was ready to dive in. If you choose to, which I did, you can watch a video from the main menu that catches you up on Control's story up to the point where you start the sequel.

When you begin, the game gives you a short cutscene setting up why Dylan wakes up and immediately puts you in the thick of things. First you spend some time in the familiar Oldest house. You start in the main room that was your hub in the first game because that's where Dylan was placed. The only part that took getting used to at this point was using the left bumper on the controller to interact with objects instead of the X button on the controller. It didn't take long to get used to, and then I was off to see what this game had in store. Up next was exploring every nook and cranny, which included seeing many doors you don't have access to yet. This tells me that even though your current mission was to leave the oldest house, it was obvious I'd be back. With this info, I made my way out of the oldest house.

Just like the first game you have the board in your head. The random words and cheeky directions remain the same, and they give you a choice between three styles of the "Aberrant" weapon that you pulled from your chest to start your adventure in NYC. I chose the dagger/mini katana from the Scythe and Cleaver as I felt it matched my style of melee weapon battle. It's exciting to see the various choices that I know we'll eventually get to switch between. In the first Control, you don't get to see what the future holds, and while that was great for that game, I feel the anticipation helps keep the interest in the first stages of the sequel.

The actual fighting flowed very well, and you immediately get the same dosage mechanic that Jesse had. After a few minutes, you face your first medium-sized enemy type and are given the choice between three secondary weapons. Here the choices are Crush (a giant hammer), Drill (a piercing drill), and Extend turning the "Aberrant" into a whip). As I'm also playing the new Castlevania: Belmont’s Curse, I chose “Extend” and never looked back.

Before I move on to the last part of this impression, I would like to speak to Dylan's personality versus Jesse's. Dylan is forced awake by Jesse leaving the "Aberrant" in his chest. You pull it out without fear and have the same look of confusion that Jesse had when she picked up the service weapon. Otherwise, he doesn't act like the all-knowing and hostile Dylan I was used to from the first game. It was almost like he was reborn and started with a blank slate, non-hostile personality.

After you get used to the fighting style, you hear someone calling out on a radio that is attached to an FBC member frozen in the air by the Hiss. After picking up the radio, you immediately offer your help, despite just waking up and having no clue what's going on. You commit yourself to being trained, battle-ready and willing to do whatever it takes to make sense of the world you woke up in.

Here you hear from the only person left from a team sent out to study the already Altered World Event happening in NYC, Zoe De Vera. After a slightly confused conversation with her, you make your way through the city and finally meet up with Zoe. She is your eyes and ears into what's going on in the city, it seems, and you both look out on the completely torn-apart NYC.

There’s a long road ahead of me with Control Resonant, but I am looking forward to the ride. I know now that not only will I eventually be able to return to the Oldest House after I grab various clearance level keys, but the varied weapon combinations and whatever powers lie ahead of me will keep me coming back for more. The combat with the "Aberrant" is fluid, almost more so than Jesse’s, and Dylan is already a force to be reckoned with. He isn’t the same concrete wall of personality this time around. He is ready to fight for the answers he’s been seeking since he was a child and emotes accordingly. Will he be reunited with Jesse? I can’t wait for lingering questions to be answered, and I always will hold out hope for my dear Dr. Casper Darling… but will his dear Dylan be as happy to see him as I will be?

DEVELOPER: Remedy Entertainment
PUBLISHER: Remedy Entertainment
AVAILBLE ON: Steam, PlayStation 5 and XBOX Series S/X
PLAYED ON: XBOX Series X
DEMO: No
RELEASE DATE: Digital on September 24, 2026, Physical on October 15, 2026

Learn more about Control Resonant by visiting the official website.

Let's get weird together. Leave a comment on your experience with Control Resonant.

Steam / relevant Links: Steam, Playstation, XBOX

Screenshots: Control Resonant Screenshots

Price (MSRP): $59.99 USD

Game was purchased by reviewer


 
 
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