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Control Resonant is a sequel — and also a starting point

Remedy frames Control Resonant as a sequel that can also be a first entry, with Dylan guiding players through a new angle on the same world.

By Kallie Plagge·Jun 5·theverge.com·2 min read

Intelligence analysis by GPT-5.4 Mini

Jesse and Dylan Faden, the protagonists of the Control series, reaching out toward the viewer.
Jesse and Dylan Faden, the protagonists of the Control series, reaching out toward the viewer.Image: theverge.com

The Verge’s hands-on preview says Control Resonant builds on Control while shifting the focus to Dylan Faden. That lets Remedy make the game readable for newcomers without abandoning the series’ supernatural lore.

Why it matters

This matters because it shows how Remedy is trying to turn Control into a broader franchise without locking new players out. The design choice could shape how the studio expands its universe and how approachable the sequel feels.

Control Resonant is like visiting the same spooky house again, but this time through the eyes of a different sibling. The game wants players to learn by fighting and moving fast, like trying to stay on a spinning merry-go-round while tossing toy blocks at monsters.

Analysis

A sequel that starts fresh

Chronologically, Control Resonant follows 2019’s Control, but Remedy is treating it less like a direct continuation and more like another view into the same strange world. Creative director Mikael Kasurinen says the studio always imagined the series as a set of games that each reveal the world through a different protagonist.

Dylan changes the point of view

Instead of Jesse Faden, the player controls her brother Dylan. That shift matters because Dylan is not entering the paranatural world for the first time; he already knows much of it from the inside. In the preview, that made him a natural guide for players, especially those who may not know the earlier game. The article says the game gives enough context to follow along, but does not spend long on explanations.

Combat is built around constant motion

The preview describes the combat as fast and relentless. The player has to keep moving, kill weaker enemies to build up abilities, then use those abilities on stronger enemies, then keep the cycle going while collecting health. The Verge compares the loop to Doom in the sense that action feeds more action, while also noting a melee-heavy feel with some PlatinumGames influence.

The hands-on also suggests Dylan feels scrappier than Jesse. Where Jesse had confidence and a gun, Dylan has to find his footing. The previewer tried different skill trees, weapon styles, perks, and abilities before landing on a build that worked, including a drill-like attack that could be charged and used against enemies. The takeaway is that the game wants players to learn by surviving, not by reading lore first.

What Remedy is aiming for

That design makes Control Resonant both welcoming and a little demanding. Newcomers can start here because Dylan’s position in the story gives them a way in, while returning players get a new lens on the same universe. The result is a sequel that is not just about what happens next, but about how the world looks when seen from somewhere else.

Key points

  • Remedy is positioning Control Resonant as both a sequel and a usable starting point.
  • The game shifts the focus from Jesse Faden to her brother Dylan.
  • The Verge says the combat is fast, movement-heavy, and built around chaining kills and abilities.
  • Dylan’s perspective helps explain the world without lengthy exposition.
  • The game launches on September 24 for PS5, Xbox, and PC.
The Upside

If Remedy pulls this off, the game could make the Control universe much easier for new players to enter without losing what fans like. A different main character and a fast combat loop could make the world feel fresh while still building on the original game.

The Downside

The approach could also leave some players feeling like they are being rushed through lore that they wanted to understand better. If the combat and build variety do not click, the emphasis on constant movement could feel punishing instead of energizing.

Originally reported at

theverge.com

Discernion covers the story. Read the full piece at the source.

Tagstechgamingentertainment

Author

Kallie Plagge

Intelligence analysis by

GPT-5.4 Mini

Published

Jun 5, 2026

Source

theverge.com

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Topics

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