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    Home » Control Resonant: a deep dive into combat, buildcrafting, and player choice
    PlayStation

    Control Resonant: a deep dive into combat, buildcrafting, and player choice

    Sarah ConnorBy Sarah Connor4 March 2026No Comments4 Mins Read
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    A few weeks ago, during State of Play, we shared the first gameplay footage of Control Resonant running on PlayStation 5 Pro. The trailer was fast-paced and focused — but it only scratched the surface of the gameplay systems at work.

    Today, we want to go deeper into the systems behind Control Resonant, from combat flow and buildcrafting to how progression shapes your playstyle. 

    Stepping outside the oldest house 

    The first Control was about isolation, being trapped inside a shifting brutalist labyrinth. With Control Resonant, we set out to invert that idea. 

    This time, we step into Manhattan as paranatural forces tear through the everyday world. 

    The city is under escalating assault. Architecture warps. Gravity fractures. Familiar streets twist into unstable combat arenas. While many civilians have evacuated, the Federal Bureau of Control remains active in the field, attempting to contain the crisis across distinct, handcrafted zones. 

    You’re not alone, even if the situation feels overwhelming. 

    One of the new characters you’ll meet is Zoe De Vera, an FBC field agent who acts as Dylan’s handler. Dylan has spent years isolated inside the Oldest House; Zoe has survived the chaos outside. Their relationship — built on trust, responsibility, and learning to rely on others — anchors the emotional core of the experience. 

    We’ve also introduced a seamless dialogue system that allows conversations to unfold during exploration, keeping you immersed in the world. 

    A world designed for choice 

    Our take on Manhattan is divided into carefully designed zones, each with its own vibe, encounters, lore and secrets. 

    We are not into an open world where looking at the world map causes anxiety. Less is more. We want to fill the world with interesting, fun stuff to do instead of tons of grind. 

    There are two primary narrative quest types:

    • Dylan’s Journey – the main campaign 
    • World Quests – self-contained narrative stories 

    Beyond these, you’ll find combat encounters, environmental challenges, hidden discoveries, and optional activities woven naturally into each area. Maybe you chase down an Altered Item or two… 

    The goal isn’t to “clear” the map — it’s to explore it on your terms. 

    Screenshot of a the skill menu showing three tabs: Primary Forms (selected), Secondary Forms, and Combo Enders. Below these tabs, a branching tree of perks with different effects. A highlighted perk reads “Dodge Attack” under “17 Aberrant Strength,” with instructions to press Square right after a Circle dodge to launch enemies and deal extra damage, the perk in question is highlighted and marked as owned.

    Combat built on momentum 

    Expanding player expression in combat was central to our design. 

    Action now leans more heavily into melee and supernatural synergy. At the heart of it is the Aberrant, Dylan’s transforming melee weapon. It shifts between distinct Primary and Secondary Forms, along with powerful Combo Enders, allowing you to tailor speed, range, and combat role within a single build. 

    But combat isn’t just about weapon forms. It’s about momentum. 

    In Control Resonant, aggression fuels power. 

    • Melee hits restore your Combat Ability resource 
    • Abilities stun enemies, opening them up for executions 
    • Executions temporarily boost melee damage 

    The more you commit to close-range pressure, the more tools you gain to stay in control. It’s a loop designed to reward decisiveness and flow. 

    At the same time, different playstyles are fully supported. For example, you might lean into a heavy close-range build or opt for a more tactical setup using summons like Mold Turrets, which attack independently and apply harmful status effects. 

    For players who love optimizing, detailed stat breakdowns make build performance transparent and readable. 

    Shaping identity in the gap 

    Progression centers on meaningful specialization. 

    Outside combat, players can enter the Gap, a dreamlike space tied to Dylan’s psyche, simply by pressing down on the directional-pad of the DualSense controller. This is where you shape your build. 

    Your setup revolves around three core pillars: 

    • Supernatural Combat Abilities, earned by defeating powerful Resonants 
    • Weapon Forms for the Aberrant 
    • Talents that amplify synergy between abilities and melee attacks 

    Resonants are major boss encounters integrated into story progression. Defeating one grants its unique ability, and some offer branching choices that push you toward distinct playstyles.  

    These aren’t the only systems at play, and not everything can be unlocked in a single playthrough — that’s intentional. 

    ​​Screenshot of the Loadout menu. On the left, “Weapon Forms” shows three different weapon shapes. In the center, an “Abilities” section shows “01” with three ability icons (one of which is highlighted) attributed to L2, R1 and R2. Below, another section shows “02” with unfilled slots. On the right, a preview image and details for “Seekers (Summon)”, the highlighted icon from the previous section, describes summoning a volatile telekinetic entity that attacks enemies and can be thrown and detonated, with stats listed (Blunt-type Projectile Damage 189, Raw-type Explosion Damage 236–787, Projectile Falter 63, Explosion Falter 24 to 189, Resource Cost 300, Launch Resource Cost 120) and an option to remove it.

    More to come 

    There’s much more to share about the story, characters, and the larger paranatural forces reshaping Manhattan. We’ll dive deeper into those elements in the months ahead. 

    For now, we’re excited to share how Control Resonant is evolving into a full-fledged action-RPG – one where momentum fuels strength, specialization shapes identity, and Manhattan becomes a surreal battlefield.

    Go to Source (PlayStation.com)

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    Control footage gameplay play PlayStation Resonant running shared state weeks
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