CONTROL Resonant is Remedy Entertainment's 2026 action RPG and the sequel to Control. You play as Dylan Faden, who is pulled to the center of a crisis while his sister Jesse is missing, as the Hiss, the Mold and a new form of resonance warp Manhattan. Dylan doesn't get a standard gun, so the fighting is close-range melee with the Aberrant, a weapon that changes shape into different forms.
A typical session moves between story missions, side activities and fights across several large zones of Manhattan, each with its own look and feel. Fights tend to follow a simple rhythm: you attack to start a combo, dodge incoming hits to stay alive, and then finish enemies with an Execution, a powerful finishing move. Landing hits also keeps your Power up, the resource your combat abilities run on, so the game rewards you for staying close instead of hanging back.
Defeating a Resonant boss unlocks a new combat ability, usually from a choice of a few. Those abilities, along with Talents, Aberrant upgrades and stats, make up your build, the mix of powers and moves that suits how you like to play. You can step into The Gap, a space inside Dylan's mind, to rework that build, and Remedy puts the main story at about 25 to 35 hours, depending on how much you do on the side.
- Developer
- Remedy Entertainment
- Publisher
- Remedy Entertainment
- Release
- Worldwide: 2026-09-24
- Platforms
- Windows, PlayStation 5, Xbox Series X|S, GeForce NOW
Game data
Weapon Forms and Combo Finishers
The Aberrant is Dylan's shapeshifting melee weapon in CONTROL Resonant, and each build pairs a Primary form, a Secondary form and a Combo Finisher. Forms are chosen early and expanded with Living Shards in The Gap, while finishers unlock at Aberrant Strength 15 and cost one Living Shard each.
Bosses
Resonants are the major boss fights in CONTROL Resonant, each waiting at the end of its own route across Manhattan. Beating one unlocks a new combat ability for Dylan, usually from a choice of a few, and starts a new Resonant Cycle that makes enemies tougher and refreshes World Feats.
Zones
CONTROL Resonant's Manhattan is split into zones, from Downtown and Central to The Park, the Underpass and the Unknown. Each one has its own look, hazards and FBC Map Kit, which you reveal by calibrating three Sensors and activating a Pylon. Central links the surface zones, while the Underpass and the Unknown open later in the story.
CONTROL Resonant Controls
| Action | Desktop | Console |
|---|---|---|
| Dodge / Rush | Shift | B (Xbox) |
| Primary Attack | Left Mouse Button | X (Xbox) |
| Secondary Attack | Right Mouse Button | Y (Xbox) |
| Combat Abilities 1, 2 and 3 | 1, 2, 3 | LT, RB, RT (Xbox) |
| Combat Abilities 4, 5 and 6 | Q, 4, E | No control shown |
| Jump | Space | A (Xbox) |
| Shift / Interact | F | LB (Xbox) |
| Reach / Execute | R | Left stick press (Xbox) |
| Enter The Gap | G | D-pad Down (Xbox) |
| Command Ability | X | D-pad Up (Xbox) |
| Change Ability Set | Scroll Wheel Up | D-pad Right (Xbox) |
| Camera Lock | Middle Mouse Button | Right stick press (Xbox) |
| Open Map | M | View (Xbox) |
| Open Menu | Tab | Menu (Xbox) |
CONTROL Resonant gameplay tips
- Fill the Falter gauge before going for the kill. Enemies have a yellow Falter gauge, and once it's full, you can perform an Execution. An Execution can finish an enemy even while it still has health, and it triggers Dominance, a short boost to melee damage. Chipping away at health alone is slower.
- Time your dodge to land a Perfect Dodge. A Perfect Dodge briefly slows time and gives you Retaliation, and once you unlock the Perfect Dodge Talent, your next attack deals 50% more Damage and Falter. Extended Retaliation can extend that boost to the next two attacks. If the timing feels tight, Assist Mode can widen the Perfect Dodge Window without changing anything else.
- Mix Secondary attacks into your combos. Primary attacks start a combo, and Secondary attacks carry it on. Secondary hits and Combo Finishers restore more Power than basic attacks do, so spamming Primary attacks leaves your abilities empty sooner. See the Aberrant forms and Combo Finishers for what each one does.
- Check what protects an enemy before you attack. Some enemies wear armor, and others have shields. Match the damage type before you commit to a combo: Blunt works best on armor, Sharp on shields, and Fire on Mold.
- Test major ability choices in the Combat Arena first. Some ability choices lock once you leave The Gap. Trying them in the Combat Arena first keeps you from committing to a build you don't want.
- Skip enemies with a red level until you're stronger. A red enemy level means the fight is well above your current Build Power. Complete World Feats, the optional activities in each zone, or keep exploring before you return.




















