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Control Resonant is a sequel to Remedy Entertainment’s Control, centered on Dylan Faden as he searches paranaturally affected Manhattan for his missing sister. Its strongest draw, according to Aftermath’s discussion, is the uneasy comedy of a protagonist everyone treats as a screw-up—even as the Federal Bureau of Control gradually starts to trust him. The participants were enjoying the game, though with reservations; the source does not provide a formal score or technical assessment.
Is Control Resonant worth playing?
If you are drawn to character-led stories with an awkward, self-deprecating protagonist and a paranatural setting, the account from Aftermath’s Aftermath Hours gives reasons to be interested. Gita Jackson, Chris and Luke said they were enjoying the game, while noting reservations. That is an enthusiastic but qualified reaction, not a formal review verdict: the discussion provides no numeric score or assessment of performance.
The clearest case for the game is its character dynamic. Dylan is insecure and apologetic, and other characters often treat him as incompetent. That contrast gives the story a comic edge rather than presenting him as an unquestioned action hero.
What is Control Resonant about?
The game follows Dylan Faden after he breaks out of the Federal Bureau of Control. He sets out to find his newly missing sister as competing paranatural entities infest Manhattan. The setup makes the search personal while placing Dylan in a city shaped by the strange forces associated with the series.
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- STEP INTO A WARPED REALITY: Explore multiple areas of a ravaged Manhattan in an expansive, unfamiliar, and exciting world. Traverse perception-bending locations and grapple with gravity anomalies that distort the vertical and horizontal plane, adding additional dimensions to puzzles and new tactical decisions to combat. Meet faces old and new on a path fraught with risk but rich in opportunity as the cityscape is reshaped and reality is redefined by a godlike force.
- MASTER THE PARANATURAL: Channel the raw experiences of Dylan’s past to help understand his present and dig deeper into the inner workings of the FBC and reveal the horrors threatening humankind. Tap into power he must learn to master and take choices to shape how his abilities manifest and grow. Explore a deep progression system to define how Dylan adapts to emerging dangers. Forge connections crucial to Dylan’s fight to retain his humanity as he journeys from former test subject to paranatural superweapon
- THE FIGHT SHIFTS. YOUR WEAPON SHIFTS WITH IT: Meet constantly evolving threats head-on, utilising the environment, deploying elemental abilities and using the raw force Dylan’s shapeshifting melee weapon, the Aberrant. Wield the Aberrant in its many deadly forms. Deliver bone-crunching blows with a two-handed hammer and flow seamlessly into the swift precision of dual-wielded blades as this paranatural weapon morphs on demand to meet each new challenge.
- SHARED LEGACY. NEW THREAT: FBC Director Jesse Faden's lockdown is no longer holding. A paranatural catastrophe has spilled beyond the Oldest House and onto the streets of Manhattan, and the Bureau's grip on containment is failing. Jesse Faden walked into the Oldest House to confront the threat within. Now Dylan must walk out of it to contain the threat beyond.
Who do you play as?
You play as Dylan Faden, the brother of the first Control’s protagonist, Jesse Faden. The sequel shifts the central perspective to him: instead of following Jesse, the story puts a character portrayed as insecure and prone to apologizing in the lead. Jackson described the running joke this way: “I make him apologize for everything at every given opportunity. He should.”
How does it compare with the first Control?
Control Resonant is a sequel, but the discussion’s useful comparisons concern perspective, tone and Dylan’s changing relationship with the Bureau—not graphics, mechanics or technical performance.
Rank #2
A different Faden at the center
The original game centers on Jesse; Control Resonant puts her brother Dylan in the lead. His search for his missing sister reverses the family perspective, while his uncertainty makes him a notably different kind of protagonist.
Comedy built on the gap between story and action
Luke Plunkett singled out the contrast between the dramatic presentation and how characters treat Dylan: “the contrast between the cinematics and the story and the in-game actions are just so funny because everyone just treats him throughout the majority of this game as this complete fuck up.” The humor comes from that mismatch, rather than from Dylan being presented as effortlessly capable.
Rank #3
- The action RPG sequel to Control, developed and published by Remedy Entertainment.
The Bureau relationship changes
Dylan’s connection to the Federal Bureau of Control is not static. Jackson said she liked that “the FBC trusts you after you get over the beginning portion of the game.” That developing trust gives the story a relationship arc alongside the search for his sister.
Manhattan remains paranatural territory
The sequel retains a world shaped by paranatural forces, but its described setting is Manhattan, where competing entities are present. The available account does not establish how the city plays or how its systems work.
Rank #4
What this account does—and does not—establish
Aftermath’s discussion supports a character-and-tone assessment: the participants were enjoying the game, with reservations, and highlighted Dylan’s awkwardness, the comedy around his perceived failures and the Bureau’s gradual trust. It does not give a review score or establish release date, platforms, pricing, availability, gameplay systems, accessibility, playtime or technical performance. Those details should not be inferred from the discussion.
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