Control Resonant: No parry, RPG systems and more

Control Resonant: No parry, RPG systems and more — Kotaku
Source: Kotaku

Last month, Remedy used a private online event with press and creators to show more of Control Resonant. Creative director Mikael Kasurinen, lead gameplay designer Sergey Moho, and communications director Thomas Puha discussed the game’s direction, and the studio was clear that Jesse Faden plays a significant narrative role but is not a playable character.

Resonant shifts toward melee-focused action-RPG systems. It features multiple skill trees, build variety, and a transforming weapon called the Aberrant with primary, secondary and combo-ender forms. Players cannot unlock every skill in a single run, so choices about upgrades, parts and stats matter for how Dylan develops.

The combat is not intended to be Souls-like: there is a dodge but no parry, and the emphasis is on a push-forward, aggressive playstyle where the player stays on the move and keeps attacking rather than reacting defensively.

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