Control Resonant review: Dylan Faden's paranormal Manhattan adventure has flair but stumbles in execution

Control Resonant puts Dylan Faden in the spotlight as he battles the Hiss, Patterning, and Mold across a fractured Manhattan. The action-melee sequel embraces Remedy's trademark weirdness and offers compelling exploration, but repetitive combat and bugs

Dylan Faden surrounded by paranormal entities in a distorted Manhattan street
Image source: Shacknews

Control Resonant follows Dylan Faden as he emerges from a coma to become the Federal Bureau of Control's last hope. With his sister Jesse missing and three extra-dimensional threats warring across Manhattan, Dylan must use his psychic powers to fight through the chaos and find answers.

The premise builds on the original Control's foundation. Jesse Faden stopped the Hiss from possessing Dylan in 2019's game, but the entity broke free of the FBC and invaded Manhattan. There it encountered the Patterning and the Mold, two other paranormal entities each claiming territory across the city. Dylan awakens as the FBC's most powerful asset: a psychic capable of manifesting weapons, unleashing telekinetic and pyrokinetic abilities, running at super speeds, and floating through the air.

Dylan is an awkward protagonist by design. Years of FBC training, possession by the Hiss, and extended coma leave him socially stunted. He questions basic human interactions, like whether he's petting a dog correctly. This makes him difficult to connect with initially, but dialogue choices allow players to shape how he responds to a world that fears him for what he was in the first game. That dynamic creates interesting tension as Dylan tries to help people who remain terrified of him.

Manhattan itself becomes a character. The three paranormal entities reshape different districts according to their nature. The Park fills with Mold and cloudy creatures spreading infection. The West Excursion Zone, where the Patterning first appeared, resembles an MC Escher painting of a New York City district twisted by impossible geometry. Gravity manipulation at certain points lets players walk on different surfaces, though the effect can be disorienting. These biomes are visually interesting to explore and create genuine variety in how each area plays.

Control Resonant functions as an action-RPG where players start by selecting melee weapons (scythes, drills, blades, staves, hammers) and then progress through biomes. Combat involves light and heavy attacks, ability usage, well-timed dodges, and crowd-damage techniques across multiple enemies. Finding traces of Jesse grants new movement abilities. Defeating Resonant creatures, boss-level beings that embody some combination of the three paranormal entities, grants combat abilities and drives the story forward. The comparison to Radical Entertainment's 2009 title Prototype fits: there's an overpowered quality to Dylan's arsenal that grows as the story progresses, paired with floaty, loose movement through the world.

Combat becomes repetitive as hours pass. Enemy clusters recur frequently, with the main challenge being increased health pools rather than tactical variation. Upgrades allow players to boost movement and fighting power, partially offsetting this issue. The core loop works but doesn't surprise after several hours.

Remedy's signature visual intensity permeates the game. Multiple seizure warnings appear at startup, and for good reason. Flashing visions, FMV cutaways blended into gameplay, and rapid transitions create an atmosphere that borders on overwhelming. Bright red filters appear on death. Jumpscare-like throbbing visions appear as players pass through areas. Anyone familiar with Remedy's Alan Wake understands the style, but the game is not epilepsy-friendly and accessibility settings cannot alter this core aspect.

The narrative and side stories shine. A deadly karaoke machine, a camera that freezes subjects into "still life" photographs, and moments where Dylan considers artistic inspiration create memorable encounters. These character moments and environmental storytelling justify exploring despite combat fatigue.

Technical issues complicated the experience. A boss encounter spawned but remained idle in its animation with no health bar, forcing a reload to trigger combat. Dialogue repeated unexpectedly, sometimes back-to-back. Already weird narrative moments became weirder due to bugs rather than intention. While patches can address these problems, their presence at launch is notable.

Control Resonant diverges from its predecessor in meaningful ways. The shift from a labyrinthian building to open districts changes pacing and exploration. The melee-focused action differs from the original's approach. Not every change lands with confidence, and repetition dulls the middle hours. Yet Remedy's trademark weirdness remains intact, and the game ventures into fascinating territory that rewards invested fans of the Remedy-verse. Dylan's super-powered nature makes for an entertaining ride through paranormal chaos, even if the assembly could be tighter.

Further reading

Sources

  1. ShacknewsEstablished publication · recorded Sep 22, 2026
    Control Resonant review: Paranormal pandemonium
  2. Gaming AgeSecondary publication · recorded Sep 23, 2026
    CONTROL Resonant review for PC, PS5, Xbox Series X