
Control Resonant•29.10.2026, 20:30•Rock Paper Shotgun
"We didn't want the brooding hero out for revenge": How quiet lulls and a bird-sketching lead make Control Resonant a more introspective kind of action game
AI Summary
Control Resonant breaks the traditional action-RPG mold by blending intense, brutal combat with quiet, reflective moments. The game's unique design prioritizes an introspective atmosphere, featuring a protagonist who finds peace in activities like bird-sketching rather than just chasing constant revenge.
Like the repeating pattern effect afflicting its warped Manhattan, Control Resonant threw me for a loop. One minute I would be brutally slashing and smashing my way through hordes of inhuman enemies, enacting a never-ending chain combo of bellowing violence with my Aberrant, and the next minute I would be scanning nearby rooftops for signs of a squeaking purple dragon plushie to give to a very wiggly dog (who, I was pretty sure, could teleport). Combat often felt desperate and bloody; knockdown-and-drag-out brawls that had me limping away like John Wick after a particularly messy gunkata affair. Still, these fights all ended eventually, and in their place was not always more action-RPG battling but, more often, an odd sense of melancholic peace and quiet. It’s a strange dichotomy I’ve been thinking about nearly nonstop since I finished my first playthrough.
Spoilers/Revelations forControl Resonantahead. Don’t say we didn’t warn/notify you.
Spoilers/Revelations forControl Resonantahead. Don’t say we didn’t warn/notify you.