How Control Resonant Changes Combat from the First Control
Control Resonant becomes a melee-focused action RPG with Weapon Forms, Combat Abilities, Talents, Artifacts and deeper player choice.
Last reviewed July 18, 2026
Quick answer
Control Resonant changes the series from a shooter-led action game into a melee-focused, open-ended action RPG. Dylan’s shapeshifting Aberrant replaces the Service Weapon as the combat center, while Combat Abilities, Talents, Artifacts and branching progression create more specialized builds.
Weapon focus
The first Control paired telekinesis with a transforming firearm. Resonant keeps paranatural powers but centers physical melee through Primary Forms, Secondary Forms and Combo Enders. Confirmed forms include a two-handed hammer and dual blades.
Progression depth
The Gap connects supernatural abilities earned from Resonant bosses, Aberrant forms and Talents. Artifacts provide equippable passive modifiers and crafting. Not everything can be unlocked on the first run, while New Game Plus expands talent nodes and boss-ability combinations.
World structure
The Oldest House is no longer the only major setting. Players explore distinct Manhattan zones with World Quests, hidden discoveries, encounters and puzzles, while also revisiting unseen parts of the Bureau headquarters.
What remains familiar
Aggression still matters, enemies can drop healing resources, the environment remains a weapon, and reality-bending spaces define exploration. The Hiss, Mold, FBC and Faden siblings connect the stories even as Dylan becomes the sole playable lead.
Is it still approachable for newcomers?
Yes. Remedy designed Resonant as a fresh entry point, though returning players will understand more of Dylan and Jesse’s history. See do you need to play Control first for the spoiler-light answer and combat systems for the new build layers.
Detail on Control Resonant can change before release. Verify anything time-sensitive against Remedy's official channels. See our sources & method.
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