Control Resonant, the highly anticipated follow-up to Remedy Entertainment’s 2019 hit Control, marks a significant shift in direction for the franchise, transitioning from the claustrophobic, Brutalist corridors of the Oldest House to the fractured, open-ended streets of Manhattan. Developed by the Finnish studio known for its "Remedy Connected Universe," this sequel positions itself as a more action-RPG-oriented experience, focusing on Dylan Faden, the brother of the previous protagonist, Jesse Faden. While the title retains the signature surrealism and "New Weird" aesthetic that defined its predecessor, it introduces a series of mechanical and structural changes that have sparked a complex dialogue regarding the evolution of the series.
Narrative Framework and the Faden Legacy
The story of Control Resonant begins seven years after the events of the original game. Following a prolonged lockdown of the Federal Bureau of Control (FBC) headquarters, intended to contain the malevolent resonance known as the Hiss, the entity has finally breached the perimeter and manifested in New York City. The protagonist, Dylan Faden, has emerged from a multi-year coma following his possession by the Hiss. Dylan’s history is one of institutional trauma; having been an "indentured lab rat" since the age of ten, his worldview is stunted, yet his connection to the paranormal remains profound.

The narrative follows Dylan as he navigates a Manhattan that has been literally and figuratively turned upside down by reality-warping interdimensional physics. His primary objective is twofold: to assist the FBC in neutralizing the Hiss and the encroaching "Mold" infection, and to locate his sister Jesse, who has vanished into a different dimensional plane. This shift in perspective allows Remedy to explore the Faden family dynamics more deeply, though the execution has drawn comparisons to contemporary "trauma-focused" horror, occasionally leaning into melodramatic territory that some critics find less compelling than the original’s detached, bureaucratic mystery.
Chronology of the Remedy Connected Universe
To understand the stakes of Control Resonant, one must look at the timeline established by Remedy Entertainment over the last decade. The studio has meticulously woven together the narratives of Alan Wake and Control, creating a shared world where paranormal "Altered World Events" (AWEs) are monitored by the FBC.
- 2019: The original Control is released, introducing Jesse Faden and the Oldest House.
- 2020: The AWE expansion officially links Control to Alan Wake, confirming a shared universe.
- 2023: Alan Wake 2 further explores the FBC’s role in monitoring reality-bending occurrences.
- Present: Control Resonant depicts the aftermath of the FBC lockdown, showing a world where the Bureau’s secrets are no longer confined to a single building.
This chronology suggests that Control Resonant is a pivotal middle chapter in a larger saga, intended to bridge the gap between the Bureau’s covert past and an increasingly unstable future.

Mechanical Evolution: From Shooter to Action-RPG
The most striking departure from the original title is the overhaul of the combat and progression systems. Where Jesse Faden utilized the "Service Weapon"—a modular firearm—Dylan Faden employs "The Aberrant," a paranatural metal bar capable of shapeshifting into various melee forms. This shift necessitates a more aggressive, close-quarters playstyle.
The game adopts traditional RPG conventions, including refined skill trees that allow players to specialize in specific archetypes. Players can opt for high-critical-hit builds or focus on "Crowd Control" and Area of Effect (AOE) attacks. New abilities are gated behind the defeat of "Resonants," powerful boss entities that serve as the game’s primary antagonists. Furthermore, traversal has been expanded through "Faults"—interdimensional pockets where Dylan can learn new movement abilities such as dashing and gravity manipulation. These mechanics, reminiscent of titles like Gravity Rush, allow for vertical exploration of the fractured Manhattan skyline.
Analysis of World Design and "Narrative Sprawl"
While the original Control was praised for its tight, atmospheric design within the shifting walls of the Oldest House, Control Resonant opts for a broader scope. The game features a large-scale map of Manhattan, populated with markers for "World Events," side quests, and faction-based missions. Remedy has been careful to distinguish this from a traditional "open-world" game, preferring the term "open-ended," yet the inclusion of repeatable tasks—such as defending cargo or escorting FBC rangers—has introduced a level of "narrative sprawl" previously unseen in the series.

The transition to an outdoor setting has resulted in a perceived loss of the "Brutalist cocoon" atmosphere that made the first game a standout. The "Inception-style" geometry of a folded New York provides visual spectacle, but the ubiquity of markers and "nothingburger" tasks (as described by some early players) can dilute the tension. However, the game reportedly regains its focus in its later stages, particularly when Dylan descends into "the Underpass" beneath the Oldest House. This area returns to the minimalist, cosmic horror aesthetic, drawing inspiration from the dystopian surrealist landscapes of Zdzisław Beksiński.
Supporting Data and Technical Performance
Remedy Entertainment has utilized its proprietary Northlight Engine to deliver Control Resonant, pushing the boundaries of environmental destruction and lighting. Data from early technical reviews indicates that the game leverages advanced ray-tracing to manage the complex reflections found in the rain-slicked streets of New York and the fractal geometry of the Mold-infested zones.
| Feature | Control (2019) | Control Resonant |
|---|---|---|
| Primary Protagonist | Jesse Faden | Dylan Faden |
| Primary Weapon | Ranged (Service Weapon) | Melee (The Aberrant) |
| Setting | The Oldest House (Internal) | Manhattan / Underpass (External/Internal) |
| Progression System | Ability-based exploration | Class-based Skill Trees |
| World Structure | Metroidvania | Open-ended Action-RPG |
Financial reports from Remedy suggest that the studio is moving toward a multi-project model, with Control Resonant serving as a testbed for more expansive, service-adjacent features. The inclusion of "World Events" and a "Chore Board" for missions reflects a broader industry trend toward increasing player retention through recurring content, though this has met with mixed reception from fans of the original’s focused narrative.

Official Perspectives and Industry Context
In statements regarding the game’s development, Remedy’s creative leadership has emphasized that each Control title is intended to reflect the personality of its protagonist. Where Jesse’s journey was one of discovery and authority, Dylan’s is one of recovery and disorientation. This creative choice justifies the "all over the place" feeling of the world design as a narrative tool to mirror Dylan’s fractured psyche.
The game also features the return of fan-favorite characters and actors, most notably Matthew Porretta as Dr. Casper Darling. Porretta’s live-action segments remain a cornerstone of the franchise’s storytelling, providing much-needed context and "paratextual" worldbuilding through found footage and scientific recordings. The inclusion of these elements ensures that despite the mechanical shifts, the "soul" of the FBC remains intact.
Broader Impact and Implications
The release of Control Resonant raises significant questions about the future of the "New Weird" in mainstream gaming. By moving away from the niche, SCP-inspired mystery of the first game and toward a more traditional AAA action-RPG structure, Remedy is attempting to reach a wider audience. However, this expansion risks thinning the very atmosphere that garnered the franchise its cult following.

The "Marvel-style blockbuster flatness" noted in some critiques suggests a tension between creative experimentation and commercial viability. Yet, the game’s successes—its visual spectacle, its commitment to meta-narrative, and its deep-seated weirdness—suggest that Remedy remains one of the few studios capable of marrying high-concept speculative fiction with high-budget production values.
Ultimately, Control Resonant serves as a sprawling, ambitious, and sometimes frustrating evolution of a beloved IP. It successfully expands the lore of the Faden family and the FBC, even as it struggles with the pacing issues inherent in its new, larger format. As the Remedy Connected Universe continues to grow, Control Resonant will likely be remembered as the moment the series stepped out of the shadows of the Oldest House and into the overwhelming light of the world at large.







