How the game plays

CONTROL Resonant Gameplay Make Every Move Count

Meet Dylan, learn the melee-to-power combat loop, compare Forms, abilities, Talents and Artifacts, then prepare for bosses and solve common combat problems.

Dylan wielding the Aberrant in CONTROL Resonant
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01 / The playable lead

Who do you play as in CONTROL Resonant?

Dylan Faden replaces Jesse as the playable lead. His story begins with an escape from the Oldest House and moves into a warped Manhattan while he searches for his missing sister.

Dylan Faden with FBC field agent Zoe De Vera
Dylan is the playable lead; Zoe De Vera acts as his FBC field contact during the Manhattan crisis.
Playable character
Dylan Faden
Primary weapon
The Aberrant
Field contact
Zoe De Vera
Central objective
Find Jesse

We're focusing on what Dylan changes mechanically here. For his history, Bureau captivity, and relationship with Jesse, we keep the deeper context in the character files.

02 / The foundation

How CONTROL Resonant combat connects melee, powers and executions

Unlike Jesse's Service Weapon-led combat in CONTROL, Dylan fights primarily at close range with the shape-shifting Aberrant. The announced loop is specific: melee hits refill the resource for Combat Abilities; those powers and weapon choices build Falter; and an execution starts Dominance, a short window of stronger offense and more reliable health recovery. That encourages a return to weapon attacks rather than treating powers as a separate, endlessly available ranged kit.

  1. 01Close in and land melee hitsRebuild ability power while reading enemy attacks.
  2. 02Spend a Combat AbilityPressure, protect or destabilize enemies with the power your build uses.
  3. 03Execute a faltered targetStart Dominance, push the next target and create a better chance of recovering health.
Combat stateHow it beginsWhy it matters
FalterBuild pressure with Forms, abilities and effectsOpens normal enemies to execution and creates a damage window against bosses
ExecutionUse the prompt on an eligible faltered enemyRemoves a normal threat and starts the next offensive window
DominanceTriggered after an executionTemporarily strengthens Dylan and makes defeated enemies a dependable source of health

The full-game coverage supports this loop. We have not seen one rotation that works best for every Form, difficulty, and encounter, so we would learn the rhythm before copying a fixed combo.

03 / The weapon

Six named Aberrant Forms and three loadout positions

Primary and Secondary are different attack positions, while a separate Combo Ender finishes a string. The six named early Forms below are reliable starting comparisons, but they are not the complete set of variants or upgrades.

FormSlot and shapeShown rolePlayer decision
FlurryPrimaryTwin daggersFast, close-range attacks; the preview describes a higher critical chance.Consider when you prefer repeated close hits over reach.
SlashPrimaryScytheWide swings aimed at groups.Consider when several enemies pressure the same space.
SlicePrimaryAxeHigh single-target damage, with a previewed bonus from behind.Consider when positioning for a focused target matters.
CrushSecondaryMalletSlow, heavy smashing attacks.Pairs a heavier option with a faster Primary Form.
DrillSecondaryDrillDirected, sustained damage in the hands-on build.Consider when you can hold pressure on one target.
ExtendSecondaryChain staffAdds reach to a melee setup.Pairs with a short-range Primary Form when spacing is difficult.

The completed reviews disagree about which combinations stay fun over a full run. We would choose by reach, speed, and Falter pressure instead of treating one reviewer's preference as a universal tier list.

Read the Aberrant Forms file
04 / Boss-earned powers

Which Combat Abilities were shown after a Resonant?

One first-party hands-on showed Barrage, Seekers and Shield after an early Resonant encounter. Remedy says some boss rewards branch, so a first run is not a promise that every option can be taken at once.

Ranged pressure

Barrage

Pulls rocks from the ground and launches them.

Need a ranged option when closing distance is unsafe?
Summon / area pressure

Seekers

Summons an attacking entity that can also be thrown and detonated.

Want damage or distraction while you reposition?
Defense and engage

Shield

Raises floating rocks and can turn the defense into an offensive dash.

Need a way to absorb pressure before closing in?

The hands-on build equipped three Combat Abilities at a time. We read that as the loadout capacity in that build, not the total number of abilities in the game. The Central Resonant is a different, named preview encounter; its final reward is not inferred here. For other shown threats, browse the known Boss encounters.

05 / Build decisions

How do Talents and Artifacts change a build?

Combat Abilities

Boss-earned supernatural tools. Some first-run choices are exclusive, and New Game Plus broadens the combinations available from the same boss.

Talents

Progression choices that strengthen interactions between weapon attacks and powers. New talent nodes become available in New Game Plus.

Artifacts

Crafted in the Gap from Untapped Artifacts found in the world. Passive effects may support survival, combat, exploration or resources, sometimes with a trade-off. Three can be equipped on a first run; New Game Plus adds a fourth slot.

The Gap

Dylan's build-management space lets players upgrade the Aberrant, work on abilities, craft Artifacts and test a setup. It is distinct from the FBC field office that connects Manhattan Zones.

We start with one question: “Which gap in my setup should the next choice cover?” Full-game reviews say early Form choices and limited resets can shape the opening hours, so we would test speed and reach before spending deeply. Exact material costs and optimal damage still need a check against a known game version.

06 / Read the encounter

Four rules for surviving a Resonant boss fight

A reliable boss plan starts with the arena, attack cue and reason an attempt failed. Resonants are often optional, so an underprepared player can explore, improve a build and return rather than forcing every fight immediately.

The Central Resonant encounter with fire and ground hazards
From the Central Resonant footage, we can already see that fire, projectiles, and unsafe ground shape the fight. Final health and rewards still need direct verification.
  1. Read the arena first. Keep an exit route before committing to a long melee sequence.
  2. Separate health damage from Falter pressure. A longer fight does not automatically mean the chosen Form is weak.
  3. Return to melee deliberately. Safe weapon hits restore the resource used by Combat Abilities.
  4. Use the health checkpoints. Boss health markers can return health at specific damage thresholds; survival and Falter pressure are connected.

Open the known Boss encounters for the currently named fights, or read the Central Resonant file for its documented hazards. Exact phases and winning routes belong in a Guide we can test after release.

Completed-review coverage also reports that defeating Resonants can advance the world's escalation and strengthen later enemies. We would check that Forms, health, Power and Talents are keeping pace before clearing every optional fight; the exact escalation values still need direct versioned testing.

07 / Put the systems to work

Fix common combat problems before changing your whole build

We start with the problem we can see, then look for a tool with the right role. Across the completed reviews, slow Falter, crowded arenas, targeting, and late-game durability keep coming up, even though the reviewers prefer different solutions.

I cannot reach a target safely

Extend gives a melee setup more reach; Barrage provides ranged pressure. They solve distance in different ways, and only the latter spends Combat Ability resource.

Compare weapon reach

I run out of ability power

The announced loop restores that resource through melee hits. Check whether your Form lets you return to safe weapon attacks instead of relying on powers alone.

Plan the combat loop

A group keeps breaking my attack

Slash covers a wider area, while Seekers add independent pressure. If the difficulty is the speed of incoming attacks, inspect the separate Assist Mode settings below.

Compare power roles

Enemies feel too durable and I rarely recover health

Check the health bar before judging raw damage: later armored layers can prevent Falter from building normally until the armor breaks. Execute an eligible normal enemy to enter Dominance, then use its melee boost and dependable health drops against the heavier target. If the rhythm is still exhausting, adjust Outgoing Falter or Outgoing Damage separately.

Diagnose Falter and Dominance

A status build is not finishing durable enemies

Completed-review coverage identifies one practical interaction: applying Mold poison and then fire can trigger an explosion. We would use that combination against a durable target or a packed group, while leaving exact damage and best-in-slot claims open until they can be tested on a known game version.

Compare ability roles
08 / Moving through Zones

How do Reach and Shift change traversal?

Reach and Shift are movement tools used to navigate distorted spaces and gravity anomalies. We saw Reach tied to a traversal challenge in the Metro Fault preview, so we keep it separate from a Resonant-earned Combat Ability. Manhattan is organized into distinct handcrafted Zones with story quests, World Quests, and optional activities rather than one uninterrupted map of markers.

09 / Tune the friction

Assist Mode targets specific difficulties

Assist Mode can be changed during play. These options address separate problems rather than forcing one global easy/hard choice.

If this is the problemSetting to inspectWhat it changes
Attacks arrive from too many directionsEnemy AggressionReduce how often enemies press the player.
Dodge timing is difficult to readPerfect Dodge WindowWiden the timing window without changing every other combat rule.
Projectiles are too fastEnemy Projectile SpeedSlow incoming projectiles.
Abilities are hard to sustainPower Recovery SpeedIncrease the rate at which ability power returns.
Melee attacks miss at close rangeEnhanced Melee MagnetizingMake melee positioning more forgiving.

Remedy also describes independent incoming/outgoing damage and falter controls, presets, Immortality and one-hit options. Settings can make the game harder as well as easier, and using Assist Mode does not gate trophies or achievements. We would change the setting that targets your specific problem instead of enabling everything at once.

Accessibility and first-hour guide
Continue your route

Continue with a combat file or step-by-step guide

Use the Wiki for a specific system; use a guide when you need a sequence of decisions.