Never played Control? Played it once in 2019 and remember nothing? Either way, this is the starter page for Control Resonant. Remedy has confirmed the sequel is built to stand alone โ you don't need to have finished Control, the AWE DLC, or Alan Wake 2 to follow Dylan Faden's story. But a little context makes the first few hours dramatically better.
Here are the 13 tips that matter most, from lore to combat to launch-day logistics.
Tip 1: The Three-Second Lore Primer
Here's everything you actually need to know before the tutorial finishes:
- The FBC (Federal Bureau of Control) is a secret U.S. government agency that investigates the paranatural.
- The Hiss is a reality-corrupting entity that took over the FBC's building (the Oldest House) and turned people into hostile thralls.
- Jesse Faden is the protagonist of the first game โ she became the Director of the FBC after defeating the Hiss.
- Dylan Faden is Jesse's brother, a former Hiss host with immense resonance powers of his own. In Control Resonant, he's the protagonist, and he's searching for Jesse, who has disappeared as a paranatural crisis consumes Manhattan.
- The Patterning is a new, third paranatural threat introduced in Resonant โ distinct from the Hiss and the Mold. It's the lore driver behind Manhattan's frozen zones and the Resonant Cycle boss events, and you'll encounter it as the story unfolds.
That's it. The game catches you up on anything else.
Tip 2: Read the Files โ They're the Story's Skeleton
Remedy games hide their best world-building in collectible documents and audio logs. Control Resonant reportedly continues this tradition: the Federal Files scattered around warped Manhattan fill in what happened between the two games โ including where Jesse went and why Dylan's resonance powers are now manifesting as a physical weapon.
You can ignore them and still understand the plot. But if you're the kind of player who likes to know why, grab every document you find. The FAQ covers the biggest questions if you want the short version.
Tip 3: The Aberrant Is Your Whole Build โ Start Form-Agnostic
Your weapon, your skill tree, and your playstyle all live in one system: the Aberrant's five forms (Dual Blades, Axe, Scythe, Whip, Heavy Hammer). As a beginner, resist the urge to commit to a single form early.
For your first five hours: default to the Scythe or Dual Blades (forgiving speed and coverage), and swap to the Axe or Hammer only when an enemy is staggered. This teaches you the form-swap rhythm that the combat system is built around, and you can respec later โ see Tip 7.
Tip 4: Learn the Gap System Before It Learns You
The Gap system is Control Resonant's headline combat mechanic (full breakdown here). In short: enemies have a "Gap" โ a stagger/break meter that fills as you land hits. When it breaks, they're open to powerful finishers.
Beginner version: hit enemies with fast forms (Dual Blades, Whip) to build the Gap, then punish with heavy forms (Axe, Hammer). That two-step rhythm will carry you through the first third of the game.
One rule makes that rhythm non-optional: there are no healing items in combat โ you recover health by killing enemies (confirmed at Remedy's gamescom presentation). If you drop to low health and back off, you stay at low health. The game is explicitly built to reward the aggressive Gap-and-finisher loop, so when in doubt, push forward โ and if the pressure gets genuinely too much, the Assist Mode survival toggles are there for exactly that.
Tip 5: Explore Manhattan โ Vertically and Horizontally
Warped Manhattan is Remedy's biggest open area, and it's dense with rewards: ability points, weapon upgrades, lore files, and optional encounters. The early area maps aren't huge, but they hide plenty โ check rooftops, basements, and anything that looks broken in an interesting way.
Senior level designer Arhi Makkonen confirmed that within 1โ2 hours of starting the game, multiple Extraction Zones unlock at once and you're free to pick which to explore first. Don't beeline the first story beat looking for a single "right" direction โ the game explicitly wants you to choose. Side quests are "narrative-heavy and surprising," with roughly equal side and main content density across every zone. (Source: Wccftech gamescom interview.)
In Remedy's previous games, optional exploration was the main source of progression resources. Expect the same here: if you beeline the story, your Aberrant will lag behind the enemy scaling. Fifteen minutes of exploring between story beats keeps you on curve.
Tip 6: Dodge Is Better Than Block โ Learn the Rhythm
From what we know of the combat, Control Resonant rewards timing over tanking. There is no block or parry in the game (confirmed by senior level designer Arhi Makkonen in the Wccftech gamescom interview) โ dodge is Dylan's only defensive move. A correctly timed dodge can unlock a slow-time talent that lets you punish the opening. Spend your first few fights practicing: attack until the enemy winds up, dodge through the swing, punish from behind.
The game's difficulty reportedly scales with how well you internalize this loop โ bosses in particular are designed around it.
Tip 7: Don't Stress About Respec โ It's Cheap (or Free)
One of the most player-friendly things we know about Control Resonant: respec is a first-class system. Skill points invested in Aberrant forms and abilities can be redistributed, which means there are no permanently wrong choices.
Beginner takeaway: spend your points, experiment, and re-roll when you find a form combination you like. There's no reason to hoard points out of fear โ the combat systems preview has the details.
Tip 8: Upgrade One Form Line, Then Diversify
Even with respec available, focus is more efficient early. You'll start the game with 3 of the 5 Aberrant forms available to equip from the start (typically the Axe, Dual Blades, and Scythe, based on hands-on previews) โ the remaining two unlock as you progress. Pick one primary form (Scythe is our beginner recommendation) and pour the first chunk of your upgrades into its tree. This keeps your damage curve healthy while you learn the game. Branch out only after you've cleared the early-mid game hump.
Tip 9: Use the Whip Against Things You Don't Want to Touch
Flying enemies, shielded enemies, and anything with a dangerous melee attack: the Whip form is your answer. It's the Aberrant's ranged option, and it lets you learn enemy patterns from a safe distance. Beginners who ignore the Whip end up eating attacks they could have outsourced to a lash from ten meters away.
Tip 10: Prepare Your Download Before September 24
Launch-day logistics beat you before any enemy does:
- Xbox and PC pre-loads are already live (opened August 25) โ start the download now; they unlock September 24.
- PS5 Digital Deluxe unlocks September 22 (48-hour early access); PS5 Standard unlocks September 24. PS5 pre-load: Deluxe opened September 20, Standard opens September 22 (89.27 GB).
- Clear space now: 85.97 GB on Xbox Series X, 106.08 GB on PC, 89.27 GB on PS5, and expect a day-one patch.
- Full timeline in the release date guide.
Tip 11: Difficulty Is a Setting, Not a Trophy
Remedy's games ship with multiple difficulty options, and Control Resonant reportedly follows suit โ including options to reduce combat challenge for players who want the story. There is no honor in suffering through a game you could be enjoying. Start on Normal; adjust when it stops being fun.
Tip 12: Play the First Two Hours With Sound On
This sounds like a joke; it isn't. Remedy's audio design โ and Control Resonant's resonance-based identity โ means half the atmosphere is auditory. The warped Manhattan's audio cues also carry gameplay information (enemy types, attack windups, resonance surges). Headphones on, first session, no distractions.
Tip 13: Treat Traversal as a Combat Tool
Dylan's traversal is a full combat layer, not a movement layer. From the start of the game you have three confirmed abilities (per hands-on previews):
- Double-jump โ to break out of ground-level enemy pressure and reach rooftops.
- Air-dash โ to close distance on a fleeing target or re-position mid-air during a combo.
- Boost jump โ a brief float that lets you hover and line up aerial punishers.
Beginner trap: treating these as "exploration only." In practice, weaving them into your melee combos โ pop up, dash in mid-air, plunge-attack โ is one of the easiest ways to break the Gap on a tough enemy and trigger a finisher. If you only use them for climbing, you're playing the game on its lowest difficulty setting.
Your First Session, Summarized
Here's the shape of a good first two hours:
- Play the opening sequence with sound on (Tip 12).
- Don't skip the tutorial's form-swap lesson (Tips 3โ4).
- Follow the story until the first open area opens up (Tip 5) โ expect this within 1โ2 hours.
- When the world branches, pick whichever Extraction Zone looks most interesting โ there is no "correct" first direction.
- Spend 20 minutes exploring, grab every file you find (Tips 2, 5).
- Fight with the Scythe, punish with the Axe (Tips 3โ4).
- Use traversal mid-combo, not just for climbing (Tip 13).
- End the session with a plan for which form to main (Tip 8).
FAQ
Do I need to play Control before Control Resonant?
No. Remedy has confirmed Control Resonant is built to stand alone. The game introduces Dylan's story and the setting on its own, though playing Control enriches the experience.
Who is the protagonist of Control Resonant?
Dylan Faden, Jesse Faden's brother and a former Hiss host with immense resonance powers. He wields the Aberrant weapon.
Is Control Resonant good for newcomers to action RPGs?
Yes โ it reportedly includes multiple difficulty options, a forgiving dodge, cheap respec, and a combat system that teaches you one rhythm at a time.
What's the best starting weapon form?
The Scythe is the most forgiving generalist for new players. Pair it with the Axe for staggered-enemy punishes and the Whip for ranged problems.
How long is Control Resonant?
Around 30 hours for the main story, and about 50 hours to see everything, according to lead designer Sergey Mokhov.
When does the world open up?
Very early โ multiple Extraction Zones unlock within 1โ2 hours, and from then on you choose where to go. Don't beeline the first quest marker; the side content is half the value.
The Bottom Line
Control Resonant welcomes newcomers with open arms and a shapeshifting weapon. Learn the two-step rhythm (fast forms build the Gap, heavy forms punish it), explore between story beats, and don't fear respec. Two weeks out from launch, that's the whole starter kit โ the rest is practice.
Ready to go deeper? The Aberrant weapon guide and combat systems preview are the next stops.


