3 Oct 2026, Sat

2019’s Control kicks off with protagonist Jesse Faden arriving at the Federal Bureau of Control in search of her abducted brother Dylan. Seven years later, Remedy Entertainment’s sequel – Control: Resonant – begins with that same missing sibling waking from a coma and fleeing the FBC’s Manhattan headquarters to look for Jesse.

This role reversal might sound like a pretty straightforward swap, one that sets the stage for a sequel that largely sticks to its predecessor’s successful formula, only from a fresh perspective. But like everything else in Remedy’s brain-bending universe, it’s far from that simple. 

Similar Set-up, Drastically Different Game

For starters, Dylan Faden’s escape from the Hiss-infested Oldest House significantly expands the series, quite literally. Leaving behind its predecessor’s confined, albeit paranaturally expansive, office space for the sprawling streets of New York City, Resonant is essentially an open-world game – mostly for the better, but some worse.

On the plus side, players are now given access to a massive sandbox unlike anything ever seen in a Remedy game – or any open-world action-adventure for that matter. Resonant’s take on the Big Apple isn’t another rehash of familiar stomping grounds and iconic landmarks, but an imaginative, mystery-filled, physics-defying playground that could put Inception’s mind-manipulating metropolis to shame. 

Toss in that fact the sinister Hiss have been unleashed into this expanded world, alongside plenty of fresh foes – from screenfilling bosses to massive mold monsters – and Resonant’s paranatural population easily rivals the threats Jesse faced in the Oldest House. This same sentiment extends to the sequel’s varied mission structure, as the world seemingly hosts endless opportunities to combat nightmare-conjuring creeps, crack clever conundrums, and discover shocking secrets and jaw-dropping set pieces I won’t dare spoil for you.

Whether sticking to the main path, seeking out ability-granting boss battles, or tracking Jesse into alternate realities – that both shed light on what she’s up to and unlock new traversal skills – there’s never a shortage of engrossing things to get up to in Resonant’s twisted version of NYC. And that’s before you account for the countless rabbit holes you’ll fall down chasing after Remedy’s signature weirdness. 

In fact, while the game’s storytelling is solid throughout, some of its best narrative bits are contained within optional objectives that lean into the studio’s knack for unspooling trippy, often disturbing yarns. But beyond revealing that you’ll chase down your share of possessed vending machines, I won’t ruin the sort of gripping oddities or bizarre tales you could run into around any given corner. 

Growing (Paranatural) Pains

While you’ll have an absolute blast battling possessed, enemy-spawning city busses, giving gravity the finger by walking on walls, and deciphering the sort of supernatural secrets that’d get Fox Mulder’s adrenaline pumping, tackling Resonant’s open-world activities isn’t all sunshine, lollipops, and floating bodies. 

In fact, for the campaign’s first several hours, getting around this Altered World Event-riddled Manhattan can be a bit maddening. As you work your way through the lengthy story, you’ll unlock a number of slick traversal abilities – including that aforementioned gravity-flipping move – by following specific objectives involving Jesse. But while Dylan is well-equipped, able to effortlessly chain dashes, double-jumps, rushes, and even the ability to elevate, you’ll still find yourself staring at unscalable obstacles, running into dead ends, and dumbfoundedly wondering why he can’t simply climb the fire escapes attached to every building.

Map icons further frustrate, leading you to objectives that just aren’t there. More specifically, your intended destination might be above you, below you, or in a nearby spot that’s inaccessible because you’ve yet to unlock the proper traversal ability. Until you access these more acrobatic upgrades, Resonant’s open-world can actually feel quite closed.

In the game’s defense, it doesn’t claim to offer an entirely free-roaming experience from the get-go, but one that gradually unlocks by completing certain missions and accessing new zones, as well as earning those coveted skills. Still, none of this mitigates the confusion and frustration that comes with not being able to reach something on the map, despite seemingly standing right on top of it.

Exasperating these early navigation issues are Resonant’s repetitive combat encounters. Don’t misunderstand, unleashing all kinds of hell from behind Dylan’s death-dealing Aberrant is a thumb-blistering blast. Fueled by multiple primary and secondary forms, from a scythe and hammer to drill, flail, dual blades, and more – as well as equally diverse combo finishers – the transforming melee weapon murders with style to spare. And that’s before you consider Dylan’s special abilities – earned by besting bosses – and a sprawling talent tree filled with offensive and defensive perks.

Despite all the character-progressing layers and depth under the surface, however, enemy encounters – especially in those early hours – tend to engage the reflexes more than the mind. Enemies are nicely varied, but they’re also too numerous and terribly spongey. Battles also include bigger threats, like that aforementioned commuter bus, that continue to breed new baddies until you take them out. 

But again, while a bit button-spammy and somewhat recycled, the combat is still a ton of fun. Lightning-quick, incredibly cinematic, and acrobatic enough to make Devil May Cry’s Dante envious, these up-close encounters are at least as serviceable as the shooting was in the franchise’s first outing. 

Those feeling fatigued by all the well-timed blocking and parrying that’s come to define melee combat in action games (thanks, soulslikes,) will also appreciate Resonant’s risk-reward, aggression-fueled approach to clearing areas as quickly as possible. Building up targets’ Falter – which is essentially a stagger meter – is especially effective at spiking the pulse, as it holds the potential to pinball Dylan between threats, brutally executing them and removing them from the board.

And much like the game’s traversal and navigation, dynamically freeing ugly foes of their innards becomes more rewarding the deeper you get into the 40-plus hour campaign. While evolving Dylan mostly translates to making his attacks hit harder, while ensuring he suffers less damage, adding new enemy-eviscerating moves to his arsenal is still satisfying. As you meet new, more powerful menaces, you’ll also need to pay closer attention to what damage types they’re resistant — or susceptible — to, adding another engaging layer to loadout experimentation. 

Cool Character – And World – Progression

Tweaking and tailoring your build takes you to the Gap, a sort of alternate realm you can access anytime. By interacting with various stone-like structures, you’ll customize your kit before taking Dylan into a practice arena to test it out. Of course, entering the Gap means investing all those precious resources you’ve earned or found out in the world. In this way, Resonant gently pushes you to explore every nook and cranny, as well as charge into clusters of enemies you might otherwise avoid. 

While not every optional activity is a banger, many are – including those quirkier, story-driven side-quests – and all feel worthwhile for the rewards. You’ll need those rewards too, as the game’s combat can be quite challenging, especially if you attempt to tackle threats that might be out of your league. Thankfully, Remedy has cleverly crossed its mission structure with its character progression, guaranteeing resource-farming never feels like a grind. 

As previously mentioned, new traversal skills and combat abilities are unlocked by tracking down Jesse and taking on bosses, respectively. But the valuable talent points you’ll invest to evolve Dylan are also creatively tied to tackling content on the Hiss-inhabited streets of NYC. More specifically, completing any number of different activities in a zone will increase its level and unlock rewards. So simply playing as you normally would will add valuable resources and permanent health boosts to the map, while ultimately leveling-up the zone and earning you an upgrade point.

It’s this sort of inventive system that makes me appreciate Remedy’s risk in flipping the franchise’s script, not just introducing a fresh, Hiss-thwarting hero, but also overhauling the combat, world, and mission structure. Best of all, they’ve managed this admirable feat all while remaining true to the series’ wonderfully weird roots. 

Resonant isn’t perfect, particularly early on when frustrating navigation hurts your brain as much as repetitive combat taxes your thumbs. But for every flaw that temporarily pulls you from the experience, Remedy’s ambitious sequel presents many more immersion-ratcheting inclusions that ultimately ensure you forget all about that time you were mad Dylan couldn’t climb a fire escape to access the next zone.

Our score
8/10
Excellent
Xbox Nation Verdict

CONTROL Resonant Xbox Review

Tested onXbox Series X

+ What works

  • Remedy puts its signature, subversive spin on the open-world genre
  • Visceral, stylish, satisfying melee combat
  • Engaging progression systems
  • Plenty of weird/wonderful storytelling

− What holds it back

  • Combat is not as deep/varied as systems suggest
  • Traversal is frustrating early on
Xbox Play Anywhere Xbox Cloud Gaming Cross-Save Handheld Compatible
Available on
Xbox Series X|S · Xbox PC · Windows PC · Cloud Gaming
Developer
Remedy Entertainment
Publisher
Remedy Entertainment
Release date
24 September 0026
Age rating
PEGI 16
Price
£49.99 / $59.99
Reviewed by Xbox Nation

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