The second is better than the first, much like Terminator 2.
CONTROL Resonant is an amazing game in its first playthrough, but in our experience, it’s even better the second time around. Already knowing what will happen lets you pay more attention to its magnificent details and take the time to read the lore.
And, if you’re anything like me, odds are you’ll wonder about a New Game Plus before you’re even through the first run. Luckily for the avid fans, Remedy implemented the feature, allowing you to take control of Dylan once again. It does have one major caveat, however, but the developer already said it’s planning a fix.
CONTROL Resonant‘s New Game Plus allows you to revisit the main story, face off against Resonants, and complete side quests. Your abilities carry over, so you can choose whatever skills you didn’t pick the first go around. New Game Plus starts on a separate save slot, so you can go back to the post-campaign on your first playthrough if needed.
The enemies are more challenging in New Game Plus, but you likely won’t feel it until the final zones of the game. To offset that bump in difficulty, you get a fourth Artifact Slot, which opens up a few build options. It’s easier to focus on Falter or damage, for instance.
Starting a New Game Plus in CONTROL Resonant removes key items and traversal abilities you’ve acquired from faults, but pretty much everything else moves onto the next playthrough with you.
If you completed a certain side quest in the Unknown Zone, the reward item from that stays in your inventory, and Dylan can enter the Gap as soon as the playthrough starts. Here’s a detailed breakdown of what transfers over and what stays behind.
What does not carry over in New Game Plus:
سەرچاوەی فەرمی بە زمانی ئینگلیزی: https://www.destructoid.com/does-control-resonant-have-new-game-plus/