Control Resonant is more RPG than expected
From its first announcement trailer it was clear Control Resonant wasn't a safe sequel: a new protagonist, a new setting, and a shift from gunplay to melee. A recent behind-the-scenes look revealed another surprise — the game leans heavily into RPG systems. Developers showed The Gap, a surreal space inside protagonist Dylan’s mind where you can jump in at any time to tweak combat builds.
Inside The Gap are full stats screens, multiple talent trees, and customisable weapon forms. The core combat loop is simple: weapon attacks charge abilities, those powers deal “falter” damage that can stun enemies, and executing stunned foes grants a melee damage buff to keep the cycle going.
Weapon customisation is deep — Aberrant’s primary form, secondary form, and combo-ender can be mixed to create very different playstyles. Players can carry up to three abilities into a fight, earned by defeating bosses, from a telekinetic shield you can ram into enemies to a crackling ball of energy that fires projectiles.
control resonant, the gap, dylan, rpg systems, talent trees, weapon customisation, melee combat, aberrant, abilities, bosses