Control Resonant is a follow-up to 2019's Control, Remedy Entertainment's hit action-adventure where you take the shoes of Jesse Faden, recently promoted to chief director of the shadowy Federal Bureau of Control, the same organization that apprehended her brother Dylan after an Altered World Event. In Resonant, you play as Dylan, who functioned as a mostly off-screen villain in the original game. Raised by the Bureau to one day take the position of director, Dylan has paranatural powers that you'll eventually unlock. Due to his abuse at the hands of the FBC, Dylan released the extradimensional entity known as the Hiss, but he quickly regains his autonomy at the beginning of Resonant and then joins the FBC to deal with an outbreak that's transformed Manhattan, twisting the cityscape in reality bending ways, along with infecting its citizens with paranatural entities. Dylan is socially-awkward and unsure of himself, and his rapport with his handler Zoey helps make Dylan a sympathetic character, one that doesn't trust the FBC, which considers him a dangerous weapon. Very quickly, you are thrust into an open world, the aforementioned distorted Manhattan, armed only with the Aberrant, a piece of steel that can transform into a variety of melee weapons. Resonant's combat system functions sort of like Devil May Cry's, albeit quite a bit simpler. You have three attacks you can choose from, a primary, secondary, and combo finisher. I played most of the game with the Glaive selected as my primary attack and Crush as my secondary. Enemies are vulnerable to certain types of damage--you may have to break through the armored exterior of a Hiss with Crush, for example--and realizing these vulnerabilities and resistances is key to success. After defeating Resonant Entities (big bosses), you'll obtain paranatural powers. Ignite was one that I used constantly--it bathes Dylan in flames--along with Barrage, which hurls rubble at enemies, often triggering a Faltered state, in which the enemy becomes staggered. A Faltered enemy is able to be Executed--Dylan will perform a canned animation with a press of the left stick button--and then emerge from the Execution in a brief state called Dominance, in which he does buffed damaged. Lining up Executions is a successful strategy to make Resonant's combat significantly easier. Dylan doesn't do much damage with his base attacks, so you'll want to increase that Falter meter during every fight. Also of consideration is the way the game handles leveling up. Dylan's Aberrant strength increases with every unlocked weapon skill. You can only equip three weapons at a time, but you should unlock a talent as soon as you're able, even if you won't use it, because it'll increase Dylan's ability to Falter enemies. So while all of this sounds like a lot, it's pretty simple once you get the hang of it.
Control Resonant features Remedy's in house engine, and it's put to excellent use rendering the distorted urban environments. Eventually Dylan will unlock the ability to change the gravity of a surface, and you'll get used to navigating up subway tunnels and flipping to upside down skyscrapers with the simple press of the left bumper. Inception seems to have been referenced as a visual inspiration, and Resonant might have the most creative map design of any open world game I've ever played. Path-traced lighting was possible at Medium/High settings and balanced upscaling on my 9070 XT/7800 X3D system at 1440p, which is impressive, although I did notice the occasional lighting artifact. Storywise, Resonant offers some fairly satisfying twists. My only complaints are the overuse of mobs in the late midgame, as well as some confusion navigating various environments.
Control Resonant is up there with Resident Evil: Requiem for one of the best third person action games of the year. It's much more gameplay focused than Alan Wake 2, but it still possesses all of Remedy's stylistic weirdness. A fairly thorough playthrough should take about forty hours or so. Screenshots below:








































