Control Resonant Gameplay Explained: Physics-Defying Combat & NYC Setting
Control was weird. Like, genuinely unsettling weird. The kind of game that made you question which way was up while you're battling interdimensional entities in a brutalist office building. When Remedy Entertainment announced Control Resonant last year, fans wondered if the sequel could actually get stranger. Turns out it can. The first extended gameplay trailer from the State of Play event shows Dylan Faden—Jesse's brother—doing something the original game never let you do: redefining gravity itself on the streets of New York City.
This isn't just a cosmetic change. The physics manipulation we saw in that trailer fundamentally rewrites how players will approach combat, movement, and exploration. Buildings twist at ninety-degree angles. Streets become vertical. A subway tunnel can be your ceiling. And Dylan's abilities let him treat any surface as ground. That's the kind of creative world design that separates Control Resonant from every other third-person action game in development right now.
But gameplay innovations don't exist in a vacuum. The shift from the Federal Bureau of Control's confined, labyrinthine headquarters to an open-world version of New York City changes everything about how you'll engage with the game. Combat feels faster. Exploration feels more urgent. The stakes feel more real because you're not trapped in one mysterious building anymore—you're navigating an entire city that physics forgot.
What makes this especially interesting is how Dylan's toolkit differs completely from Jesse's arsenal. Jesse had a shapeshifting service weapon that transformed between gun types. Dylan carries the Aberrant, a melee weapon that shifts between hammer, blades, and other forms we haven't fully seen yet. This design choice reflects a different philosophy. Jesse was about precision and distance combat. Dylan's approach is direct, visceral, immediate.
The game still targets a 2026 release, which means Remedy has time to flesh out systems that, based on what we've seen, are already remarkably ambitious. The developer promised things will get "weirder," which—given what Control originally delivered—suggests we haven't even scratched the surface of what's coming.
Let's break down everything we know about Control Resonant's gameplay, what makes it different from the original, and why this sequel has a genuine chance at redefining what action games can be.
TL; DR
- Gravity manipulation mechanics: Dylan can freely choose which surface functions as "ground," enabling combat and exploration on vertical surfaces
- New setting and scope: Control Resonant moves from a single building to a warped version of NYC, offering larger environments and new exploration possibilities
- Different combat philosophy: Dylan uses the Aberrant, a shapeshifting melee weapon, instead of Jesse's ranged service weapon, emphasizing close-quarters action
- Physics-defiant architecture: Buildings and streets defy gravity at ninety-degree angles, creating impossible geometry players must navigate and exploit
- 2026 release window: The game is still on track for launch in 2026 with promises of even more unconventional mechanics to come


The projected timeline shows steady development progress with increasing marketing intensity as the 2026 release approaches. Estimated data.
The Shift From Bureau of Control to a Warped NYC
The original Control confined you to the Oldest House, a building that operated by its own rules. It was massive—you could easily spend forty hours exploring every corner—but it was still one structure. The building's architecture shifted. Doors led to impossible places. Gravity worked differently in certain sectors. But there was always a ceiling above you, eventually.
Control Resonant breaks that assumption entirely. Yes, the city is warped and twisted, but it's a city. You have sky (or what passes for it). You have multiple buildings, streets, parks, subway systems. The scope is fundamentally different, and the gameplay implications are staggering.
This matters for pacing. The Oldest House forced constant backtracking through familiar corridors. That was intentional—it created an intimate knowledge of space. But it could also feel claustrophobic. A city, even a twisted one, breathes. You can take multiple routes. You can avoid combat if you want. You can engage with the environment on your own terms instead of following the game's predetermined paths.
The warped NYC also changes how physics manipulation feels. In a building, gravity manipulation is impressive but somewhat contained. In a city where entire street blocks can twist into vertical surfaces, it becomes something closer to environmental storytelling. You understand the scale of whatever catastrophe created Resonant by watching skyscrapers fold onto themselves.
We don't yet know how much of NYC is explorable, or whether the game follows a linear path through different neighborhoods. But even the hint of openness suggests Remedy is thinking bigger than the sequel's predecessors. The first game's enclosed environment was claustrophobic by design. Control Resonant's setting suggests anxiety born from exposure—trapped in an open world with nowhere to hide.


Control Resonant significantly enhances gravity manipulation and melee combat compared to the original Control, offering a more dynamic and immersive gameplay experience. Estimated data based on game descriptions.
Dylan's Gravity Manipulation: How Surface-Selection Changes Everything
Here's the mechanical innovation that genuinely hasn't been done this way before: Dylan can choose his gravitational orientation. Any surface he's near can become his "ground." This isn't just visual. This fundamentally rewrites movement, combat positioning, and exploration.
Think about what this means practically. A wall twenty feet high becomes a surface you can walk across horizontally. A vertical street can be navigated as if it's ground level. The interior of a building can be flipped so you're walking on the ceiling while enemies occupy what would normally be the floor. This creates combat scenarios that are impossible in traditional games.
Imagine a firefight where you're standing on a building's side. Enemies are on an adjacent perpendicular surface, creating a ninety-degree angle between your positions. Gravity pulls you both toward your respective surfaces. You're thinking in three-dimensional space in ways games rarely demand. Projectiles don't travel in simple arcs anymore because "up" is relative.
This mechanic also solves exploration problems that would typically require climbing animations or platforming sections. In Control Resonant, you don't climb. You walk. The world just reconfigures itself around you. It's elegantly simple in concept but complex in execution, which is exactly how Remedy has always approached game design.
The gameplay trailer showed Dylan flipping his gravitational orientation mid-combat. He's on one surface, then chooses to walk on an adjacent vertical surface, changing his orientation instantly. No animation. No delay. Just a shift in how the world's physics treats him. This suggests the mechanic is fluid enough for combat rather than just environmental puzzles.
What we don't yet know is whether enemies can do this too. If Resonant creatures can also manipulate their gravitational orientation, combat becomes exponentially more complex. You're not just tracking enemy position in three-dimensional space; you're tracking their gravitational state. Are they oriented to attack you now, or do they need to reorient first? Does reorientation leave them vulnerable? These are mechanical questions Remedy will need to answer carefully.
The implications extend to level design as well. Rooms become three-dimensional combat arenas where every surface is tactically relevant. A simple rectangular room has six potential combat zones—four walls, ceiling, and floor. Designers can place enemies and objectives on different surfaces, forcing players to adapt mid-encounter. This is far more ambitious than the original Control's approach, which mostly played with gravity in specific puzzle rooms.

The Aberrant Weapon: Melee-First Combat Design
Jesse Faden's service weapon was versatile. It transformed between gun types: guns for rapid fire, a charge shot for single targets, a spread gun for crowd control. You could keep distance. You could kite enemies. Combat felt like a traditional third-person shooter, just with a constantly-morphing weapon.
Dylan's Aberrant is fundamentally different. It's melee-focused. Hammer forms. Blade forms. Other configurations we haven't fully seen. This isn't a minor change—it's a philosophical shift. Close-quarters combat feels more immediate, more visceral, more personal than ranged combat. You can't hang back anymore. You have to engage.
This design choice makes sense thematically. Jesse was searching for her brother, investigating the Federal Bureau of Control, uncovering conspiracies. She was methodical. Dylan, searching for the truth in a warped city filled with Resonant creatures, is direct. He's not solving puzzles about what went wrong—he's surviving in an impossible world. Melee combat fits that narrative better than precision ranged attacks.
Shape-shifting between hammer and blades offers different tactical approaches. Hammers are probably slower but hit harder, with area-of-effect potential. Blades are probably faster, better for hit-and-run tactics, good for single-target precision. We haven't seen the full weapon roster, but the framework suggests combat depth.
What's interesting is how the Aberrant might interact with gravity manipulation. Imagine swinging a hammer while on a vertical surface, with enemies on a perpendicular surface. Does your swing's arc change? Can you use momentum differently? If an enemy is ninety degrees above you, does a hammer swing connect differently than it would in traditional gravity? These mechanical questions hint at complexity Control Resonant is building toward.
The gameplay trailer showed relatively brief glimpses of the Aberrant in action, so we're not seeing the full combat system yet. But the fact that Remedy chose melee-first design suggests they're prioritizing fast, fluid combat over the deliberate, tactical approach of the original game. That's exactly right for a game set in an open city rather than a confined building.


Control Resonant scores highest in mechanic innovation by making gravity manipulation central to gameplay, unlike other games which focus on different or more contained physics mechanics. Estimated data.
Architecture That Defies Physics: Environmental Storytelling Through Impossible Geometry
Control Resonant's most visually striking feature is NYC itself—a city where physics has essentially given up. Buildings twist at ninety-degree angles. Streets lead into the sky. Entire blocks can be navigated on vertical surfaces as if gravity never happened. This isn't just set dressing. This is environmental storytelling at a scale few games attempt.
In the original Control, environmental storytelling worked subtly. Documents and recordings explained what happened. The building's shifting geometry hinted at unseen forces. But the environment mostly followed consistent (if weird) rules. In Control Resonant, the environment is chaos. That visual chaos tells you something terrible happened to New York.
Consider what you learn from seeing a skyscraper that's folded onto itself at a ninety-degree angle. Whatever caused this state must be powerful beyond comprehension. Traditional physics doesn't just break—it stops existing. This is more unsettling than a building filled with monsters would be. The monsters are containable problems. A city where up and down are negotiable is existential.
This architecture also serves gameplay. A building folded at an angle becomes a platforming puzzle and a combat arena simultaneously. You climb (or walk) across exterior walls that have become horizontal. You fight enemies while navigating impossible surfaces. The environment isn't just where combat happens—it becomes part of the combat itself.
The implications for exploration are significant too. Traditional games give you clear navigation paths. Stairs go up. Ladders connect levels. Your brain automatically understands spatial relationships. Control Resonant removes that luxury. If a building is at a ninety-degree angle, how do you navigate it? You step sideways, treating the wall as ground, and suddenly you're walking across what looks like a vertical surface because gravity now points that direction for you.
We can only see brief sections of NYC in the gameplay trailer, but what's visible suggests neighborhoods remain recognizable. You can identify a warped Times Square. You can see recognizable street layouts, just twisted impossible. This is thoughtful environmental design. If NYC was completely unrecognizable, it would lose emotional impact. By making it familiar but wrong, Remedy creates cognitive dissonance that works narratively.
The question remains whether some areas of NYC remain "normal" or if the entire city has been physics-warped. If only certain neighborhoods are affected, that creates a boundary between the normal world and Resonant territory. That's a compelling design choice that could inform both story and gameplay flow.

Combat Encounters in Warped Space
Where the gameplay trailer becomes genuinely impressive is watching combat happen across multiple gravitational orientations. Dylan engages enemies while both combatants are treating different surfaces as "ground." This creates spatial complexity most action games don't attempt.
Traditional combat encounters put everyone on the same plane. Enemies surround you. You circle, dodge, attack. Your positioning matters within that two-dimensional space. Adding a third dimension (like in games with flying enemies) increases complexity but doesn't fundamentally change how people think about positioning.
When two combatants are on perpendicular surfaces with different gravitational orientations, the problem space changes entirely. Attacking an enemy that's ninety degrees away from you requires you to think about approach vectors that don't exist in traditional games. Can you reach them with your melee weapon? If you jump, does gravity pull you to your surface or theirs? Can you chain between surfaces mid-air?
The gameplay trailer showed Dylan switching gravitational orientation during combat, which suggests this isn't a puzzle mechanic you engage at your leisure. It's a combat tool. You need it to reach enemies. You need it to dodge attacks. You need it to position yourself advantageously. This makes gravity manipulation not just a cool feature but essential to how you interact with the game's systems.
Enemy design becomes crucial here. Resonant creatures need to be capable of similar manipulation, or they become easy targets. If Dylan can change gravitational orientation and enemies can't, combat becomes trivial once you understand the mechanic. But if enemies also manipulate gravity, encounter design becomes exponentially more complex. Enemies could surround Dylan on multiple perpendicular surfaces. They could approach from directions that don't normally exist in games.
This also affects crowd control encounters. The original Control had sections where you faced multiple enemies simultaneously. Space management became critical. In Control Resonant, if you're surrounded on perpendicular surfaces, the concept of "surrounded" becomes three-dimensional. You might have enemies approaching from every possible direction simultaneously. That's genuinely new territory for action game design.
Dodging mechanics become interesting too. If an enemy attacks along a vertical surface, and you're on a perpendicular surface, how do you dodge? Traditional dodge rolls don't make sense when "up" and "down" are relative. The game likely needs new evasion mechanics that work across multiple gravitational states. We haven't seen these in full yet, but expect movement options that feel fundamentally different from the original Control.


Control Resonant significantly expands exploration scope and player freedom compared to the original Control, offering a more open and flexible gameplay experience. (Estimated data)
Power Progression: What Abilities Might Dylan Unlock
The original Control gated combat abilities behind progression. Early Jesse couldn't do everything late-game Jesse could. She'd unlock new finisher moves, new evade tactics, new psychic powers to supplement her weapon. This progression made combat feel increasingly dynamic as you played.
Control Resonant will almost certainly follow a similar progression model. Dylan probably starts with basic gravity manipulation and basic Aberrant attacks. As you progress, you'll unlock:
Expanded weapon forms: The Aberrant probably won't start with access to all transformation types. You might unlock new forms as you defeat specific enemies or reach story milestones. Maybe blades initially, then you unlock a hammer form, then something more exotic like a whip or staff form. Each form could have different reach, speed, and damage profiles.
Enhanced gravitational powers: Beyond basic surface-selection, Dylan might gain abilities like rapid gravitational flipping for enhanced mobility, or the ability to shift enemy gravitational orientation, forcing them to reorient. Imagine an ability that inverts an enemy's gravity momentarily, leaving them defenseless as they reorient.
Combination techniques: The original Control had finisher moves that looked incredible and cleared space. Dylan probably has similar abilities that feel different thematically. Melee finishers might involve using the Aberrant's transformations in context-sensitive ways.
Environmental manipulation: Beyond just changing your orientation, Dylan might eventually manipulate the environment itself. Cause buildings to tilt further. Create gravity wells that pull enemies together. Flatten warped architecture temporarily to create clear combat space.
Progression encourages replayability and extends engagement. Early combat feels limited and cautious. Late-game combat feels expansive and aggressive. This is fundamental to action game design and Control Resonant will need to nail it.
The State of Play trailer showed Dylan with significant combat capabilities already, suggesting we might not be seeing beginner-level gameplay. This is standard for gameplay reveals—show the impressive stuff, hint at depth. But it means we're not sure how early progression feels versus what we're watching.

The Role of Resonant Creatures: New Enemy Types
We don't have detailed information about what Resonant creatures actually are or how they function. The original Control featured enemies ranging from basic Hiss-infected employees to complex telekinetic entities. Control Resonant's Resonant creatures are probably similarly varied.
What's clear is that they're connected to whatever catastrophic event warped NYC's physics. They probably evolved in or adapted to this physics-defiant environment. Some might be humanoid. Others might be something closer to the original game's otherworldly entities. Some might seem almost environmental—less creatures and more manifestations of the warped physics itself.
Fighting enemies that evolved in warped gravity is mechanically interesting. They probably move and attack in ways that account for multiple gravitational orientations naturally. Where Dylan has to consciously choose his gravitational state, Resonant creatures might flow between surfaces instinctively. That creates asymmetrical combat where you're always slightly behind the curve, forced to learn enemy patterns and adapt.
Enemy design also affects difficulty scaling. Early encounters might pit you against humanoid creatures that operate much like Dylan—melee-focused, single gravitational orientation, straightforward attacks. Late-game enemies might be entities that ignore gravitational rules entirely, moving through multiple orientations simultaneously. That progression in enemy complexity explains mechanical depth naturally.
The Resonant creatures are also probably the key to understanding Control Resonant's story. Why are they here? What do they want? Are they threats or are they symptoms of something larger? These narrative questions matter. The original Control was fundamentally about investigating and understanding the paranormal. Control Resonant seems more about survival, but understanding what you're surviving against is always more satisfying than just fighting generic monsters.


Jesse's weapon excels in range and versatility, while Dylan's Aberrant focuses on impact and tactical depth. Estimated data based on thematic analysis.
Movement and Navigation in Impossible Spaces
Move sets change everything about how a game feels. Control featured a run, dodge, crouch, and jump. You moved through space in conventional ways. Gravity manipulation changes this entirely. Even if Dylan's basic movement remained similar, the surfaces he navigates are so unconventional that navigation becomes a different skill.
The gameplay trailer showed Dylan running along vertical surfaces as if they were horizontal ground. He doesn't climb. He doesn't activate special movement modes. He walks, and his orientation to gravity adjusts. This removes climbing animations and platforming sections entirely—you just walk across surfaces.
But real navigation challenges emerge when you're thinking in three dimensions constantly. You need to reach a location on a perpendicular surface. There's no direct path. You have to rotate your gravitational orientation, traverse that surface, possibly rotate again to reach your destination. The path finding becomes more complex because the space is more complex.
Jumping becomes three-dimensional too. If you jump while on a vertical surface, does gravity pull you back down to it? Or does it pull you toward another surface? Can you jump between surfaces, shifting your gravitational orientation mid-air? The gameplay trailer showed Dylan doing exactly this—jumping between perpendicular surfaces and landing on each with appropriate orientation.
This affects how exploration flows. Vertical traversal in most games requires deliberate mechanics—climbing, jumping, platforms. In Control Resonant, if a surface is accessible and you can walk on it, you can reach it. This democratizes exploration. You're not gated by climbing ability or platform design. You're gated by whether Dylan has the gravitational control to reach the surface.
Fall damage becomes interesting too. In traditional games, falling from height kills you. In Control Resonant, if you fall toward a surface that becomes your new gravitational ground, you land safely. This removes some artificial death mechanics games typically use for artificial difficulty. It also makes level design more forgiving—you can explore more freely without worrying about accidentally falling to your death.

Story Context: Why Dylan, Why Now
The original Control ended with Jesse establishing new leadership at the Federal Bureau of Control. The story wrapped, though obviously with sequel potential. Control Resonant shifts focus to Dylan, Jesse's brother, suggesting the story has moved beyond the Bureau itself.
We know Dylan was searching for something in NYC when Resonant creatures appeared. We know he's now trying to track them down. But why is he in NYC specifically? What's his connection to the city? What was he searching for before the catastrophe?
The story structure matters because it affects how you relate to events. In the original game, you were discovering the Bureau's conspiracies for the first time alongside Jesse. In Control Resonant, you're presumably coming into a situation already in progress. You might know less than Dylan about what caused this. You're learning simultaneously with the player character, or you're managing incomplete information that Dylan understands better than you.
The shift from the Bureau (governmental organization investigating the paranormal) to NYC (open city) suggests story themes might be broader. Instead of organizational politics and conspiracy, Control Resonant might explore how society deals with supernatural incursion. What do regular people do when physics stops working? How does the city function? The Federal Bureau of Control isn't visible in the footage we've seen—is the Bureau involved in the catastrophe, or did this happen independently of Bureau actions?
These narrative questions make Control Resonant more than just a gameplay sequel. The mechanics serve story purpose. Physics-defying combat happens because physics itself is broken. That's thematically coherent in ways that matter.


Estimated data shows twisting buildings and vertical streets as major contributors to the game's environmental storytelling and gameplay challenges.
Technical Considerations: Making Gravity Work in a Game Engine
Implementing gravity manipulation at this scale is technically ambitious. Every system in the game—movement, physics, collision detection, camera control—needs to account for variable gravity orientation. This isn't a feature bolted onto traditional game systems. This is a fundamental architectural decision.
Movement code needs to constantly calculate which surface is "ground" for Dylan. Every frame, the game determines his current surface and gravity vector. That's computationally intensive, especially in large open environments with complex geometry. Remedy is using Unreal Engine 5, which has robust physics systems, but even with excellent tools, this requires careful optimization.
Collision detection becomes more complex too. Enemies on perpendicular surfaces still need to collide with you. Projectiles need to respect both gravitational fields simultaneously. Environmental hazards need to be dangerous regardless of orientation. Each of these requires careful physics tuning.
Camera control is probably the most visible challenge. When your gravitational orientation changes, your view needs to rotate appropriately. But it can't rotate so fast that players get motion sickness. It can't be so constrained that players can't navigate effectively. Achieving that balance requires extensive playtesting and tuning.
This technical complexity is probably why Control Resonant is a 2026 release and not arriving earlier. Not because Remedy is slow, but because this feature set requires genuine engineering work. It's not just a cosmetic visual change—it affects every system in the game.

Comparison to Other Physics-Bending Games
Few games have attempted large-scale physics manipulation. Portal used the same space from different angles but didn't let you walk on walls naturally. Gravity Rush explored moving through warped space but in smaller, more contained environments. Superhot features time manipulation as the core mechanic, not gravity. Control Resonant appears to be doing something genuinely new by making gravity manipulation the central mechanic of open-world exploration and combat.
The closest comparison might be to games like DUSK or Ultrakill, which use unconventional level design and movement mechanics to create new combat possibilities. But those games use traditional gravity within cleverly-designed spaces. Control Resonant is doing something fundamentally different by making gravity itself mutable.
This positions Control Resonant as potentially groundbreaking—not in graphics or presentation, but in core game mechanics. The gameplay innovation matters more than visual fidelity. Remedy understands this, which is why they're emphasizing the mechanics in gameplay trailers rather than cutscene spectacle.

What's Still Unknown
The first gameplay trailer answered many questions but left significant mysteries. We haven't seen full-mission gameplay from start to finish. We haven't seen how missions are structured or whether Control Resonant maintains the original game's mission-based structure or shifts to something more organic. We haven't seen how progression paces across the intended playtime (assuming 40+ hours like the original).
We haven't seen how the Federal Bureau of Control fits into the story. Does the organization exist? Is the Bureau investigating this separately? Are they a threat? Are they allies? The original game made the Bureau central to every conflict. Control Resonant seems to be moving away from that, but how far?
We haven't seen detailed boss encounters. The original Control had memorable boss fights that required you to understand enemy patterns and exploit environmental elements. Control Resonant's bosses probably leverage gravity manipulation in impressive ways. I'm curious how those encounters feel in practice.
We also haven't seen multiplayer or co-op elements. The original was strictly single-player. Control Resonant probably maintains that, but some modern games add optional multiplayer. That would be interesting (and probably complicated) in warped gravity, but it's possible.
Finally, we don't know the game's full scope. How much of NYC is accessible? How many hours is the main story? What's the post-game content like? These questions matter for understanding whether Control Resonant is an expansion or a truly standalone sequel.

The Promise of Weirder Mechanics
Remedy's statement that "things are going to get weirder" is significant. The gravity manipulation is already unconventional. What's weirder than that? Possible answers: gravity manipulation becomes even more complex, with new mechanics we haven't imagined. Or the weirdness is thematic—story revelations that are disturbing rather than mechanically innovative. Or both.
Imagine learning Dylan can do things with gravity that normal physics won't allow. Reality-breaking mechanics that are more science fiction than the gravity manipulation we've already seen. Imagine encounters where you're not sure whether something is a creature or a manifestation of warped physics. Imagine story beats that deliberately mess with player expectations because physics itself has become unreliable.
This promise matters because it manages expectations. The gravity mechanics are impressive enough to carry the game on their own, but hints that more is coming build anticipation. It also suggests Remedy isn't showing their complete hand in early trailers. That's smart game marketing.

Potential Gameplay Loop: What Playing Control Resonant Might Actually Feel Like
Based on everything revealed, a typical Control Resonant session probably works like this: You arrive at an objective in warped NYC. The location is architecturally impossible, with buildings at weird angles and surfaces you navigate by changing gravitational orientation. Resonant creatures defend the area.
You engage a creature. It's humanoid but moves with unnatural fluidity across multiple surfaces. It attacks from a perpendicular surface, and you dodge by changing your gravitational orientation, moving to a different wall. Combat happens across multiple planes simultaneously.
You land hits with the Aberrant, switching between weapon forms to match the enemy's positioning. When an enemy is on a vertical surface and you're on perpendicular surface, you chain surfaces mid-attack, maintaining momentum and positioning. Rinse, repeat.
Environmental elements complicate things. A building nearby could collapse further if you're not careful. A gravity well draws enemies toward it. You exploit that, positioning yourself advantageously. Combat ends, you loot, you move toward the next objective.
Navigation between objectives involves traversing impossible architecture. You're walking along a building's exterior wall because it's your gravitational ground now. You jump to another surface when you need to. You reach impossible places by thinking in three dimensions rather than two.
The moment-to-moment gameplay sounds repetitive written like this, but the mechanical depth is probably huge. Every combat encounter is different because positioning is always different. Every navigation section teaches you something about gravity manipulation that applies to later encounters.
This is how good game design works. Deep mechanics played over forty hours keep people engaged because the context is always different enough to feel fresh. Remedy clearly understands this, and Control Resonant looks like it executes on that understanding.

Future of Physics Manipulation in Games
Control Resonant's success or failure will probably influence how other developers approach physics manipulation. If the game nails this mechanic and it's beloved by players, other studios will attempt similar systems. If the mechanic ends up confusing or frustrating, developers will proceed more cautiously.
The interesting path forward is games that combine gravity manipulation with other variable mechanics. Imagine a game with both manipulated gravity and time manipulation. Or gravity manipulation combined with dimensional shifts. Control Resonant might be the proof of concept that makes those future projects viable.
For now, Control Resonant stands alone as an ambitious exploration of physics-breaking game design. If it executes successfully, it's the kind of game that influences the medium. If it doesn't, it's still impressive for trying. Either way, developers should be paying attention to what Remedy is doing here.

Why 2026 Release Timeline Makes Sense
Remedy announced a 2026 release and hasn't wavered from it despite only showing limited gameplay footage. That's confidence in their timeline, or at least acceptance that the game needs this much development time.
Given the technical complexity and the ambition of the gravity mechanics, 2026 seems reasonable. You need time to implement these systems. You need time to playtest comprehensively. You need time to ensure combat encounters actually work across multiple gravitational states. You need time to polish performance, especially in open-world environments where physics calculations happen constantly.
The 2026 timeline also positions Control Resonant as next-year news rather than far-off vaporware. It's close enough that marketing will intensify. It's far enough that Remedy has legitimate development time. It's a sweet spot that builds anticipation without overstaying it.
Expect more gameplay trailers throughout 2025. Expect developer diaries explaining the technical implementation. Expect hands-on previews at major gaming events. The marketing machine will build momentum toward launch. By the time Control Resonant arrives, the hype should be substantial.

FAQ
What is Control Resonant?
Control Resonant is the sequel to Remedy Entertainment's Control, a supernatural action game shifting focus to Dylan Faden as he navigates a warped version of New York City. The game emphasizes physics manipulation and melee combat with shapeshifting weapons, releasing in 2026.
How does gravity manipulation work in Control Resonant?
Dylan can freely choose which surface functions as his gravitational "ground," allowing him to walk on walls and ceilings as if they're solid ground. He can switch orientations during combat and exploration, treating perpendicular surfaces as valid movement and combat planes simultaneously.
What is the Aberrant weapon?
The Aberrant is Dylan's primary weapon in Control Resonant, a shapeshifting melee weapon that transforms between forms like hammers and blades. Unlike Jesse's ranged service weapon from the original game, the Aberrant emphasizes close-quarters combat and visceral action.
Why is Control Resonant set in NYC instead of the Bureau of Control?
Shifting the setting from the Oldest House (a single structure) to an open-world version of NYC changes gameplay scope and pacing. It enables larger exploration, more complex environmental design, and a broader narrative focus beyond internal organizational conspiracy to citywide catastrophe and survival.
What are Resonant creatures?
Resonant creatures are antagonistic entities in Control Resonant connected to the catastrophic event that warped NYC's physics. Little is known about their exact nature beyond that they adapt to and exploit the warped gravity, requiring Dylan to master his own gravity manipulation to combat them effectively.
How does combat differ from the original Control?
Control Resonant emphasizes melee combat across multiple gravitational orientations, where both Dylan and enemies can occupy perpendicular surfaces simultaneously. The original focused on ranged combat within more traditional spatial arrangements. This creates more three-dimensional combat scenarios with higher mechanical complexity.
Will Control Resonant have multiplayer or co-op?
Official information about multiplayer features hasn't been released. Control (2019) was strictly single-player, and nothing suggests Control Resonant will deviate from that approach, though this remains unconfirmed until release.
How much of the game's story has been revealed?
Very little. We know Dylan is searching for something in warped NYC and encountering Resonant creatures. Beyond that, story details are minimal. Remedy is being intentionally vague, likely wanting players to discover narrative through gameplay rather than marketing materials.
What's the expected playtime for Control Resonant?
No official playtime has been announced. The original Control offered 40+ hours of gameplay depending on engagement level. Control Resonant, being an open-world game, could reasonably offer similar or longer playtime, but this is speculation without official confirmation.
Is the Federal Bureau of Control present in Control Resonant?
The Bureau hasn't appeared in any footage or trailers released so far. Its role in Control Resonant's story remains completely unknown, though its absence from marketing suggests it's less central to this installment than it was to the original.

Final Thoughts: What Control Resonant Means for Gaming
Control Resonant is shaping up to be more than just another sequel. It's an ambitious exploration of mechanics most developers haven't attempted at this scale. The gravity manipulation isn't a gimmick—it's foundational to every aspect of the game. Combat, movement, exploration, environmental design, enemy behavior, all of it flows from the core mechanic that surfaces can have variable gravitational orientation.
That's bold. Most sequels refine existing mechanics. Control Resonant is introducing something genuinely new. It's the kind of game that either becomes a classic that influences the medium, or teaches the industry about the limits of physics manipulation in games. Either way, it matters.
Remedy's track record supports confidence. They've been innovative with every release. They understand action game design fundamentally. They make games that feel good to play, which is harder than it sounds. If any studio can make gravity manipulation work seamlessly, it's Remedy.
Control Resonant releases in 2026, and honestly, the wait feels justified. A game this ambitious deserves thorough development. Based on what we've seen, Remedy is building something special. Physics-defying special.

Key Takeaways
- Dylan's gravity manipulation mechanic lets him treat any surface as ground, creating three-dimensional combat and exploration unknown in most action games
- The shift from the Oldest House to an open-world NYC enables larger environmental design and physics-defying architecture as environmental storytelling
- The Aberrant melee weapon philosophy differs fundamentally from Jesse's ranged service weapon, emphasizing visceral close-quarters combat across perpendicular surfaces
- Combat encounters exploit multiple gravitational orientations simultaneously, forcing players to think in three-dimensional space where enemies approach from unconventional angles
- Technical complexity of gravity manipulation across all game systems explains the 2026 release timeline and positions Control Resonant as mechanically innovative rather than iterative
Related Articles
- Remedy's AI Strategy: Why Control Resonant Avoids Generative AI [2025]
- Nintendo Switch 2 GameShare: How Multiplayer Is Transforming Horror Games [2025]
- Grasshopper Manufacture's Romeo is a Dead Man: The Studio's Boldest Vision [2025]
- Horizon Zero Dawn 3 Release Date: PS6 Launch Window [2025]
- Cairn: The Climbing Game Redefining Freedom and Challenge in Video Games [2025]
- Oddcore Review: The Addictive Roguelike Shooter That Won't Let You Stop [2025]
![Control Resonant Gameplay Explained: Physics-Defying Combat & NYC Setting [2025]](https://tryrunable.com/blog/control-resonant-gameplay-explained-physics-defying-combat-n/image-1-1770937578333.jpg)


