Fresh off the buzz of the Xbox Showcase and Summer Game Fest, one title has undeniably cemented itself in my thoughts: Remedy's upcoming *Control Resonant*. This sequel isn't just another game; it's a profound expansion of the Remedyverse—a shared canon that includes *Alan Wake*, *FBC: Firebreak*, and potentially even *Quantum Break* if the IP ever becomes available.
Initially, the original *Control* didn't quite click with me; its slower start didn't immediately grab my attention. However, a hands-on experience with *Resonant* proved to be the catalyst. I dove back into *Control* and its DLCs, consuming the entire narrative in a single, dedicated weekend. It quickly became clear why Remedy's worldbuilding is often lauded as unparalleled.
While the first *Control* had its minor imperfections, *Resonant* signals Remedy's willingness to take bold risks, entirely revamping the gameplay style. I held off on sharing my preview until I could fully immerse myself in the rich lore of the *Control* universe. This intricate world, filled with parallel dimensions, quantum oddities, and distorted aberrations, draws heavily from inspirations like *Twin Peaks*, *SCP*, and *X-Files*, creating a compelling tapestry of mystery, conspiracy, and fourth-wall-bending tropes. It's with genuine humility that I admit my initial underestimation of *Control Resonant*; after experiencing the harrowing duties of the Federal Bureau of Control firsthand, it has soared to the top of my most anticipated Xbox games list.
The Hiss Spreads Beyond the Oldest House

While Jesse Faden is the protagonist of the first game, the Federal Bureau of Control (FBC) itself is arguably the true star. This secretive U.S. government agency is dedicated to tracking, researching, and containing anomalies, a concept instantly familiar to fans of *The X-Files* and the *SCP Foundation*. *Control*'s core mysteries, however, predominantly revolve around extra-dimensional phenomena and entities.
In the original *Control*, Jesse arrives at the FBC headquarters, known as The Oldest House, seeking her brother, Dylan, who was taken by the organization in their childhood. She finds the HQ in chaos, locked down, with hundreds of agents driven violently insane by a mysterious, extra-dimensional signal known as The Hiss. Jesse soon finds herself unexpectedly appointed as the FBC Director, gaining a suite of formidable telekinetic powers and otherworldly weaponry. Though she eventually locates Dylan, their reunion is far from joyous.

*Control Resonant* places players directly into the shoes of Dylan Faden, picking up almost immediately after the events of the previous game. The stakes are higher than ever, as The Hiss signal, which wreaked havoc within The Oldest House, has now breached its confines and spread into Manhattan. Regular citizens are transformed into disturbed, murderous echoes of their former selves, and in *Resonant*, The Hiss appears to be both stronger and more lethal.
Control Resonant: A Kinetic Action-RPG Evolution

With a new central protagonist comes a fundamental shift in gameplay style for *Control Resonant*. Both Jesse and Dylan Faden were subjects of FBC experimentation due to their Parautilitarian powers, granting them control over the *Control* universe's extra-dimensional physics—essentially, they are superheroes. While the original *Control* blended physics-bending abilities with gunplay (akin to *Quantum Break*), *Resonant* pivots dramatically, emphasizing kinetics and melee combat.
Dylan wields an aberrant tool that morphs into various melee weapon forms. In the demo, I experienced basic hack-n-slash attacks and a powerful two-handed heavy hammer capable of flattening enemies, albeit with a wind-up that leaves you vulnerable. These close-quarters capabilities felt remarkably intuitive and satisfying in action. More abilities are set to unlock as the game progresses, much like in the original.

One aspect of the original *Control* that drew some criticism was its map layout within The Oldest House, which some found confusing and detrimental to pacing. *Resonant* addresses this by setting the action in a Hiss-decimated Manhattan. Dylan's ability to platform and hover from the outset allows for rapid city traversal, creating a wider, more expansive playground than the often-claustrophobic office environments of its predecessor. While not a sandbox title, the urban spread offers a fresh sense of scale, somewhat reminiscent of games like *InFamous* or *Prototype* in its movement.
The demo culminated in a haunting boss battle against a gigantic, disembodied head. This encounter felt like a return to old-school hack-n-slash mechanics in the best possible way, featuring well-telegraphed attack patterns that were manageable even on higher difficulties. It felt like a significant improvement over some of Remedy's previous boss encounters, sparking curiosity about what other challenges await in the full campaign.

I was genuinely surprised by Remedy's confident execution of this melee-focused gameplay. The pure fun of slashing and hammering enemies without a single gun in sight was palpable. Beyond the combat, it's Remedy's meticulous world-building and strong character development that truly captivate me. Dylan, a character we saw sparingly in the original, promises to be fascinating, shaped by his traumatic upbringing as a lab subject in a nightmarish federal black hole.
The *Control* universe is rife with lingering questions: What are The Board and The Hiss, and what are their true intentions? The dynamic between Jesse and Dylan appears far more intricate than simple sibling bonds, and the very nature of the Federal Bureau of Control itself is shrouded in layers of intrigue and conspiracy. I find myself utterly engrossed.
I regret being late to the *Control* party, my attention-addled brain initially struggling with the slower early segments. But *Control Resonant* feels like the perfect antidote—a head-first plunge into apocalyptic chaos from the very beginning, set in a world brimming with as much mystery as it has style.
Don't Overlook Control Resonant

*Control Resonant* launches in what promises to be a very crowded September, alongside other high-profile titles like *Onimusha*, *Blood of the Dawnwalker*, *Wolverine*, *Silent Hill: Townfall*, and *Minecraft Dungeons 2*. Yet, to my own surprise, *Control Resonant* is the first of these major releases I plan to play this year.
If *Resonant* catches your eye, I strongly urge you to play through the original *Control* and its DLCs beforehand. The world-building is truly what elevates *Control*, making it a standout experience even if some other aspects don't quite meet every expectation for a full-priced title. As someone who grew up with *The X-Files*, there's an incredible amount to love here. The clandestine federal agency trope is timeless and sparks the imagination, whether your influences are *Twin Peaks*, *X-Files*, *SCP*, or even modern creepypasta—*Control* shines brightest when it taps into these contemporary mythos.
*Control Resonant* has the potential to finally pair *Control*'s industry-leading world-building with the gameplay it truly deserves. Mark your calendars!
CONTROL Resonant launches on September 24, 2026, for Xbox Series X|S, Xbox PC (with Xbox Play Anywhere), PS5, and PC via Steam.

Control Resonant launches on September 24, 2026 for Xbox Series X|S, PC, and PS5. The game will also sport Xbox Play Anywhere.

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