Control Resonant, like 2019’s Control, starts a little slow, with only a few weapon powers and abilities to wield by the closing third of the game. Slow is putting it kindly; the early chapters were a slog – or at least they were before Remedy adjusted some settings just before it went on sale.
There are a few moments of struggle later in the game, which took me roughly 50 hours to complete, with plenty of side quest distractions. One area of Manhattan, overwhelmed by moss, mould and mold-spewing monsters, proved especially challenging during my playthrough. Despite Dylan’s ability to float and leap around with minimal gravity, poisonous areas and attacks constantly chipped away at health, while my blunt attacks barely registered on the bigger enemies. (I’d later learn that fire-based attacks are super-effective against mold enemies, you just have to defeat a resonant boss to unlock them.)
The final parts and bosses in Resonant suffer from the typical action RPG flaw of large-scale damage sponges. Once you’ve learned the attack pattern and environmental quirks, it’s rinse-and-repeat with your favorite combos and attack powers until the horrific creature collapses. Remedy again excels at major enemy design, and I especially liked the puppet-dancer amalgam that appeared midway through my playthrough.
There is a solution, and thankfully it’s not a casual mode that nerfs the entire game. Instead, Remedy created Assist Mode, rather than a traditional difficulty option.(Control got its own assist mode after launch). In Resonant, the feature includes three presets that could be roughly described as easy, high-risk (high damage for the protagonist and foes) and low-risk (low damage for both sides).
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