Control Resonant dev Remedy didn’t use other triple-A games for inspiration, because “nobody is taking risks”

Control Resonant is embarking on a new journey beyond the confines of the Oldest House, a move that carries both excitement and trepidation. The original game, with its striking brutalist architecture and surreal paranormal elements, created an unforgettable atmosphere. However, the sequel is set to take players into the bustling streets of Manhattan, a shift that the developers at Remedy describe as an embrace of mundanity that paradoxically enhances the game’s more bizarre features. In a recent developer diary, the team emphasized their decision to steer clear of triple-A game references, consciously avoiding the trend towards an “aesthetic singularity” in design.

Embracing a New Environment

Creative Director Mikael Kasurinen reflects on the unique setting of the first Control game, which unfolded entirely within a single building, fostering a sense of isolation from the outside world. This design choice highlighted the seclusion of the Federal Bureau of Control (FBC) headquarters, particularly during its lockdown. As the narrative unfolds in Control Resonant, the team aims to “burst that bubble,” allowing the supernatural elements to permeate the wider world.

The Manhattan depicted in Control Resonant is not the familiar cityscape known to most; it has been “shaped and twisted into a labyrinth,” as described by Lead Gameplay Designer Sergey Mohov. This transformation allows the new protagonist, Dylan Faden, to navigate the environment in extraordinary ways, such as bouncing between buildings at unusual angles and running up walls. Mohov promises an array of collectibles to discover, encouraging players to explore every nook and cranny of this reimagined urban landscape.

A Distinctive Aesthetic

While the brutalism of the Oldest House provided a unique aesthetic for the first installment, stepping outside necessitates a “mundane, grounded, believable, and lived-in baseline.” Art Director Elmeri Raitanen emphasizes that this foundation enables the paranatural aspects to truly stand out. The team was adamant about avoiding references from other games during the concept art phase, a decision rooted in a desire to maintain originality. Remedy has also confirmed that generative AI content was not utilized in the creation of Control Resonant.

“There’s a tendency for triple-A games to gravitate towards an aesthetic singularity, where risks are seldom taken, leading to a homogenized look,” Raitanen explains. Instead, the team drew inspiration from diverse sources such as art exhibitions, film, television, scientific visualizations, and nature, aiming to introduce fresh perspectives that would resonate with players.

Expanding the Narrative

A key question arises: what is causing Manhattan’s distortion? Lead Level Designer Anne-Marie Grönroos hints that the answer may lie within the events of the first game. She notes that multiple factions are now at play in the world of Control Resonant, prompting a shift in world-building strategies. “It’s not just the FBC trying to maintain control; it’s a world that feels lived-in and has its own history,” Raitanen adds.

Players can anticipate a broader variety of enemy types in Control Resonant compared to its predecessor. Lead Gameplay Animator Annika Lehtinen acknowledges the feedback received from players, stating, “This time around, we have way more creatures than we did before.” Among these is a haunted bus, complete with passengers reaching out from the windows, presenting unique challenges for the animation team.

The Hiss, the malevolent force central to the original narrative, continues to loom large, affecting both humans and animals and transforming them into grotesque forms. Lehtinen mentions that motion capture actors were employed for some of the enemies, highlighting the exceptional talent of Tomas Nielsen, who excels at capturing the Hiss’s unsettling movements. The Mold returns as well, now accompanied by an array of new threats.

Dylan will be equipped with a radio to communicate with his handler, Zoe, and he will encounter numerous audio logs that delve deeper into the lore and story. Mohov assures players that they can listen to these logs while freely exploring the environment, adding a layer of engagement to the experience. “It’s a fun layering of familiar elements, but definitely facing new challenges,” Kasurinen concludes. With a scheduled launch in 2026, anticipation for Control Resonant continues to build, promising an intriguing evolution of the franchise.

AppWizard
Control Resonant dev Remedy didn't use other triple-A games for inspiration, because "nobody is taking risks"