Following a nearly seven-year development journey, Remedy Entertainment has unleashed the sequel to its 2019 hit video game โControl.โ
Released Thursday for Steam, the Epic Games Store, PlayStation 5 and Xbox Series X and S, โControl Resonantโ picks up after Jesse Faden, the protagonist of the original โControlโ game, goes missing upon the conclusion of the events at The Oldest House.
The main character for the โControlโ sequel is Jesseโs younger brother, Dylan Faden (played by Sean Durrie), who battles a preternatural crisis engulfing a reality-warped Manhattan, unleashing his powers and mastering the different forms of his shape-shifting melee weapon, the Aberrant, to face dangerous enemies and monumental bosses.
โThereโs this interesting kind of reverse symmetry when you look at both games,โ โControlโ franchise creative director and Remedy co-creative director Mikael Kasurinen tells Variety. โIn the first game, Jesse arrives at The Oldest House looking for Dylan, trying to understand what happened to her brother. And her arc obviously then becomes a lot about herself, in many different ways. While sheโs trying to look for Dylan and understand whatโs going on, she becomes the director of this strange bureau called the Bureau of Control and it was, in a way, her fate to become that person. In a way, she found a place to be and she was happy inside The Oldest House.โ
For โControl Resonant,โ Kasurinen says โwe turn it the other way around.โ
โJesse is missing, lost, we donโt know whatโs going on with her and Dylan wakes up and then he starts his search for her and trying to understand again what is happening in the world,โ Kasurinen says. โAnd he ends up dealing with the imminent threats and he finds Zoe, as Jesse found Pope early on [in โControlโ]. So thereโs a lot of this interesting symmetry between the characters and their journeys. But of course, Dylanโs thing is to try to find connections and a sense of belonging and all of those things that are unique to him and his arc. And as he searches for Jesse, we unlock more and more what sheโs doing, what sheโs dealing with and so on. And we start to understand her choices as well that she took early on in the story. Going further than that would be spoiling it, but both stories revolve around both siblings, and we just basically switch sides in a way.โ
โControl Resonantโ star Durrie says when he was brought on for the original game, the team prepared him for the idea of Dylan taking the lead in the sequel.
โWhen they told me about the project and were pitching it to me, we got to the very end and theyโre like, โAnd heโs not dead. Heโs in a coma,โโ Durrie says. โAnd so while they didnโt get into the details of where we are today, I knew that they had things up their sleeve right at the beginning.โ
Durrie says he used some details from the first โControlโ to develop Dylanโs character for โResonant,โ but notes that much of his previous performance wasnโt carried over due to the state of mind Dylan is in when the franchise begins โ namely, being controlled by The Hiss.
โI took, in particular, the events of the first game of why he was victimized, letting the Hiss in, his guilt from that, his need for atonement and then now his need to want to rediscover his humanity,โ Durrie says. โSo I took his backstory of living in this house since he was 10, and then at one point in time, getting thrown into a cell and forgotten about and so thatโs where we really started to find the bits that really made it through to the second game. Performance-wise, heโs infected by The Hiss in the original โControl,โ so he doesnโt act like that anymore, but his memory of it is, his guilt, quite frankly, of it and what he did, even if it wasnโt under his control and what the end result was and now telling the story of him rediscovering himself.โ
Itโs not only the main POV that the โControlโ team has changed for โResonant,โ but also some of the game mechanics.
โIn regard to the first game, having this sense of fast-paced, first-person action was already a key thing,โ Kasurinen says. โCombining the use of a weapon with preternatural abilities, all of those elements were already there and we knew that. And I think thatโs a kind of a โControlโ recipe, in many ways. And it sounds like a small thing, but of course it is a bigger thing that we switched the weapon. Instead of a gun, Dylan uses a melee weapon. And we wanted to go a lot further into how you can feel like you jump into this interesting, colorful sandbox and making sure that the environments are as versatile as they can be and find many different ways for Dylan to navigate those environments, including being able to utilize the gravity anomalies through shift and attach himself to different surfaces. And then to create an interesting wide range of different types of enemies for you to fight against, and also avoid. Like in the first game, that we donโt get stuck with one single enemy, but itโs more like a composition of enemies that you have to face. I think that larger philosophy was already there in the first game, and I think we were able to go a lot further into that direction with the second game.โ
For those completely new to the world of โControl,โ the sequel game is sure to be a challenge, but the creative team has found one way to make it a little easier to enter without all the proper backstory.
โZoeโs character will be helpful if this is the first venture youโve had into โControl,โโ Durrie says. โSheโs kind of asking the questions that you may be asking. But if you are well-versed in the lore of โControl,โ youโll jump right in. So either way, weโre ready for people to play.โ
โZoe is, of course, a big new character,โ Kasurinen adds. โCrucial for Dylan, crucial for the storytelling and all of those elements. Itโs very much the player perspective into the situation. Like, what the hell is The Hiss? And whoโs Jesse? Who are you?โ