Dylan Faden is not his sister. Where Jesse Faden walked into the Oldest House with a transforming Service Weapon and a bureau director's badge, Dylan wakes from a years-long coma with a shapeshifting melee weapon bonded to his chest and a warped Manhattan collapsing around him. CONTROL Resonant is Remedy's most aggressive game yet: no block, no cover, no traditional parry, and a combat loop that only rewards players who stay on the offensive.
My first two hours were a mess. I tried to play it like the original Control, floating at mid-range and picking enemies off. I died. I tried to tank hits with a heavy hammer form. I died faster. It was only when I stopped running and started chaining the core loop โ Attack, Power, Ability, Falter, Execute, Dominance โ that the game clicked. Below is everything I wish I had known before starting, organized so you can read it in order or jump to the system that is confusing you right now.
Do You Need to Play the Original Control?
No. Resonant is designed as both a sequel and an entry point. The relationship between Dylan and Jesse is explained inside the story, and the game reintroduces the Federal Bureau of Control and the concept of Objects of Power in the opening prologue. Playing the 2019 Control enriches the lore callbacks, but it is not required.
That said, the tone is different. The first game was a gun-heavy supernatural shooter with Metroidvania structure. Resonant is a melee action RPG with open districts, buildcraft, and optional boss hunting. If you are expecting Service Weapon forms at range, reset your expectations in the first ten minutes.
The Core Combat Loop: Attack โ Power โ Ability โ Falter โ Execute โ Dominance
Resonant's combat has one rule above all others: aggression generates resources, and resources generate damage. There is no block button. The only defensive tools are dashes, air dodges, and the Perfect Dodge, which slows time and sets up a heavy counter. Everything else is about pressing forward.
The loop works like this. You attack with the Aberrant to build Power. You spend Power on paranatural Combat Abilities. Those abilities build Falter, which is the stagger meter on enemies. When Falter fills, an execution mark appears. Executing a Faltered enemy grants Dominance, a temporary damage buff that lets you punish everything else in the room. Then you repeat the cycle.
| Step | What you do | What it gives you |
|---|---|---|
| Attack | Land Aberrant hits with primary or secondary form | Power resource |
| Ability | Spend Power on a Combat Ability | Falter buildup on enemies |
| Falter | Fill the enemy stagger meter | Execution opportunity |
| Execute | Hit the execution mark for a finisher | Dominance damage buff |
| Dominance | Deal heavy damage during the window | Faster clears and more Power |
In my experience, the most common beginner mistake is to treat abilities as an emergency button. They are not. Abilities are the Falter engine, and Falter is the gateway to Execute and Dominance. If you are sitting on a full Power bar because you are waiting for the perfect moment, you are playing too conservatively. Spend it. Force the stagger. The execution will refund your momentum.
Healing reinforces this philosophy. Most of your health recovery comes from blue orbs dropped by defeated enemies. The game wants you in the thick of the fight, because that is where the health drops. Passive or defensive play is punished twice: you generate Power slower, and you see fewer healing drops.
The Aberrant Weapon System: Forms, Slots, and Builds
The Aberrant is the center of the entire game. It replaces Jesse's Service Weapon with a melee weapon that can shift between forms, each with its own moveset, speed, range, and talent tree. You equip three components at once: a Primary Form, a Secondary Form, and a Combo Ender. Mid-combo, the weapon can seamlessly transform between these slots, letting you open with fast strikes and finish with a heavy blow.
The forms seen in previews and early coverage include dual blades for rapid crit chains, a scythe for wide crowd control, an axe or hammer for single-target burst, a whip for range and pull, gauntlets for close-range brawling, and a drill-like form for sustained pressure. Each form has its own upgrade tree with improved power, stagger damage, status effects, and combo extensions.
| Form archetype | Strength | Best used when |
|---|---|---|
| Dual Blades / Flurry | Fast attacks, high crit, rapid Power generation | Opening on single targets or building loop momentum |
| Scythe / Slash | Wide arcs, crowd control, good Falter spread | Surrounded by three or more enemies |
| Hammer / Axe | Heavy single-target damage, high stagger | A Faltered enemy is ready for Execute pressure |
| Whip | Range, pull, safer spacing | You need to close gaps or control airborne targets |
| Gauntlets / Fists | Sustained close-range DPS, mobile combos | You are comfortable dodging through enemy attacks |
My personal early setup was dual blades primary for Power generation, scythe secondary for crowd control, and hammer as the Combo Ender for executions. It is not the only viable combination, but it taught me the rhythm of the game without locking me into a single range or speed.
Movement, Evasion, and Why Perfect Dodge Is Your Main Damage Source
Dylan's mobility is the other half of combat. The kit includes a dash, a double dash, a double jump, a short hover or levitate, an air dodge, and Shift, which reorients gravity so Dylan can walk on walls and ceilings. In open districts and boss arenas alike, standing still is the fastest way to lose health.
The most important tool is the Perfect Dodge. Dodge just before an attack connects and time slows, leaving the enemy vulnerable to a heavy counter. Multiple guides, including one from GuruGamer, describe this as your main damage source early on, and I agree. Large enemies telegraph their wind-ups clearly; once you learn the timing, you can turn every attack into an opening.
Gravity Shift is not just a traversal gimmick. In enclosed arenas like the Sinkhole mission, walking on walls and ceilings is required to reach weak points and escape area attacks. In combat, it also lets you reposition above groups or flank enemies that track horizontally. The first time I used it to reach a tentacle clinging to a ceiling, I understood why Remedy built the entire movement kit around verticality.
The Gap: Your Build Hub and Why You Should Visit It Often
The Gap is a mental space that functions as your central hub. You can enter it freely outside of combat to respec abilities, swap Aberrant forms, craft and equip Artifacts, and test combos on a training arena. It is the closest thing Resonant has to a pause menu for buildcraft.
Artifacts provide passive bonuses and can be changed at any time. This matters because different zones and bosses favor different damage types and defenses. If a Resonant is throwing out heat-based projectiles, swapping in resistance Artifacts before the fight is often the difference between a close call and a clean kill. I made the mistake of ignoring Artifacts for the first three hours and then watched my damage spike once I started matching them to each encounter.
The training arena is also valuable. Some Combo Enders have longer wind-ups than they look, and some ability combinations lock you in place. Testing a new build on a dummy before walking into a boss room saves time and frustration.
Zone XP, Resonant Surge, and the Open-World Structure
Resonant is split into large open districts. Instead of Dylan leveling in the traditional RPG sense, zones themselves gain XP from the activities you complete inside them. As a zone levels up, it unlocks improvements: better health drops, revealed loot locations, challenge cabinets, and talent points for Dylan.
This design means side content is not filler. It is the main source of your early power. Skipping zone activities leaves you under-leveled for the main story and missing quality-of-life upgrades that make combat smoother.
After you defeat a Resonant, the zone enters a Resonant Surge. Enemies become stronger and new threats appear, but side content refreshes. Most Resonants are optional after the first; you can choose the order in which to tackle them, though the first and last are fixed by the story. Each defeated Resonant unlocks a new paranatural ability chosen inside The Gap, often with branching options like a heat wave or an empowered heat strike.
| Progression system | What it does | Beginner priority |
|---|---|---|
| Zone XP | Levels districts through activities | High โ main source of early talent points |
| Talent points | Unlock Dylan's abilities and passives | High โ spend them, do not hoard |
| Aberrant upgrades | Improve individual weapon forms | Medium โ focus one primary form first |
| Resonant abilities | New powers unlocked by boss kills | High โ changes your combat options |
| Artifacts | Passive bonuses swapped anytime | Medium โ match them to encounters |
| Health upgrades | Collect three for a permanent boost | High โ explore thoroughly |
First Major Boss: How to Beat The Collective
The Collective is the mold-themed Resonant most commonly shown in early previews and coverage. It is a multi-phase fight that teaches you to use almost every tool in the opening kit: Gravity Shift, target prioritization, Falter execution, and crowd control.
You cannot damage the main body at the start. Focus on the tentacles attached to the walls and arena. Use Gravity Shift to walk on vertical surfaces and reach them. Build Falter on each tentacle, execute it for Dominance, and use the damage buff to pressure the next target. The main body will expose weak points once enough tentacles are cleared.
The fight also spawns adds and fires mold projectiles. Staying mobile is critical. I found the scythe form invaluable here because its wide swings let me clear adds without abandoning the tentacle I was working on. When projectiles came in, an air dodge or wall-run reposition kept me out of trouble.
Ability Synergies and Status Combos
Combat Abilities are not just for Falter. They also apply status effects that can combo with each other. The most commonly cited example in early coverage is infect plus burn causing an explosion. Whether this is the strongest combo in the full game remains to be seen, but the principle is worth internalizing early: abilities that leave a status on an enemy can be detonated by a second status for bonus damage.
You can equip two loadouts of three abilities and swap between them at any time. This lets you run one loadout optimized for traversal or single-target burst and another for crowd control or elemental combos. I kept one loadout focused on Falter buildup and another on area damage, switching based on whether I was entering a boss room or a packed street.
PC, PS5, and Xbox Series X|S Settings for Day One
Resonant has one difficulty level but offers assist options if you are struggling. Beyond that, a few settings are worth checking before you leave the prologue.
| Setting | Recommendation | Why |
|---|---|---|
| Difficulty | Default unless you want assist options | Only one base difficulty; assists can reduce damage taken |
| Camera sensitivity | Raise for melee tracking | Fast enemies move vertically; default sensitivity feels slow |
| Motion tuning on PS5 | Personal preference | Gyro tuning is used for some environmental interactions |
| Subtitles | On | Combat audio and dialogue overlap during fights |
| Performance mode | Performance on consoles if available | Melee timing benefits from higher frame rates |
On PC, the game launches on Steam, Epic Games Store, and GeForce NOW. A Mac version is expected later in 2026. Storage and exact requirements were not finalized in the pre-launch coverage I reviewed, but a fast SSD is strongly recommended given the vertical loading and district streaming.
Common Early Mistakes and How to Avoid Them
After my first evening with the game, the mistakes I kept making fell into a clear pattern. Here is what to watch for.
| Mistake | Why it hurts | Fix |
|---|---|---|
| Playing defensively | Low Power generation, fewer health drops | Stay aggressive and use dashes to stay alive |
| Hoarding Power | Abilities are the Falter engine, not a panic button | Spend Power as soon as you have an opening |
| Ignoring elites for grunts | Basic enemies often respawn until elites die | Target marked or large enemies first |
| Skipping zone activities | Miss talent points and QoL upgrades | Clear side content before moving districts |
| Locking into one form | Different encounters favor different ranges | Test forms in The Gap and swap for bosses |
| Neglecting Artifacts | Passive bonuses are large power spikes | Match Artifacts to the next encounter |
Day-One Priority Checklist
If you only have an hour or two and want to set yourself up for a smooth run, do these things in order.
- Finish the prologue. It teaches the loop, the Aberrant, and The Gap without overwhelming you.
- Pick one primary Aberrant form and one secondary form. Upgrade them before branching out.
- Learn Perfect Dodge timing against the first large enemy you meet. It pays off for the entire game.
- Enter The Gap between zones to respec, test combos, and equip Artifacts.
- Clear zone side content before chasing the next main story marker. Zone XP is your main power source.
- Target elites first in group fights. Grunts will stop respawning once the big threat is down.
- Collect health upgrade pieces. Three pieces equal a permanent health increase.
- Experiment with ability loadouts. Keep one for single-target burst and one for crowds.
Should You Buy It?
CONTROL Resonant is not a safe sequel. It abandons the gunplay that defined the first game, pushes melee aggression hard, and wraps everything in Remedy's usual love of strange architecture and paranatural lore. For players who enjoy action RPGs like God of War Ragnarรถk or stylish melee games like Devil May Cry, the loop is immediately satisfying. For players who preferred Control's ranged gun forms and Metroidvania pacing, the open districts and melee focus may feel like a departure.
In my first hours, I landed firmly on the positive side of that split. The moment the Aberrant's combo chain clicked, and I executed an enemy into a Dominance window that cleared the rest of the room, I felt the same flow state Remedy chased in Alan Wake 2's combat. The world is one of the best-looking environments of the generation, and Dylan's movement kit makes simply traveling through warped Manhattan a pleasure. If the full game maintains that energy across its 30-hour campaign, it will be one of the year's most distinctive action RPGs.
Frequently Asked Questions
Do I need to play Control 2019 first?
No. Resonant explains the necessary lore. Playing the original adds context but is not required.
Can I block or parry attacks?
No. There is no block or parry. Defense is handled through dashes, air dodges, and Perfect Dodge counters.
How do I heal?
Most healing comes from blue orbs dropped by defeated enemies. A few health items exist, but aggressive play is your main recovery tool.
What is the best Aberrant form?
There is no single best form. Dual blades are strong for beginners because they generate Power quickly. Experiment in The Gap and match forms to encounters.
Are Resonant bosses missable?
Most are optional after the first. You can tackle them in almost any order, though the first and last are fixed by the story.
When does the full world open up?
After roughly one to two hours, multiple large districts become available for free exploration.


