- Remedy says Control resonance is an action RPG but “not a soulslike”
- Lead gameplay designer Sergey Mohov says, “It’s the player who is very much in charge and not [simply] react”
- The game also leans more on melee and supernatural abilities compared to the first game
This has been confirmed by Remedy Entertainment Control resonance will lean on melee action compared to the first game, but that it is not a soulslike.
A new gameplay trailer for Check the sequel debuted during last month’s Sony State of Play, showing protagonist Dylan Faden using all manner of weapons to defeat enemies in supernaturally warped Manhattan.
Now, new details have emerged thanks to press previews, and according to IGN, melee combat is faster than its predecessor and comparable to the style of Devil May Cry and Bayonetta.
You will fight your way through a lot of enemies in Control resonance using Dylan’s primary shape-shifting melee weapon, the Aberrant, which can shift into numerous other forms, including the Hammer, Blades, Scythe, and Fists.
It’s a big change from Check‘s main Service Weapon gun and will mean getting close to enemies. But according to lead gameplay designer Sergey Mohov, Resonant is not like action games Fire Ring or Dark souls.
“This is not a soul-like,” said Mohov. “It’s a push-forward, action-driven, aggressive-playstyle action game. The player is very responsible and not [simply] reacts. The main driving force of the fight is you.”
Remedy described the game as an action role-playing game (RPG) with no inventory control, but insists “it’s not a survival game, it’s an action game,” according to creative director Mikael Kasurinen.
In a separate PlayStation Blog post, senior communications manager Miika Huttunen offered more details on Resonants action, saying, “Expanding the player’s expression in combat was central to our design.”
Huttunen said the game’s action “leans more into melee and supernatural synergy,” meaning players will need to use both Aberrant and Dylan’s skills that can be unlocked in the talent tree.
“The [The Aberrant] switching between different primary and secondary forms along with powerful Combo Enders that allow you to tailor speed, range and combat role within a single build,” said Huttunen.
IN Control resonancemelee attacks also restore Dylan’s Combat Ability resource, abilities can stun enemies to open them up for executions, and the latter can temporarily increase melee damage.
Different playstyles are also fully supported, like a melee heavy build or a more tactical setup using summons like Mold Turrets; it’s up to the player.
“The more you commit to close range pressure, the more tools you get to maintain control. It’s a loop designed to reward determination and flow,” the developer explained.
Control resonance expected to launch this year for PS5, Xbox Series X, Xbox Series S and PC.
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