CONTROL Resonant Brings Melee Combat and Warped Manhattan Zones on September 24
Remedy is taking CONTROL Resonant beyond the Oldest House with Dylan Faden, expansive Manhattan zones, gravity shifting exploration, deeper action RPG systems, and a major move toward melee combat.
By John Michael, News EditorPublished 6 min read

Remedy Entertainment is pushing CONTROL Resonant beyond the enclosed corridors of the Oldest House when the sequel launches on September 24, 2026. Dylan Faden replaces Jesse as the playable lead, Manhattan becomes the center of a spreading paranatural disaster, and the familiar blend of supernatural powers and environmental destruction now sits inside a deeper action RPG built heavily around melee combat.
The change is more significant than a larger setting. CONTROL Resonant introduces broader exploration, expanded movement, customizable combat builds, optional missions, and bosses that directly affect Dylan’s growing collection of abilities. Remedy is presenting it as its most expansive game yet, although the studio has been careful not to call it a traditional open world experience.
Manhattan expands the formula without becoming an open world
The first Control used the Oldest House as an endlessly shifting maze of offices, research areas, and impossible architecture. Resonant allows that crisis to escape into Manhattan, where entire streets and buildings have been rearranged by forces that ignore ordinary physics.
According to Remedy’s official gameplay breakdown, Manhattan is divided into large, distinct zones rather than one continuous open world. These areas contain side activities, hidden encounters, optional discoveries, and paths that may become available as Dylan gains new movement abilities.
Gravity Anomalies are one of the clearest examples of the sequel’s expanded scale. Streets can appear above Dylan, buildings can tilt into walkable bridges, and the direction of gravity can change while players navigate an area. Dylan can use supernatural movement abilities to reach these altered surfaces and find routes that would be impossible under normal conditions.
Players will be able to choose between advancing the central story, searching for Jesse, or pursuing optional assignments. A recent PlayStation Blog preview also describes smaller environmental stories in which Dylan reconstructs memories with objects found nearby. These moments appear designed to reveal more about his past without separating character development from exploration.
Dylan brings a different kind of movement and personality
Dylan spent years under the control of the Federal Bureau of Control. Unlike Jesse, who entered the Oldest House determined to find answers, he begins this story after prolonged confinement and must learn how to function in a city that is collapsing around him.
His movement reflects the demands of the larger environment. Dylan can double jump, levitate, dash through the air, and eventually use abilities such as Reach to cross wider spaces. His animations also emphasize that he is not a polished superhero. Long falls can leave him stumbling rather than landing with effortless precision.
Zoe De Vera, an FBC field agent, acts as Dylan’s handler and provides information during missions. Players will also encounter selected dialogue choices, although Remedy has not presented the game as a fully branching narrative RPG. Based on the currently available information, these choices appear intended to shape Dylan’s responses and personality rather than create completely separate storylines.
Jesse remains central to the plot, but Remedy has confirmed that this is Dylan’s journey. His search for his sister runs alongside the larger struggle to contain the Hiss, the Mold, and a new cosmic force affecting Manhattan.
The Aberrant moves combat into close range
CONTROL Resonant makes its largest mechanical departure through the Aberrant, Dylan’s transforming melee weapon. Confirmed forms include Hammer, Blades, Scythe, and Fists, with additional forms still being kept secret.
Each form supports a different rhythm. The Hammer delivers heavier attacks, while the Blades favor faster strikes. Players can equip selected weapon forms and supernatural abilities before combat, then develop them through skill trees and specialized upgrades.
The recent preview also identifies effects such as burn and infect, improvements to combo finishers, and abilities that can produce shields, projectile attacks, or temporary allies assembled from environmental debris. Using these powers consumes energy, while landing melee attacks helps restore it. That creates a combat loop that encourages players to remain aggressive while still managing positioning and defensive movement.
Resonants serve as major boss encounters and an important part of progression. Remedy says each defeated Resonant awards a new combat ability, meaning these fights provide more than a conventional story checkpoint. The bosses are described as corrupted remains of people who once possessed considerable power.
The visual design is also leaning further into the disturbing side of Control. The PlayStation preview describes one encounter involving an enormous porcelain face attacking Dylan with pieces of Manhattan. Other confrontations may abandon the structure of a traditional boss battle entirely.
The horror is no longer contained inside one building
Moving outside the Oldest House could have weakened the sense of confinement that defined the first game. Remedy appears to be approaching that challenge by making Manhattan itself unstable.
Horror can now arrive through sudden changes in architecture, hostile announcements, distorted vehicles, hallucinations, and enemies large enough to shake the surrounding environment. The wider spaces give players more freedom, but they also allow threats to appear from rooftops, streets, elevated structures, and surfaces that no longer follow a reliable orientation.
That approach suggests Resonant is expanding the physical scale of Control without abandoning its central fear: reality can change without warning, and the organizations responsible for containing it may no longer be capable of doing so.
What players should know before September 24
CONTROL Resonant launches digitally on September 24, 2026.
Confirmed launch platforms are PlayStation 5, Xbox Series X|S, Steam, Epic Games Store, and GeForce NOW.
The Mac version is scheduled to follow through Steam and the App Store later in 2026.
The game is a single-player action-adventure RPG developed and published by Remedy Entertainment.
The US PlayStation Store lists the Standard Edition at $59.99 and the Digital Deluxe Edition at $69.99.
The PlayStation Digital Deluxe Edition includes 48-hour early access, an outfit, an artifact, a starter resource bundle, a digital artbook, and the soundtrack.
Edition benefits, prices, and unlock schedules can differ by platform and region. Players should verify the listing shown by their chosen storefront before purchasing.
CONTROL Resonant represents a deliberate change of direction rather than a safe repeat of the 2019 game. Its larger zones, melee focused combat, expanded movement, and more flexible progression could give players considerably more freedom, while its distorted version of Manhattan gives Remedy room to make the paranatural crisis feel less contained.
The game arrives on September 24 for PlayStation 5, Xbox Series X|S, and PC. Mac players will receive their version later in 2026, although Remedy has not announced a specific Mac release date.
About The Game

CONTROL Resonant
A supernatural action RPG that takes Control beyond the Oldest House and into a reality-warped Manhattan.
RPG, Action, Adventure
- Developer
- Remedy Entertainment
- Publisher
- Remedy Entertainment
- Release Date
- September 24, 2026

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