Developers of Control Resonant clarify that Jesse Faden is not a playable character, there is no parry mechanic, and it isn’t a Soulslike game
Remedy Entertainment has recently unveiled new information regarding its forthcoming sequel, Control Resonant.
During a digital showcase earlier this month, the developers discussed the transition from the Oldest House of Control to the distorted landscapes of Manhattan in Resonant, introduced a new character named Zoe De Vera, and elaborated on the game’s melee combat mechanics.
Remedy emphasized that Control Resonant centers around Dylan’s narrative, confirming that Jesse Faden, the main character from the original Control, will not be playable in this sequel. “I want to clarify this upfront because there’s been a lot of speculation,” stated Thomas Puha, Remedy’s communications director. Generally, the team enjoys engaging with player theories, but in this case, they felt it necessary to confirm Jesse’s non-playable status.
However, Jesse will still play a “significant role” in the game’s storyline. She appears in the reveal trailer, indicating her importance to the plot, but her involvement is not as a playable character. “This is fundamentally Dylan’s story,” Puha reiterated. “We want to avoid misleading expectations for players.”
During the presentation, Remedy clarified that contrary to some beliefs, Control Resonant is not a soulslike game. Instead, it is designed as an action-RPG that emphasizes melee combat, “supernatural synergy,” and skill development.
While Jesse utilized firearms, Dylan will wield a massive shapeshifting melee weapon known as the Aberrant. Combat mechanics are not just limited to weapon variety; momentum is also crucial for gameplay. According to Miika Huttunen, a senior communications manager at Remedy, “aggression fuels power” within the game. This means that successfully striking enemies will replenish a resource essential for combat abilities, allowing players to stun foes and set them up for finishing moves. Executions amplify melee damage temporarily.
“The stronger your commitment to aggressive close-quarters play, the more tools you will have to maintain control,” Huttunen added. “Additionally, various playstyles are well-supported. You might focus on a powerful melee build or opt for a strategic approach using support summons like Mold Turrets, which attack autonomously and inflict detrimental status effects.”
While dodging is possible in Control Resonant, the game will not feature a parry mechanic.
Regarding the game’s setting, Control Resonant will not feature an expansive open world filled with endless side quests. Instead, it will consist of distinct zones, which Remedy aims to streamline, reducing the overwhelming nature of exploration found in the original Control. The developers have introduced World Quests, self-contained narrative experiences that players can engage with outside of Dylan’s main story, along with other area-specific encounters throughout Manhattan.
“We want the map to be less stressful, avoiding an overload of similar tasks,” said Mikael Kasurinen, the creative director for Control Resonant. The focus is on offering an exciting variety of unique options for player engagement, adhering to the philosophy of “less is more.”
“Alongside these quests, there will be various activities—some will involve action, others puzzles—all woven into the broader narrative. Some tasks will be quick and enjoyable, while others may require more investment of time. Of course, players are also free to explore and uncover secrets and lore,” he elaborated. “Our goal is to make the world a place that players want to revisit.”
Control Resonant will also introduce both returning and new characters. Among them is Zoe De Vera, an FBC field agent who serves as Dylan’s handler. The bond between Dylan and Zoe will be essential, with Remedy indicating this relationship forms the emotional foundation of the game.
As seen in previous trailers, the game incorporates a dialogue system inspired by titles like Firewatch, while maintaining a single ending. “We want players to feel engaged in the game world, making choices while partaking in other activities,” Kasurinen explained. “As you partake in conversations, you’ll often face choices that can’t be reversed. I want to emphasize that we are not aiming for multiple endings.” The objective, according to Remedy, is to craft a “cohesive, compelling narrative,” acknowledging that Dylan has limitations in how he can respond to various situations.
Control Resonant is slated for release in 2026 across platforms including PlayStation 5, Xbox Series X/S, PC via Steam and the Epic Games Store, and Mac via Steam and the App Store.
In other news regarding Control, last year saw the departure of Remedy’s CEO Tero Virtala after a tenure of 11 years. His exit, which came after a profit warning linked to disappointing sales of the studio’s multiplayer spin-off, was not accompanied by a public explanation. This February, Jean-Charles Gaudechon, a former EA executive, was appointed as the new CEO of Remedy.