Remedy Entertainment's signature style has often made gameplay feel secondary to story. Games like Alan Wake, Quantum Break, and Control had fun gameplay hooks, but the depth mostly lived in their narrative puzzle-boxes, where the answer to each strange mystery created three more questions. Control Resonant breaks from tradition magnificently, revealing a whole new side to Remedy. Armed with deep, engaging combat mechanics in a stunning version of Manhattan that is unforgettable, Control Resonant is a confident delivery of Remedy's best gameplay experience ever that never sacrifices the team's unique brand of weirdness.
Control Resonant takes place seven years after the first game, with the mystical Oldest House still under siege from the Hiss invasion. Now, outside the Oldest House's once-secret doors, a second Altered World Event is threatening Manhattan. With Federal Bureau of Control director Jesse Faden gone AWOL for reasons unknown and much of the bureau dead or displaced, her brother Dylan is released from his holding cell as Plan B.
If that paragraph of proper nouns leaves your head swimming, I understand. And although Control Resonant doesn't shy away from throwing a lot at you in its story, it does give newcomers a helpful recap of the first game to get them up to speed. The important thing to know is that New York City is under attack from a paranatural threat, and Dylan Faden, once the puppet of the Hiss and blamed for much of the carnage to date, is reluctantly given a chance at redemption.
Whereas Control was a third-person shooter, Control Resonant is a melee-focused action game that winds up feeling like a dark superhero-adjacent adventure akin to Infamous or Prototype. However, Resonant has so much Remedy flair that these comparisons are best understood as suboptimal shorthand for something ultimately deeper and more enjoyable.
Dylan's weapon of choice is the Aberrant, a piece of shape-shifting metal that becomes the basis for intricate combat builds. The Aberrant has several forms ranging from a pair of quick-strike clubs with a chance for critical hits and a larger scythe that does slower but more sweeping damage, to a tweener form that is neither especially fast nor slow but does bonus damage from behind enemies.
The game encourages you to switch up your build often with respec tokens and a huge tree of upgrades--it's hard to see any of the many options as obviously advantageous, allowing you to experiment without feeling like you're being funneled down a specific path. I loved experimenting with the many different abilities and combinations. Over the course of the 30-40 hour story, you'll fortify the Aberrant and Dylan alike with this treasure trove of combat enhancements, equipping up to six special abilities at a time and combining different sets of them nearly whenever you want to. Each of them gives Dylan a distinctly different feel, but what they have in common is how good they look and feel to use.
There are shields, telekinetics, friendly summons, and more to pick from the deeper you go. My experience with Resonant may feel very different from yours, and that's partly why it works so well.
Control Resonant's power climb over those hours is supremely satisfying because it invites--and then rewards--thoughtful decisions by the player. For instance, rather than c