I was worried Control Resonant wouldn’t be Control enough, but then I got lost in an infinite bedroom dimension

Remedy Entertainment continues to carve its unique niche in the gaming landscape, and with its latest title, Control Resonant, the studio is taking bold creative risks that set it apart from its contemporaries. Known for its willingness to innovate, Remedy has opted to abandon a defining feature of its previous games— the reliance on primary pistols— in favor of a more dynamic combat system that emphasizes character action.

Innovative Gameplay Mechanics

Control Resonant introduces players to a character action experience, complete with hot-swappable weapons, intricate combos, and air juggles. The gameplay is enriched by a diverse array of skill trees, offering players the chance to customize their approach. At the heart of this new direction is Dylan Faden, whose melee moveset is powered by a shapeshifting weapon known as the Abberant. This design choice aligns the game more closely with the likes of Devil May Cry or titles from PlatinumGames, diverging significantly from the original Control.

During a recent hands-on demo in Los Angeles, the shift in gameplay sparked both excitement and apprehension. Would this new direction still resonate with fans of the original? The answer became clear as players navigated the demo, which showcased a thrilling mission titled “Sinkhole.” This segment, lasting about 40 minutes, took players on a surreal journey through a dimension filled with endless bedrooms, reminiscent of the mind-bending visuals in Interstellar.

A Journey Through the Sinkhole

In the Sinkhole mission, players found themselves riding a research probe deep underground, battling waves of Hiss while gaining the ability to manipulate gravity. This innovative mechanic allowed for creative navigation through the environment, transforming walls into platforms and enhancing the overall gameplay experience.

The mission culminated in a poignant moment that highlighted Remedy’s knack for storytelling. As Dylan fought through the chaos, he became stranded at the bottom of the Sinkhole, presumed dead by the Federal Bureau of Control (FBC). However, Zoe, a key character, refused to give up on him. She began playing music and lighting a trail of televisions, guiding Dylan through a dizzying maze of living spaces. This sequence showcased Remedy’s expertise in seamless geometry loading, as new rooms materialized and vanished in a breathtaking display of design.

As the music faded into the distance, Dylan’s gravity-shifting ability returned, allowing him to ascend and reconnect with Zoe over the radio. Their exchange, punctuated by Zoe’s light-hearted remark, “Let’s never do that again,” encapsulated the blend of tension and humor that Remedy is known for. This quieter, introspective moment stood out as a highlight of the demo, proving that Control Resonant retains the essence of its predecessor while boldly venturing into new territory.

Control Resonant is set to launch on September 24, promising to deliver an experience that challenges conventions while honoring the studio’s legacy of creativity and innovation.

AppWizard
I was worried Control Resonant wouldn't be Control enough, but then I got lost in an infinite bedroom dimension