Games

CONTROL Resonant launches with Dylan Faden and a warped open-ended Manhattan

CONTROL Resonant has arrived, and Remedy Entertainment has taken its paranormal universe somewhere much larger than the Oldest House.

Released on 24 September 2026, the direct sequel to Control puts Dylan Faden at the centre of a new supernatural catastrophe. His sister Jesse remains important to the story, but this time Dylan is the only playable protagonist.

The location has changed too.

Instead of spending most of the game inside the Federal Bureau of Control’s impossible headquarters, players enter a distorted Manhattan where reality itself is breaking down.

That change gives Remedy considerably more space to experiment.

CONTROL Resonant combines large explorable areas with supernatural movement, action-RPG progression and a much stronger focus on melee combat.

One day after release, the initial Steam response is encouraging.

The game currently holds a Very Positive user rating, while tens of thousands of players are already playing simultaneously through Steam alone.

CONTROL Resonant moves beyond the Oldest House

The Oldest House was one of the defining elements of Control.

Its brutalist corridors shifted.

Rooms changed.

Impossible spaces appeared where they should not exist.

It was both the game’s location and one of its greatest mysteries.

CONTROL Resonant does not simply repeat that setting.

The paranormal crisis has escaped into Manhattan.

Buildings distort.

Gravity changes.

Streets no longer behave normally.

Entire sections of the city have been reshaped by forces that do not obey ordinary physical rules.

The result gives Remedy a much larger environment in which to apply the strange visual language established by Control.

Dylan Faden is now the protagonist

The biggest narrative change is the playable character.

Jesse Faden led the original Control.

Resonant belongs to Dylan.

Players who completed Control will already know him.

Dylan spent much of the original game corrupted and controlled by the Hiss. Jesse’s search for him also formed a major part of her journey through the Oldest House.

That history gives Remedy an unusual starting point.

Dylan is not a blank protagonist.

He enters Resonant carrying the consequences of the first game.

Jesse Faden is still central to CONTROL Resonant

Changing protagonists does not mean Jesse has disappeared from the story.

Remedy has been explicit about that.

Jesse remains central to the wider narrative, but Dylan now moves the story forward.

When Resonant begins, the Director of the Federal Bureau of Control is missing.

That Director is Jesse.

Dylan therefore finds himself in a situation that reverses part of the original game’s relationship.

Control was partly about Jesse searching for Dylan.

Now Dylan has to confront a supernatural disaster while his sister is missing.

The Faden siblings remain connected even when only one of them is under the player’s control.

Manhattan is facing paranatural annihilation

Dylan has considerably more to deal with than a missing sister.

A new form of resonance is spreading through Manhattan.

The Hiss remains relevant.

The Mold is still part of the wider supernatural ecosystem.

However, another cosmic force is now reshaping reality.

Remedy describes Manhattan as being on the brink of paranatural annihilation.

That gives Resonant a larger apparent threat than the contained crisis players initially encountered inside the Oldest House.

The Bureau’s problems are no longer staying inside headquarters.

They have reached the city.

CONTROL Resonant is an action RPG

Remedy describes the sequel as an action-adventure RPG.

That classification matters.

The original Control already contained progression systems, abilities, upgrades and exploration.

Resonant pushes further into RPG territory.

Players develop Dylan’s abilities while exploring a larger world.

Optional encounters and discoveries provide reasons to move away from the most direct route through the story.

The structure therefore gives players more freedom over where they go and what they investigate.

It is still recognisably Control.

However, Remedy has changed the framework around it.

The world is open-ended rather than traditionally open world

It would be easy to describe Resonant simply as an open-world game.

That misses some nuance.

Remedy uses the term open-ended.

Manhattan is divided into large, distinct and expansive zones.

Those areas contain side activities, hidden encounters and optional discoveries.

Players have room to explore without necessarily entering a conventional open-world structure filled with identical map markers.

That distinction suits Control.

The original game already rewarded curiosity.

Hidden rooms, strange documents and environmental storytelling encouraged players to investigate places that had nothing to do with the immediate objective.

Resonant expands that philosophy across a much larger environment.

The Aberrant changes combat

Dylan does not fight exactly like Jesse.

His defining weapon is the Aberrant.

It is a shapeshifting melee weapon capable of taking different forms.

That immediately changes the rhythm of combat.

Control was heavily associated with Jesse’s Service Weapon and telekinetic Launch ability.

Dylan can still use extraordinary supernatural powers, but Resonant brings physical close-range combat much closer to the centre of the experience.

The Aberrant allows Remedy to build encounters around different distances and enemy types.

It also gives Dylan a combat identity distinct from his sister.

The Aberrant can take different forms

The weapon is not simply one melee attack.

It transforms.

Different forms give Dylan alternative ways to approach enemies.

That creates a system in which players can switch according to the situation rather than committing to a single weapon type.

The concept also fits naturally into Remedy’s universe.

Objects of Power and altered objects have already established that ordinary physical rules do not necessarily apply.

A weapon changing its physical form therefore feels strange without feeling out of place.

In Control, that is an important distinction.

Dylan still has supernatural powers

The Aberrant does not replace paranormal abilities.

Dylan possesses extraordinary powers of his own.

These abilities help during combat, but they also affect movement and exploration.

That becomes especially important in Manhattan.

The environment itself can break normal physical rules.

Dylan therefore needs more than conventional movement to navigate it.

This gives Remedy an opportunity to connect traversal directly to the supernatural fiction.

Gravity Anomalies break the rules

Some of the clearest examples are Gravity Anomalies.

Inside these spaces, gravity and orientation can shift.

Floors may no longer function as floors.

Walls can become traversable surfaces.

The player’s understanding of up and down can change.

Control frequently used impossible architecture to create unease.

Resonant can take that concept much further because Dylan is exploring an entire city affected by paranatural forces.

The world does not simply look strange.

Players have to navigate its broken rules.

Combat is more aggressive

Dylan’s weapon encourages a more physical approach than Jesse’s Service Weapon.

That does not mean every encounter becomes a conventional hack-and-slash fight.

Supernatural abilities remain important.

Movement remains important.

Positioning remains important.

However, closing the distance between Dylan and his enemies changes the feeling of combat.

It also gives Remedy an opportunity to make enemy encounters more immediate.

Jesse often manipulated fights from a distance.

Dylan can get much closer.

Resonant still looks unmistakably like Remedy

Despite the mechanical changes, the studio’s identity remains obvious.

Reality bends.

Architecture becomes impossible.

Ordinary environments suddenly feel threatening.

Supernatural events are presented alongside bureaucratic institutions attempting to document and control them.

That contrast helped make the first game memorable.

The Federal Bureau of Control treated impossible events with forms, procedures and departments.

The absurd became administrative.

Resonant expands the scale without abandoning that tone.

The Federal Bureau of Control is still involved

The FBC remains part of Dylan’s story.

That relationship is complicated.

The Bureau previously held Dylan.

Now it needs him.

A paranormal catastrophe threatens Manhattan, and the organisation sends its former captive into the crisis.

That creates immediate tension.

Dylan has reasons to distrust the FBC.

The Bureau has reasons to need him.

Meanwhile, Jesse is missing.

The setup gives Remedy room to explore more than the external supernatural threat.

Dylan’s relationship with the organisation itself can become part of the conflict.

CONTROL Resonant is designed for newcomers too

Resonant is a direct sequel.

However, Remedy has also designed it as a possible new entry point.

That is an important decision.

Control now exists within a much larger Remedy universe.

There is the original game.

Its expansions added more context.

Alan Wake and Alan Wake 2 connect to the wider setting.

FBC: Firebreak explored another part of the Bureau.

New players can easily feel that they need homework before starting.

Remedy is attempting to avoid making that knowledge mandatory.

Returning players will understand more of the background.

New players should still be able to follow Dylan’s journey.

Existing fans have much more context

That does not make the original Control irrelevant.

Far from it.

Players who know Jesse and Dylan’s history will immediately understand why their reversed positions matter.

They know what happened to Dylan.

They understand the Hiss.

They recognise the FBC.

They know why Jesse becoming Director was significant.

They also understand how dangerous resonance can be.

Resonant can therefore work on two levels.

New players get Dylan’s current story.

Existing fans see the consequences of what happened before.

Remedy is publishing CONTROL Resonant itself

There is also an important business difference behind the sequel.

Remedy Entertainment is both developer and publisher.

Annapurna Pictures is co-financing and co-producing the game as part of its strategic partnership with Remedy.

That gives Remedy a different role from simply delivering a game to an external publisher.

The studio has greater involvement in the commercial side of its own release.

For one of Remedy’s biggest projects, that makes Resonant important beyond the game itself.

Remedy calls it its most expansive game to date

That description makes sense when looking at the structure.

Control concentrated heavily on the Oldest House.

Alan Wake 2 moved between several locations but remained a tightly authored narrative experience.

Resonant opens Manhattan into large explorable zones.

There are optional activities.

Hidden encounters reward exploration.

Traversal systems deal with distorted physics.

RPG mechanics expand progression.

Melee combat receives much greater emphasis.

It is still a Remedy game, but the canvas is considerably larger.

Bigger does not automatically mean better

Scale creates its own challenges.

The Oldest House worked partly because it was dense.

Its corridors created tension.

Rooms had identity.

Players gradually learned how different sectors connected.

Moving into larger zones risks losing some of that concentration.

The real question is therefore not simply whether Resonant is larger.

It is whether Remedy has filled that additional space with meaningful discoveries.

That is something players will judge over the coming weeks.

The early Steam response is positive

The first indication is encouraging.

When TechnologyBlog checked on 25 September, Steam rated CONTROL Resonant Very Positive.

Around 86% of more than 900 user reviews were positive in the Steam store snapshot.

Those numbers are still extremely young.

Many players will not have finished the game.

More reviews will arrive over the launch weekend.

Patches can also affect sentiment.

The current rating should therefore be treated as an early response rather than a permanent verdict.

Even so, it is a considerably stronger opening signal than a Mixed launch reception.

More than 30,000 players were simultaneously playing on Steam

SteamDB provides another early indicator.

Its latest snapshot showed around 30,000 players in CONTROL Resonant simultaneously.

Earlier launch-day snapshots moved above 33,000.

Those numbers should be interpreted carefully.

They represent concurrent Steam players.

They do not represent everyone who has played the game.

They exclude PlayStation 5 and Xbox Series X|S.

They also exclude PC players using other storefronts.

Nevertheless, the figures show substantial immediate activity on Steam.

CONTROL Resonant passed two million wishlists before release

Interest was already substantial before launch.

The game passed two million wishlists across platforms ahead of release.

Wishlists do not translate directly into sales.

Someone can wishlist a game without buying it.

However, the milestone provides useful context for the launch-day activity.

Resonant did not arrive unnoticed.

A large audience was already waiting to see what Remedy would do with the Control universe next.

Steam reviews and player numbers need time

Launch-day statistics can change dramatically.

A game may attract a huge audience that disappears quickly.

Another can begin modestly and grow through strong recommendations.

Review scores can also move as players progress further into the game.

That is particularly relevant to a story-driven release.

Many early reviewers have experienced only part of Resonant.

TechnologyBlog will therefore treat today’s numbers as a snapshot rather than extrapolating them into long-term success.

CONTROL Resonant is a single-player game

Resonant is built around a single-player experience.

That distinguishes it from FBC: Firebreak, Remedy’s multiplayer project set within the same broader universe.

There is no requirement for a healthy matchmaking population to make Resonant playable.

Concurrent-player figures are useful for measuring launch interest.

They are not a measure of whether the game can function years from now.

A player can return to Dylan’s story long after launch without needing thousands of other people online.

The PC version supports HDR

Steam lists HDR support for CONTROL Resonant.

The game also includes Steam achievements, Steam Cloud, trading cards and Family Sharing.

Full controller support is available.

These may be smaller features compared with the new combat and world structure, but they matter to PC players deciding where to buy the game.

The Steam release currently supports Windows.

Mac players have to wait

CONTROL Resonant is also coming to Mac.

However, that version did not arrive alongside the initial Windows and console release.

Remedy says the Mac version will follow later in 2026 through Steam and the App Store.

Mac players should therefore not assume the September launch date applies to their platform.

The initial release covers PlayStation 5, Xbox Series X|S and PC, with GeForce NOW support also announced.

The Control universe has become much larger

The original Control once looked like a strange standalone Remedy project.

That is no longer an accurate description.

Its universe has expanded.

Connections with Alan Wake became increasingly explicit.

The AWE expansion strengthened those links.

FBC: Firebreak explored the Bureau from another perspective.

Now CONTROL Resonant takes the supernatural crisis beyond the Oldest House.

The Federal Bureau of Control has become a foundation from which Remedy can tell very different stories.

Dylan gives Remedy a different perspective

That may be one of Resonant’s most important changes.

Jesse entered the Oldest House looking for answers.

Dylan enters this game carrying years of trauma and a complicated relationship with the Bureau.

He was contained.

He was manipulated by the Hiss.

He was the person Jesse spent years trying to find.

Now the FBC needs him.

That gives Dylan a fundamentally different relationship with this universe.

He is not simply Jesse with another set of powers.

Jesse’s absence creates another mystery

Remedy knows that players will ask where Jesse is.

The studio has deliberately built that question into the story.

She remains important.

Her actions continue shaping Dylan.

Yet Dylan has to move forward without her beside him.

That mirrors the original relationship in an interesting way.

Jesse’s journey was shaped by what happened to Dylan.

Now Dylan’s journey is shaped by what Jesse has done.

The siblings remain connected even when separated.

CONTROL Resonant changes the formula without abandoning it

Sequels face a difficult problem.

Repeat too much and the game feels unnecessary.

Change too much and players may wonder why it carries the same name.

CONTROL Resonant appears to be trying to occupy the space between those extremes.

The paranormal world remains.

The FBC remains.

The Faden family remains central.

Impossible architecture remains.

Telekinetic and supernatural powers remain.

But the protagonist changes.

The primary weapon changes.

The location changes.

The world becomes larger.

The structure moves further towards an RPG.

That is substantial change without discarding the identity established in 2019.

What South African PC gamers should know

South African players receive the same Steam release as the wider PC market.

CONTROL Resonant is primarily a single-player game, so there is no multiplayer server question hanging over the core experience.

That is particularly useful for a narrative action RPG.

Players do not need a local matchmaking population to experience the story.

PC hardware requirements should still be checked carefully before purchasing, especially for players targeting higher resolutions and visual settings.

TechnologyBlog has not independently benchmarked the PC version, so performance claims should not be made from specifications alone.

Is CONTROL Resonant worth playing?

The early signs are promising, but TechnologyBlog has not independently completed or reviewed CONTROL Resonant.

Therefore, this is not a scored review.

What can be established is that Remedy has made meaningful structural changes.

Dylan Faden is the protagonist.

The Oldest House is no longer the main setting.

Manhattan provides much larger explorable spaces.

The Aberrant changes combat.

Supernatural abilities affect traversal.

Gravity Anomalies distort exploration.

RPG systems have become more prominent.

The early Steam response is also positive.

Players interested in Remedy’s paranormal universe therefore have substantially more to investigate than a straightforward repeat of Control.

CONTROL Resonant takes Remedy’s strangest world outside

The most important change in CONTROL Resonant may ultimately be where it happens.

Control taught players that the Oldest House could not be trusted.

Doors moved.

Hallways changed.

Entire spaces existed where they should not.

Resonant asks a more dangerous question.

What happens when those rules stop being contained inside one building?

Manhattan is now breaking.

Gravity cannot be trusted.

A new resonance is spreading.

Jesse Faden is missing.

The Federal Bureau of Control turns to the brother it once imprisoned.

Dylan enters the crisis carrying a shapeshifting weapon and powers that make him one of the few people capable of surviving it.

Remedy has kept the strange foundations of Control.

Then it opened the doors.

Whatever was inside is no longer contained.