Control Resonant Wants To Bring Action RPG Fans Into The Remedy Universe

When Remedy Entertainment revealed Control Resonant, one thing immediately stood out: this isn’t simply more of the same.

The sequel is making several major changes compared to the original Control, including a new protagonist, a fresh setting, and perhaps most surprisingly, an entirely different combat philosophy. Instead of Jesse Faden’s telekinetic gunplay, Resonant embraces close-quarters melee combat, pushing the series into action RPG territory.

It’s a bold move for a studio best known for third-person shooters, but according to Remedy, the change isn’t about abandoning existing fans—it’s about welcoming new ones.

Remedy Wants To Reach A Wider Audience

Speaking with Insider Gaming, Control Resonant art director Elmeri Raitanen explained that the genre shift was driven by both narrative and gameplay considerations.

From the beginning, the team knew that Resonant would focus on Dylan Faden, Jesse’s brother, and that naturally led to a different combat style.

While Jesse’s abilities encouraged ranged combat and environmental manipulation, Dylan was envisioned as a far more aggressive character who thrives in direct confrontations.

According to Raitanen, the contrast between the two siblings became one of the foundations of the sequel’s design philosophy.

However, the decision wasn’t purely narrative.

Remedy also recognized that many players who enjoy action RPGs may have overlooked the original Control because its gameplay wasn’t necessarily aligned with their preferences.

Attracting The Action RPG Crowd

Raitanen revealed that one of Remedy’s goals is to introduce Control’s universe to players who may not normally gravitate toward third-person shooters.

The studio believes there is a substantial audience of action RPG fans who could enjoy the strange, supernatural world of the Federal Bureau of Control if presented through gameplay systems that feel more familiar to them.

As a result, Resonant’s melee-focused combat and character progression systems are designed to appeal to players who enjoy action-heavy RPG experiences while still retaining the atmosphere and mystery that made Control so memorable.

For Remedy, it’s an opportunity to expand the franchise rather than simply repeat what worked before.

Does The New Direction Risk Alienating Fans?

Whenever a franchise changes genres, there is always concern about how existing fans will react.

Moving away from the gunplay and telekinetic combat that defined Control is undoubtedly one of the biggest risks Remedy has taken with the sequel.

Raitanen acknowledged that the team has discussed those concerns internally, but remains confident that long-time fans will still recognize the experience as Control at its core.

“Regardless of the many things that we have changed, there is still a strong undercurrent of the original vibes of Control in this one as well.”

That may ultimately be the key to Resonant’s success.

While the combat systems are evolving, Remedy appears determined to preserve the eerie atmosphere, supernatural storytelling, and reality-bending world-building that helped make Control one of the studio’s most acclaimed releases.

A New Genre, The Same Strange Universe

Based on early impressions, Resonant still appears deeply connected to the world Remedy established in Control.

The Oldest House, the mysterious forces surrounding the Federal Bureau of Control, and the psychological themes that defined the original remain central parts of the experience. The difference is that players will now engage with those ideas through a more aggressive, melee-oriented combat system.

For some fans, that change may take time to adjust to.

For others, it could be exactly the fresh approach needed to keep the franchise evolving.

One thing is clear: Remedy isn’t interested in making Control 1.5. Instead, the studio is taking a significant creative risk in hopes of expanding the series beyond its existing audience.

Whether that gamble pays off could determine not only the future of Resonant, but also the direction of future Control games.

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