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Why is CONTROL Resonant dividing players so much? Remedy changed almost everything — the protagonist, combat, progression, world structure, boss system, and even how difficulty works.

CONTROL Resonant trades Jesse Faden’s gun-focused combat for Dylan Faden’s aggressive melee system, with no traditional block or parry, Falter and executions, Build Power, Resonance Cycles, stronger enemies after boss fights, deep Assist Mode settings, and a much larger Manhattan-based world.

Some reviewers and players love how different it feels. Others think the spongey enemies, scaling and melee-heavy direction move too far away from what made the original CONTROL special.

In this video, we break down why CONTROL Resonant is so divisive, what Remedy actually changed, the strange mechanics behind its progression and combat, and why those exact same decisions are making some players love the sequel while others can’t stand it.
So what do you think?

Did Remedy reinvent CONTROL — or change something that never needed fixing?


Chapters:

0:00 Intro
0:39 This Barely Feels Like CONTROL
1:43 No Block. No Parry.
2:57 Players Are Rebalancing the Game
3:56 Winning Makes the Game Harder
4:52 Progression Works Backwards
5:56 Normal Enemies Can Be Worse
6:53 Rewrite the Difficulty Yourself
7:51 Dylan Has a Kill-Switch
8:46 Why Some Players LOVE It
9:52 Did Remedy Go Too Far?

#controlresonant #remedyentertainment


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