CONTROL Resonant is a third-person action-adventure RPG set in a warped Manhattan where reality has folded in on itself. You play as Dylan Faden, wielding a shape-shifting melee weapon and a growing set of supernatural powers. It is, by most accounts, a very good game — Steam reviews sit at 92% positive — and its biggest strength is an unmistakable one: a visual and atmospheric identity that players describe as nothing short of staggering. Its biggest problem is equally clear: the game often cannot get out of its own way, with navigation, map clarity and repetitive content drawing the bulk of the criticism.
The core loop
The loop is exploration, combat, puzzle-solving and story progression across a partitioned, twisted city. Players describe clearing mutated enemies, hunting collectibles and side activities, and pushing the main narrative forward. The melee combat is a deliberate departure from the first game's shooting, and many reviewers call it fluid, snappy and satisfying — one player notes that enemies never feel spongy, and another says the combat makes them feel like a superhero. The catch is depth: some players argue the system has breadth but not much depth, settling into a fixed routine once enough abilities are unlocked. That tension between immediate thrill and long-term variety is the game's central question.
Art and atmosphere
This is where the game earns its keep. Players describe a Manhattan where buildings fold, streets hang vertically, and another identical street dangles upside down above your head. The art direction is repeatedly singled out as top-tier, with one reviewer calling it a surrealist painting of a city mid-corruption. The soundtrack and sound design get similar praise — low whispers, metallic hums, combat drums — with several players recommending headphones for the full oppressive effect. If you come for spectacle, the game delivers in ways few others can match. The risk is fatigue: a few reviewers note that the visual overload and repeated motifs eventually wear thin, and one mentions the death screen's red flash being genuinely harsh on the eyes.
Navigation and map design
Here is where the game loses people. The map is a flat representation of a city that folds in three dimensions, and players report that quest markers often don't correspond to actual entrances. One reviewer describes standing on a map icon with no idea where the object was, only to learn it unlocks later in the main story. Others mention that even with late-game mobility, the level design forces long detours. A few players find this memorable — one calls the labyrinthine areas a headache that made exploration stick — but for many, it is the difference between immersion and frustration. If you are prone to getting lost or motion sickness from gravity-flipping environments, this is a real concern.
Content and repetition
The open-world structure is generous but uneven. Players describe side quests that boil down to fetching objects, finding keys and reading evidence, padded with forced combat encounters. One reviewer compares the game unfavorably to open-world checklists, arguing that at least those mark their busywork clearly. Enemy variety is another complaint — a handful of players note a limited roster and boss fights that are memorable for their bizarre designs rather than their mechanics. The main story, by contrast, draws praise for its pacing, set pieces and lore documents, especially the ones humanizing the Control Bureau's rank and file. The game is at its best when it is hand-crafted and at its weakest when it stretches.
Story and writing
Reactions here split sharply. Some players love Dylan's arc, the supporting cast and the humor, calling it peak Remedy. Others feel the shift from the first game's eerie, disjointed weirdness to a more conventional family-and-hero narrative is a betrayal of what made the original special. One long-time fan argues the game trades unsettling mystery for straightforward emotional beats. A few criticize the dialogue and acting as generic. The honest read: if you come for the strange, you may find it diluted; if you come for characters and answers, you may find more to hold onto.
Performance, onboarding and price
Technically, the game is in good shape for most players. Several reviewers report smooth performance with ray tracing enabled and no stutters. The onboarding is helped by a story recap for newcomers and an assist mode that lowers the difficulty — one player used it to finish the game after struggling with resource scarcity. The localization into Simplified Chinese, however, draws sharp criticism from some Chinese players, who say skill trees and weapon upgrades are confusingly translated in a game that demands careful reading. At $59.99, the game asks full price for an experience that some players find padded. Whether that's worth it depends on how much you value the spectacle.
This review is based on 79 Steam player reviews and store data. Our editors did not play the game.
By the Numbers
- Potential score
- 95
- Positive
- 92% Very Positive
- Total reviews
- 10.1K
- New reviews/day (7d)
- 68
- Players online
- 2,872
- Price
- $59.99
- Release date
- Sep 24, 2026
- Developer
- Remedy Entertainment
- Publisher
- Remedy Entertainment
- Est. sales
- 303.7K~607.4K rough estimate from review count
Daily New Reviews
Is interest rising or fading?
