For years, fans of the Remedy Connected Universe (RCU) have been analysing redacted documents and whispering about what comes next. Following the mind-bending success of Alan Wake 2, Remedy Entertainment has finally pulled back the veil on their next massive project: Control Resonant.
Slated for a 2026 release, this isn’t just a sequel; it’s a total evolution of the “New Weird” genre that put the Federal Bureau of Control (FBC) on the map.
A New Lead, A Warped Manhattan
While the first Control trapped us in the brutalist, shifting corridors of the Oldest House, Control Resonant breaks the containment. The game moves the action into a paranaturally warped Manhattan.
You step into the boots of Dylan Faden, Jesse’s brother, who has spent years in FBC custody after being corrupted by the Hiss. Now, as a reality-bending cosmic crisis consumes the city, Dylan is deployed as a living weapon. His mission? Find his missing sister, Director Jesse Faden, and stop a threat that makes the Hiss look like a minor frequency interference.
From Shooter to Action-RPG
The biggest shock for fans isn’t the setting—it’s the genre. Remedy has officially described Control Resonant as an open-ended action-adventure RPG.
- The Aberrant: Instead of the Service Weapon, Dylan wields “The Aberrant,” a shapeshifting melee weapon that can transform from swift dual blades to a massive, gravity-crushing hammer on the fly.
- The Resonants: Progression is tied to hunting down “Resonants”—powerful supernatural entities. Defeating them allows Dylan to absorb their frequencies, unlocking new abilities like Gravity Anomalies and Shift.
- Meaningful Choice: Unlike the linear path of previous games, Resonant features expansive zones (like the West Incursion Zone) filled with side quests, branching paths, and “impossible choices” that Remedy claims will decide the fate of humanity.
The Aesthetic: Neon Genesis and Brutalism
Creative Director Mikael Kasurinen has cited some fascinating (and terrifying) inspirations for this sequel. While the first game was heavily influenced by the SCP Foundation, Control Resonant leans into:
- Neon Genesis Evangelion: For its “cosmic horror meets high-stakes action” vibe.
- Annihilation (Southern Reach Trilogy): For the way environments morph into unrecognisable, beautiful nightmares.
- House of Leaves: For the feeling that the world itself is a labyrinth you can’t trust.
“We are holding on to the key tenets of storytelling and spectacle from the first game, while increasing player agency and exploration to a level we’ve never attempted before.” — Mikael Kasurinen, Remedy Entertainment
The Connectivity: The RCU Deepens
Is it connected to Alan Wake? Absolutely. In the Remedyverse, nothing is a coincidence. The game appears to bridge the gap between the Astral Plane and the Dark Place, with hints that the resonance affecting Manhattan might be a direct result of the events at Cauldron Lake.
Whether you’re a lore-hound looking for the next hidden whiteboard or a newcomer wanting to smash supernatural entities with a shapeshifting hammer, Control Resonant looks like the peak of Remedy’s “World-First” design philosophy.
Find out more here – https://epic.gm/control-resonant
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