News Froggy
newsfroggy
HomeTechReviewProgrammingGamesHow ToAboutContacts
newsfroggy

Your daily source for the latest technology news, startup insights, and innovation trends.

More

  • About Us
  • Contact
  • Privacy Policy
  • Terms of Service

Categories

  • Tech
  • Review
  • Programming
  • Games
  • How To

© 2026 News Froggy. All rights reserved.

TwitterFacebook
Games

Control Resonant: No Parry, More RPG, and 6 New Gameplay Revelations

Remedy's Control Resonant is shaping up to be a bold evolution, with Dylan Faden as the new protagonist, a deep melee action-RPG combat system, and no parry button. Learn about the refined world, customization, and more.

PublishedMarch 5, 2026
Reading Time5 min
Control Resonant: No Parry, More RPG, and 6 New Gameplay Revelations

Remedy Entertainment's 2019 hit, Control, carved out a unique niche with its bizarre world, powerful telekinetic combat, and mind-bending narrative. Fans have eagerly awaited news on its follow-up, and last month, we got a hefty dose of exactly that! During a private online event, Remedy pulled back the curtain on Control Resonant, the hotly anticipated sequel, dropping several surprising and intriguing details about Dylan Faden’s upcoming adventure. From a drastic shift in combat philosophy to a much-improved map, we’re breaking down seven key takeaways that just might reshape everything you thought you knew about the FBC's next big struggle.

Dylan Takes the Lead: Jesse's Role Revealed

Right off the bat, Remedy cleared up one of the biggest fan theories: Jesse Faden, the beloved protagonist of the first game, will not be playable in Control Resonant. While this might be a bittersweet pill for some, Communications Director Thomas Puha was explicit: “This is Dylan’s experience, very much so.” Jesse will still play a "significant role," even appearing in the announcement trailer, but the narrative focus has squarely shifted to her brother. It's an interesting move, allowing a fresh perspective on the Oldest House and its mysteries, and likely offering Dylan a chance to step into his own as a formidable force against the Hiss. It’s a bold choice, but one that could lead to a compelling and deeply personal journey for the new lead.

Going All-In on the Action-RPG

If you thought Control flirted with RPG elements, prepare for a full-blown romance with Resonant. Remedy has fully embraced the action-RPG genre, centering combat around a new melee system. This isn’t just a slight tweak; Lead Gameplay Designer Sergey Moho confirmed the game is “very much an RPG,” featuring multiple skill trees and a strong emphasis on character builds. You won’t be able to max out everything in a single playthrough, forcing players to make strategic choices about Dylan's progression and how to upgrade his unique transforming weapon, the Aberrant. This powerful "super-stick" boasts primary, secondary, and combo-ender forms, all customizable, with plenty of stats to appease even the most dedicated min/maxers out there. It sounds like a deep, satisfying progression system that rewards thoughtful playstyles.

No Parry Here: Aggression is Key

Forget everything you learned from Sekiro or Dark Souls – Control Resonant is carving its own path in the melee combat space. During the Q&A, Remedy swiftly shot down any "Souls-like" comparisons. While dodging is still in, a parry button is notably absent. Why? Remedy wants players to adopt a "push-forward, action-driven, aggressive playstyle." Creative Director Mikael Kasurinen emphasized, “we want the player to be in control, on the move, and keep attacking enemies.” This means less reacting to enemy attacks and more dictating the flow of battle. It’s a clear philosophical departure from reactive, defensive combat, promising a kinetic and empowering experience where Dylan is the primary driver of the chaos.

A World Worth Exploring, Not Grinding

One common critique of the original Control was its sometimes-confusing map and occasionally repetitive side content. Remedy is listening! Resonant promises a "semi-open-world" that avoids the "slog" of other massive open-world titles. Kasurinen explained they don't want the map "to stress you out with tons of similar things to grind through," instead offering "an exciting selection of distinctive options." The improved map is a welcome change. Quests are divided into "Dylan’s Journey" (main campaign) and "World Quests" (independent, separate stories), complemented by a wealth of activities, puzzles, and lore to discover. The philosophy here is "less is more," creating a world you'll actually want to revisit and explore, rather than merely check off boxes.

Dialogue, Drip, and Display: The Fine Details

Beyond the major gameplay overhauls, Remedy also dished out some welcome details about the smaller, yet impactful, features. Control Resonant will feature a dialogue system where players can make choices, influencing conversations. Interestingly, this system allows Dylan to move while talking, a fluid design choice directly inspired by Campo Santo’s Firewatch. However, don't expect branching narratives leading to multiple endings; Remedy is focused on delivering "a cohesive, good story" with one definitive conclusion, where choices reflect different facets of Dylan's character. And for those who like to fight in style, customization is back! Just like Jesse in the first game, Dylan will have swappable outfits and hairstyles, so you can look sharp while battling paranormal threats in New York City. Finally, a small but significant technical detail: Control Resonant is targeting a buttery-smooth 60 frames per second across all platforms (Xbox Series X/S, PS5, and PC).

Conclusion

Control Resonant is shaping up to be a bold evolution of the beloved franchise. Remedy isn't just delivering "more Control"; they're crafting a distinctly new experience, leaning heavily into action-RPG mechanics, a dynamic melee combat system that prioritizes aggression, and a refined world design. The decision to shift protagonists to Dylan, embrace a single-player story with dialogue choices but one ending, and target 60FPS across the board speaks volumes about their vision. While the lack of a parry might surprise some, it reinforces Remedy’s commitment to a unique and empowering combat identity. With deep customization, an intriguing new lead, and a promise of exploration over exhaustion, Control Resonant is quickly climbing our most anticipated list. Get ready to grab your Aberrant, because this trip back to the FBC looks like it’s going to be wild.

FAQ

Q: Is Jesse Faden playable in Control Resonant?

A: No, Jesse Faden is not a playable character in Control Resonant. The game focuses on Dylan Faden as the main protagonist, though Jesse will play a significant non-playable role in the story.

Q: Is Control Resonant a "Souls-like" game?

A: Remedy explicitly stated that Control Resonant is not a "Souls-like" game. While it features dodge mechanics, it lacks a parry system, instead promoting an aggressive, push-forward, action-driven melee combat style where the player is constantly on the offensive.

Q: What platforms will Control Resonant be available on?

A: Control Resonant is targeting release on Xbox Series X/S, PlayStation 5, and PC.

#Control Resonant#Action RPG#Remedy Entertainment#PC#Console Gaming

Related articles

TCG Pocket Responds: A Much-Needed Pace Shift for Pokémon Fans
Games
PolygonOct 16

TCG Pocket Responds: A Much-Needed Pace Shift for Pokémon Fans

Pokémon TCG Pocket is rolling out a major update for its second anniversary, primarily addressing player concerns about overwhelming content releases by shifting to a six-week set schedule. This aims to curb player decline and improve overall engagement by giving trainers more time to collect and strategize. The update also adds new collection methods, improved deck-building features, and enhanced trading functionality.

AI's Confidence vs. Formal Methods' Rigor: Design Flaws & Verification
Programming
Stack Overflow BlogOct 16

AI's Confidence vs. Formal Methods' Rigor: Design Flaws & Verification

While AI accelerates code generation, formal methods remain critical for ensuring system correctness. Languages like TLA+ and tools like Quint enable developers to model and verify system designs before coding, catching subtle flaws. Quint makes formal methods more accessible with developer-friendly syntax and executability. This approach is vital for verifying AI-generated code through trace validation and model-based testing, ensuring reliability against real-world data.

Kojima Compares Divisive New Film 'Digger' to MGS2's Prescient Vision
Games
KotakuOct 15

Kojima Compares Divisive New Film 'Digger' to MGS2's Prescient Vision

Gaming icon Hideo Kojima has praised the divisive 2026 film *Digger*, drawing intriguing parallels to his own prophetic game, *Metal Gear Solid 2*. Both works, he explains, uniquely explore the dangers of misinformation and a fragmented digital reality, anxieties he shares with *Digger*'s director, Alejandro González Iñárritu.

Ubisoft Proposes German Studio Workforce Reduction Amidst
Games
GamesIndustry.bizOct 15

Ubisoft Proposes German Studio Workforce Reduction Amidst

Ubisoft is planning a voluntary departure program for about 100 employees across its Düsseldorf, Berlin, and Mainz studios in Germany. This move is part of a larger, ongoing cost-reduction and restructuring effort by the publisher, aiming to better position its studios for future projects.

regional: ‘What is fusion?’ Helion Energy harnesses the power of
Tech
GeekWireOct 14

regional: ‘What is fusion?’ Helion Energy harnesses the power of

Helion Energy, the Everett-based fusion startup, gained mainstream attention this week after being featured as a clue on the popular game show "Jeopardy!". The $800 clue, part of a "Y Combinator" category, highlighted Helion's mission to build the first fusion power plant, bringing the concept of clean energy to a wider audience. CEO David Kirtley celebrated the "surreal" moment as a sign that reliable clean power is becoming more accessible.

TGS 2026: These Forward-Looking Cosplays Are Already Living in the
Games
KotakuOct 15

TGS 2026: These Forward-Looking Cosplays Are Already Living in the

Tokyo Game Show 2026 showcased incredible cosplay, with many fans embodying characters from unreleased games like *Blast Blade* and *Mononoke No Kuni*. This gallery highlights the community's foresight, alongside debut *Palworld* cosplay and refreshed takes on classics. It’s a testament to the passion that brings gaming's future to life.

Back to Newsroom

Stay ahead of the curve

Get the latest technology insights delivered to your inbox every morning.