Control Resonant pushes the mind-bending design of the first game to its extreme, and then pushes further still to create a masterpiece.
Control Resonant is a masterful explosion of creativity, an expansion of the first game in every conceivable manner. It shatters every expectation and rebuilds them into something new.
Do you remember? Do you remember the Hiss and the Oldest House and the Director? Do you remember Prime Candidate 6? Do you remember, Prime Candidate 6? Do you remember the FBC? What you did to the FBC?
Control Resonant is a game about remembering, but it first asks you to forget everything you know about the Federal Bureau of Control. Like the Men in Black arriving with their black suits and little unrememberiser gadget, Remedy wants you to forget Jesse, forget the Oldest House, forget the slick gunplay and twisting corridors. Forget, to some extent, the Hiss.
Because once you've forgotten everything that made the first game so memorable, Control Resonant builds you back up in a new wavelength, the same parts fitted together in a different order. The result is a game that your muscle memory rejects, but awakens something unmistakable that has been buried in your brain for the past seven years. It's Control twisted, patterned, reformed, made whole again in a manner that doesn't feel quite right, at least to start with. But as you play on, you realise that Resonant revels in this disharmony, building on the ideas and themes of the first game in a way that simultaneously makes perfect sense and no sense at all.
You're Dylan now, not Jesse. The siblings still form the emotional core of the story, but you now have Dylan's host of paranatural abilities at your disposal. You also have all the baggage that entails; the ramifications of playing the mass-murdering antagonist from the first game provide immediate friction, and diving deeper into the cycles of abuse that the younger Faden has endured offers a traumatic perspective on the events of the first game.
But as Dylan and Jesse unpack their childhood and federal upbringing in order to protect the future, the other protagonist of the first game also steps aside to allow new blood a chance to shine. The Oldest House makes brief appearances throughout the game, but most of the action occurs on the warped, twisted streets of Manhattan. This presented my first problem with Control Resonant.
In this first dozen or so hours, it abandons the claustrophobic corridors of the Oldest House, seemingly dismissing some of the finest levels that have ever been designed and everything that Remedy so cleverly packed inside for a generic open world. And it's not just any generic open world. This is Manhattan, the openest worldiest open world to ever open world. Sure, Remedy puts an Inception-like spin on Marvel's Spider-Man, but you're still jumping across rooftops to bring satellite dishes online in order to unveil more of the map. Until you're not.
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