I didn't expect this: The game I'm thinking about the most after SGF is 'CONTROL Resonant' — Here's why, with hands-on impressions

Control Resonant screenshot showing McFadden holding a large constructed weapon in front of enemies.
The Hiss has leaked out of the Oldest House and into Manhattan. It's on you to stop it. (Image credit: Remedy Entertainment)

As the dust settles after the Xbox Showcase and Summer Game Fest, I began reflecting on the games I checked out. One thing became increasingly apparent to me over the past few weeks: the game I found myself thinking about most is Remedy's upcoming Control Resonant.

The Control franchise forms the core of the 'Remedyverse,' which shares canon with Alan Wake, FBC: Firebreak, and potentially Quantum Break too (if Microsoft ever gives up the IP ...).

The original Control passed me by somewhat. I felt like it started a bit slow and for whatever reason, the game never gripped me. But after playing Resonant, I went back to Control and its DLCs, and played it religiously to completion in a single weekend.

I played it — I did NOT expect CONTROL Resonant to become my top upcoming Xbox game - YouTube I played it — I did NOT expect CONTROL Resonant to become my top upcoming Xbox game - YouTube
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Remedy's worldbuilding is second to none, and while Control itself wasn't perfect, Remedy is once again taking some unexpected risks with its sequel, Resonant, by completely flipping the gameplay style.

I didn't want to write this preview until I had the context of the Control universe in full. The rabbit hole runs incredibly deep in this world of parallel dimensions, quantum phenomena, and warped aberrations. Mysterious conspiracies, fourth-wall bending tropes, and hefty Twin Peaks, SCP, and X-Files inspirations made Control an unexpected hit with myself.

It's with humility that I admit I underestimated Control Resonant's potential. After going hands-on and getting myself immersed in the harrowing responsibilities of the Federal Bureau of Control, Resonant is now one of my most anticipated upcoming Xbox games.

The Hiss is spreading

Telekinetic powers await. (Image credit: Remedy Entertainment)

The main character of Control is Jesse Faden on paper, but I would argue that really it's the Federal Bureau of Control itself in a lot of ways. The FBC is a secret U.S. organization that tracks, researches, and contains anomalies. Fans of the X-Files and SCP Foundation will find familiarity immediately here, but Control's mysteries tend to revolve around extra-dimensional phenomena and entities above all.

In the base game, Jesse arrives at the FBC headquarters to find her brother, taken by the organization when they were children. As she arrives, she finds their HQ on lockdown, with hundreds of agents driven violently insane by a mysterious extra-dimensional signal.

Without giving away too much for those who haven't played, very early on, Jesse ends up as the director of the Federal Bureau of Control, and becomes endowed with a variety of telekinetic powers and extra-dimensional weaponry. Jesse also finds her brother, Dylan, although it's hardly what you'd call a happy reunion.

The Federal Bureau of Control has been effectively destroyed. (Image credit: Remedy Entertainment)

Indeed, in Control Resonant, you take command of Dylan Faden, almost directly after the events of the previous game — and the threats are bigger than ever.

The mysterious signal that drove the Bureau's agents violently insane has spread beyond The Oldest House HQ and into Manhattan proper. Known as The Hiss, it turns regular folk into disturbed, murderous shadows of their former selves. And in Resonant, it seems to stronger and more deadly than ever.

CONTROL Resonant works incredibly well with action RPG elements

In Resonant, you play as Dylan Faden, wielding telekinetic powers and a variety of transforming melee weapons. (Image credit: Remedy Entertainment)

Change of central protagonist meets change of central gameplay style in Control Resonant.

The Faden siblings were experimented on and researched by the FBC for their Parautilitarian powers, which essentially gives them command of some of the Control universe's extra-dimensional physics. They're super heroes in short form, and their abilities make up the basis of gameplay in both titles.

The original was similar to Quantum Break with its physics-bending abilities mixed with gunplay. Resonant leans far more heavily into kinetics and melee combat, giving Dylan a variety of close-quarters capabilities that, to me, felt more intuitive in motion than Resonant's predecessor.

Dylan wields an aberrant tool which can transform into a variety of melee weapon forms. In the demo, I only had access to a couple of abilities, but more unlock as you play much like in the original. The basic hack n' slash horizontal slashery felt good, but not as good as the two-handed heavy hammer which can flatten enemies into paste — although the wind up can leave you vulnerable.

Manhattan has been destroyed by The Hiss ... it's unclear what, if anything, the remaining FBC agents will be able to do. (Image credit: Remedy Entertainment)

It's hard to say for sure how Control Resonant will play out across the course of its campaign. I wonder how Resonant will approach aspects of the original proved controversial with some critics. I loved getting lost in the dimension-breaking mind-fuckery that was The Oldest House, but some felt the map layout was confusing and convoluted, hurting the game's pacing.

Resonant takes place in Manhattan, warped and decimated by The Hiss signal. Dylan Faden can platform and hover from the outset, making for rapid city traversal almost reminiscent of games like InFamous or Prototype, albeit in a more linear, focused fashion. Indeed, this isn't a sandbox title, but the urban spread makes for a wider playground than its predecessor's oft-claustrophobic office-style haunts.

My demo concluded with a boss battle against a gigantic (and rather haunting) disembodied head. It wasn't quite soulsian in delivery as so many melee-oriented action games seem to want to emulate these days. It felt old school hack n' slash to me, in a good way, with well-telegraphed attack patterns that were easy to follow even on the higher difficulties. It also felt like a marked improvement from some of Remedy's previous attempts at boss battles, that's for sure. It makes me wonder just how many of them will pop up throughout the campaign.

Control Resonant

It'll be interesting to see how Control Resonant handles its full map. (Image credit: Remedy Entertainment)

I didn't expect Remedy to be able to pull off this type of gameplay so confidently. No guns in sight, slashing and hammering enemies into particulates felt effortlessly fun, but what really grips me about Resonant and Control in general is Remedy's painstaking approach to world-building and strong character treatment.

Dylan is an interesting character. We don't see too much of him in the original overall. But growing up as a lab rat in a nightmare-inducing Federal black hole is going to make for uniquely interesting hang-ups.

Also, Control already left several dozen (or more) unansered questions in its wake. Who or what is The Board? What is The Hiss, and what does it want? If indeed, anything at all? Jesse and Dylan's relationship doesn't seem as clear cut as being mere siblings either ... and the very nature of the Federal Bureau of Control itself is dripping with intrigue and conspiracy.

And I love it.

Control represents one of the most immersive universes I've gotten into in recent years. I know I'm late to the party, and regret that my attention-addled brain couldn't push through the slower-paced early segments sooner. Control Resonant was the perfect antidote — thrown head-first into apocalyptic chaos from the outset, in a world dripping with as much mystery as it is style.

Do not sleep on CONTROL Resonant

(Image credit: Remedy Entertainment)

Control Resonant is launching in a very busy month, with lots of high-profile games in its orbit. Onimusha, Blood of the Dawnwalker, Wolverine, Silent Hill: Townfall, Minecraft Dungeons 2 ... just to name a few.

I'm surprising myself to say that Control Resonant will be the first of the September heavy hitters I intend to play this year.

If you like the look of it, I implore you to give Control and its DLC expansions a real go beforehand. The world building for me is what really makes Control a standout title, even if some other aspects of it aren't quite at the level you might want from a fully priced title. As an X-Files kid, there's just so, so much to love here, and the clandestine Federal agency angle remains a timeless trope that really sparks the imagination. Whether you grew up with Twin Peaks, the X-Files, or SCP, or even creepypasta in recent years — Control is at its best when it taps into that contemporary mythos.

Resonant may give Control's industry-leading worldbuilding the gameplay it deserves to match.

CONTROL Resonant launches on September 24, 2026 on Xbox Series X|S and Xbox PC with Xbox Play Anywhere, PS5, and PC via Steam.

Control Resonant
Control Resonant: $59.99 at xbox.com

Control Resonant launches on September 24, 2026 for Xbox Series X|S, PC, and PS5. The game will also sport Xbox Play Anywhere.

Wishlist at: Xbox | Steam


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Jez Corden
Executive Editor

Jez Corden is the Executive Editor at Windows Central, focusing primarily on all things Xbox and gaming. Jez is known for breaking exclusive news and analysis as relates to the Microsoft ecosystem — while being powered by tea. Follow on X.com/JezCorden and tune in to the XB2 Podcast, all about, you guessed it, Xbox!

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