Control Resonant Review: Remedy Turns Manhattan into a Paranatural Nightmare Unlike Anything You’ve Seen

Main Facts

Developed and published by Remedy Entertainment and slated for release on September 24, 2026, Control Resonant represents an ambitious expansion of the studio’s signature "New Weird" universe. Available on PC, PlayStation 5, and Xbox Series X/S, the title transitions away from the confined brutalist architecture of its predecessor, Control, to a warped, apocalyptic rendition of New York City’s Manhattan.

Powered by Remedy’s proprietary Northlight Engine with fully integrated path-tracing capabilities, the game casts players as a new protagonist: Dylan Faden, the troubled brother of the original game’s MIA lead, Jesse Faden. Shifting the core gameplay loop from a third-person shooter to a melee-focused action RPG, Control Resonant pairs breathtaking, reality-defying art direction and deep narrative risks with contentious design choices, such as restrictive level navigation and protracted, spongey enemy encounters.


Chronology

From the Bureau to the Borough: Setting the Stage

When Remedy released Control in 2019, the game’s events were sequestered entirely within "The Oldest House," a brutalist Manhattan skyscraper featuring impossible, Escher-esque interior geometries that housed the Federal Bureau of Control (FBC). In Control Resonant, the containment has failed catastrophically. The insidious, corrupting force known as The Hiss has spilled out of the Bureau’s headquarters and flooded the open streets of Manhattan.

Control Resonant review: I've never seen Manhattan this strange in a game

Rather than stepping into the shoes of Director Jesse Faden, players take control of her brother, Dylan. Having spent the entirety of the first game locked away as a subject of the FBC’s deeply unethical and inhumane containment experiments, Dylan emerges as an altered, shape-shifting entity known as the Aberrant. This change in perspective shifts the tonal and mechanical identity of the franchise from an institutional investigation into a desperate, visceral fight for survival against a reality coming unglued at the seams.

Traversal, Puzzles, and the Maze of Manhattan

Upon stepping outside into the open air of New York City, players immediately notice that this is no ordinary virtual recreation of the metropolis. While games like Marvel’s Spider-Man use Manhattan as an expansive, seamless playground, Control Resonant treats the city as an outdoor labyrinth.

Dylan’s advanced movement mechanics are unlocked almost immediately, allowing players to utilize elevated jumps, an extended air-dash system, and gravity-shifting abilities. Players can double-jump or hold the input for a specialized triple-jump boost that carries them long distances across the skyline.

Control Resonant review: I've never seen Manhattan this strange in a game

However, Remedy curtails this open-world freedom through careful level design. The city is carved into distinct zones separated by high-walled barriers and uncrossable gates. In a frustrating design throwback for fans of the original game, environmental navigation can be maddeningly restrictive; players will frequently encounter functional architectural elements—such as classic New York apartment stairways—that inexplicably refuse to function as climbable ledges. Coupled with a lack of overt waypoints, navigating these non-Euclidean spaces often leads to looping back on oneself, reproducing the navigation frustrations of Control on an exponentially grander scale.

Mind Palaces and Melee Combat

Combat in Control Resonant undergoes a massive overhaul, moving away from gunplay toward dynamic, close-quarters melee brawling. Dylan’s shape-shifting nature allows players to seamlessly swap between weapon types. Early favorites include a wide-ranging scythe for crowd control and nimble twin blades that offer a higher critical-hit probability.

To expand Dylan’s arsenal, players hunt down massive bosses known as Resonants. Defeating these threats yields combat abilities reminiscent of classic character-action games—awarding powers like defensive shields or area-of-effect ground pounds. Rather than sorting through traditional menus, skill customization takes place within "The Gap," a stark, abstract mental palace that doubles as an astral arena for testing out newly acquired abilities.

Control Resonant review: I've never seen Manhattan this strange in a game

Supporting Data

  • Release Date: September 24, 2026.
  • Platforms: PC (reviewed), PlayStation 5, and Xbox Series X/S.
  • Engine: Northlight Engine (utilizing full path-tracing environments).
  • Developer & Publisher: Remedy Entertainment.
  • Traversal Mechanics: Double/triple jump variations, dual air-dashes, and localized gravity manipulation.
  • Combat Arsenal: Switchable melee weaponry (scythes, twin blades) and cooldown-based paranatural abilities.

Official Responses and Creative Direction

Remedy Entertainment has leaned heavily into experimental multimedia storytelling for Control Resonant, a pillar of the studio’s design philosophy that has defined hits like Alan Wake 2.

Speaking on the visual and world-building ambitions of the project, the development team highlighted the integration of the Northlight Engine’s path-tracing technology. Even on modest hardware configurations where ray-tracing features are disabled to prioritize frame rates, the engine retains its haunting, atmospheric lighting and hyper-realistic material reflections.

The game also bridges narrative gaps through unexpected creative risks, such as a lengthy flashback sequence rendered entirely as a retro 16-bit pixel-art role-playing game in the vein of Earthbound. Furthermore, live-action performances anchor the reality-bending narrative, with actor Matthew Porretta reprising his fan-favorite role as the eccentric FBC researcher Casper Darling.

Control Resonant review: I've never seen Manhattan this strange in a game

To address potential criticisms regarding pacing and difficulty, Remedy has included an extensive suite of accessibility tools. Players can fine-tune damage scaling, adjust incoming and outgoing parameters, or toggle one-hit kills entirely—all without forfeiting in-game achievements or trophies.


Implications

Control Resonant carries significant weight for Remedy Entertainment. Arriving on the heels of the mixed commercial and critical reception of FBC: Firebreak, this sequel acts as a crucial litmus test for the studio’s core single-player identity. It proves that Remedy’s appetite for high-concept, reality-warping world-building remains entirely uncompromised.

Artistically, the game sets a high-water mark. The depiction of an apocalyptic Manhattan deformed by paranatural phenomena—featuring dead bodies suspended mid-air, skyscrapers refracting into geometric nothingness, and a glitching phenomenon known as "patterning" that evokes uncanny valley AI hallucinations—creates an aesthetic that stands entirely apart in the modern gaming landscape.

Control Resonant review: I've never seen Manhattan this strange in a game

Yet, from a gameplay perspective, the title exposes lingering design vulnerabilities. By relying on spongy enemies that require excessive button-mashing, and coupling this with scaling zone difficulties that neutralize the feeling of player progression, Control Resonant occasionally trips over its own mechanical ambitions. The persistent reliance on protracted grinds and opaque level boundaries threatens to alienate players who come for the fluid combat and fast-paced traversal.

Ultimately, Control Resonant is a monumental artistic triumph hampered by recurring structural stumbles. When it allows players to lose themselves in its terrifying, beautiful, and deeply imaginative alternate New York, it is peerless. When it forces them into repetitive, protracted grinds against health-bar sponges, it tests the limits of even the most dedicated paranatural explorer’s patience.

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