Control Resonant Is Everything The First Game Wasn’t, And That’s Why It Works


With the recently released Control Resonant, Remedy Entertainment returns to its weird Control universe of teleporting toy ducks, nightmarish creatures, and explosive action, all of which is grounded by a deeply personal central story. But when considering its predecessor, Control, I was struck by just how much this sequel not only differs from the first game, but deliberately inverts or twists what players previously experienced–much as the central Big Bad does to the entire borough of Manhattan. 

Control Resonant begins with our protagonist Dylan, barefoot and in dire need of a shave, awakening from a seven-year coma. With his sister–the series’ former main character, Jesse Faden–missing and Control’s Oldest House now a crime scene of corpses, Dylan finally leaves the building he’s been imprisoned in for over two decades. He finds a mostly empty Manhattan, cut off from the world, along with the remnants of the FBC, which Dylan deduced was trying to fight the Hiss and a strange, new apocalyptic entity: the Patterning.

Dylan, trained in melee combat, must use his powers and abilities to find his sister and put an end to this world-ending catastrophe. 

Yet perhaps the most significant subversion in Resonant is how Jesse and Dylan’s roles–one a savior, the one needing to be saved–are reversed. According to developer  Remedy, this was an intentional decision that is reinforced throughout the game.

In a recent interview with creative director Mikael Kasurinen, he told me that the first decision Remedy made with Resonant was making Dylan the protagonist. He immediately noted the contrast between the siblings.

“Dylan is from the paranatural world,” he said, “and Jesse is from our world. Their journeys need[ed] to be from one to another.”

The contrasts continue: Jesse uses a shape-changing gun, and Dylan a shape-changing rod; Jesse spent her life trying to track down the FBC while Dylan longed to escape it; Jesse becomes the head of the FBC and is greeted as the hero the bureau needs, while Dylan is its number-one enemy, often mocked–even to his face–as the regrettable Plan B for the FBC; Control is set almost entirely inside the Oldest House, while Resonant takes to the streets.

Dylan fighting on the streets in Control Resonant.

Jesse, a lifelong drifter with a leather jacket, is filled with confidence and “ready to become the director of the FBC.” In the first game, she even remarks, “Everything here is crazy. Weird. But it feels … right. Like how the world should be.”

In contrast, Kasurinen said, “Dylan is lacking confidence; he feels worthless because of his past and personal failures.” Dylan blames himself for the initial destruction seen in the first game, after he willingly let the Hiss take over his body as he yearned for freedom from the lifetime of torture to which the FBC subjected him. Unlike his sister, Dylan doesn’t at all feel like he’s found himself during his time in the Oldest House.

Despite opposite journeys, Kasurinen stressed that “the emotional impact is the same,” highlighting how the Faden siblings share being “fish out of water.”  

In Control Resonant, Dylan’s sense of alienation is heightened by its surreal, ever-changing environments. When players step into Manhattan, the world is fractured and broken, but not destroyed. The Patterning divides Manhattan into mirrored projections of itself, inverting angles and gravity. Buses curve over roads that suddenly become vertical. Buildings split into mirror images. This is the Patterning, rearranging the entire world that Dylan must contend with.

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