I spent a focused two-hour preview with Control Resonant and left convinced this sequel will be one of the fall’s most talked-about releases — not least because it changes the series’ combat DNA while keeping the strange, uncanny feel that made the first game memorable. With a September 24, 2026 launch on the horizon, the new direction matters for players deciding what to buy this busy release season.
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Remedy Entertainment returns to its surreal action universe, but this time the spotlight moves from Jesse Faden to her brother, Dylan Faden. The setting is once again tilted toward the uncanny: Manhattan and the Bureau’s headquarters, The Oldest House, are fractured by the returning menace known as the Hiss, and the game’s tone remains unmistakably Remedy.
Hands-on structure and first impressions
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My playtime was broken into three sections: the opening act, a slice of the new Evacuation Zone, and a mid-game mission that plunges Dylan into an eerie sinkhole. Each segment showed the same core strengths — atmosphere, sound design and set-piece design — while also revealing how the sequel diverges from 2019’s Control.
What stands out most is a deliberate shift away from the shapeshifting firearm that defined the earlier game. Dylan’s toolkit emphasizes close-quarters combat and a variety of heavy secondary weapon forms — from oversized hammers to a spear with a drill tip — encouraging an aggressive, in-your-face playstyle.
The combat feels fast and kinetic. Encounters reward forward momentum: damaged players regain health by defeating foes who drop restorative orbs, which nudges you back into combat rather than encouraging defensive retreats. During my session I favored dual batons for quick crowd-clearing, then swapped to brutish loadouts for boss fights.
Quick facts
| Title | Control Resonant |
|---|---|
| Developer | Remedy Entertainment |
| Release date | September 24, 2026 |
| Platforms | PS5, Xbox Series X/S, PC |
| Protagonist | Dylan Faden (Jesse remains part of the story) |
| Combat focus | Melee-driven with superhuman abilities |
What the demo highlights
- Combat overhaul: Close-range weapons and rapid, aggressive engagements replace much of the first game’s gunplay feel.
- Supernatural toolkit: Dylan retains powers such as mid-air maneuvering, dashes and area attacks — plus new summons and throwable orbs.
- Deep progression: Multiple skill trees, loadout choices and accessory systems add complexity to builds.
- Ambience and set pieces: Remedy’s signature audio and environmental design remain strong; one cinematic sequence in the demo felt worth preserving as a surprise for players.
Progression looks substantial — perhaps to the point of feeling dense. Weapons, skills and accessories combine into sizeable trees, and the demo introduced many options in quick succession. That breadth should please players who like build customization, but it risks overwhelming newcomers if not paced carefully in the full release.
On abilities: I swapped out a defensive shield early on for an offensive floating rock that dealt damage over time and could be hurled for a finishing blow. Other powers produce shockwaves, spiky projectiles and ground-pounds; the game rewards mixing these with melee attacks rather than relying on one dominant tactic.
Story and character — my main reservation
Combat aside, the one area that left me uncertain was the narrative connection to the new lead. Dylan’s portrayal in the demo felt restrained, and his delivery occasionally muted the impact of scenes that otherwise crackled with atmosphere. That said, small costume details — like a crossed-out bureau initial — hint at narrative friction that may deepen his arc later in the game.
Because my session leaned heavily on action sequences, it’s possible that the full structure will reveal pockets of character work not present in this preview. Jesse’s presence is felt, and for fans who liked her immediacy, Dylan may need time to come into his own.
One in-game mission closed with a cinematic beat that was impressive enough to make me think Remedy might have shown a bit too much early: it’s a moment best experienced blind on release.
Technical note
I played on PlayStation 5. Performance held up well during chaotic moments with many enemies on-screen, but the build felt like an earlier version of the game and image clarity wasn’t always sharp. Remedy’s art director confirmed the preview used an older build, so there’s room for visual polish before September.
Bottom line — early but promising
Control Resonant doesn’t abandon what made the original compelling; it preserves the eerie world-building and cinematic set pieces while choosing to reinvent combat. For players who enjoyed Remedy’s atmosphere but wanted punchier, more confrontational fights, this sequel looks tailored to deliver.
My short playthrough left me optimistic: the combat loop is satisfying and the systems appear robust, but the story’s emotional foothold will need to deepen before I can judge the narrative fully. Expect a fuller verdict when the game ships later this year — we’ll publish a complete review around launch.
Control Resonant launches September 24, 2026, on PS5, Xbox Series X/S and PC.

Annabelle Ink is a gaming journalist and lifelong gamer who lives and breathes video game culture. From console releases to esports tournaments, this dedicated journalist brings insider knowledge and genuine enthusiasm to every review and feature. Her expertise spans multiple gaming platforms, helping readers discover their next favorite game while staying connected to the pulse of the gaming industry.

