New trailer and developer details showcase gravity-defying traversal, deep combat customization, and a risk-taking sequel that reimagines the CONTROL universe.
Fans are excited about the latest gameplay reveal for CONTROL Resonant, which was shown off at the recent PlayStation State of Play event. The new footage gives us a better look at the sequel’s gameplay, tone, and storyline, which backs up maker Remedy Entertainment’s claim that it will not “play it safe.”
From the beginning of the video, it’s clear that the game has a strange feel to it. Reality folds, landscapes twist, and getting from one place to another is as much of a puzzle as it is a way to move.
The presentation focuses on how the sequel builds on the strange and reality-bending elements of the first Control while also taking gaming to new areas.
In the video, Dylan is shown as a main playable character traveling unstable areas called “incursion zones.” At first glance, these places look like they belong, but they are being changed by supernatural forces that mess up physics and building. The game is not set up in a standard open world. Instead, it is made up of big, interconnected zones that are full of optional discoveries, side quests, and story fragments.
This way of designing lets the story stay on track while still encouraging players to look around. According to comments from the developers, players will slowly find out what’s left of Manhattan after chaos that changes reality spreads there. The West Incursion Zone, which is shown in the gameplay demo, is an early example of how landscapes change and become less stable.
Zoe Dera, a field agent for the Federal Bureau of Control who looks after Dylan, is also introduced in the story. Her help on missions gives Dylan both direction in the game and mental support as he struggles with his identity, his power, and his humanity during a supernatural crisis that is getting worse.

Transversal turns into a show.
Traversal is one of the most interesting parts of the gameplay show. As Manhattan’s geometry falls apart into forms that can’t exist, moving around becomes difficult because of how you have to use perspective and physics. Roads seem to float above, walls change into surfaces that can be walked on, and whole buildings turn around and face different directions.
Dylan’s magical skills are very helpful for getting through these strange situations. Players can change their speed, fly over broken landscapes, and walk on surfaces that don’t follow gravity with powers like Reach and Shift. The idea of “gravity anomalies” adds puzzles to the world that make players rethink what “ground” really means.
With these elements, traversal is no longer just a way to move; it’s a feature that defines the game. Players have to pay close attention to their surroundings to find ways across ceilings, buildings that are tilted, and streets that are backwards. The system combines amazing visuals with tough technical challenges, which adds to the game’s strange mood.
Combat looks just as big. Dylan uses the Aberrant, a shape-shifting melee tool that can take the forms of a hammer, a blade, a scythe, and a fist, among others. Each form supports a variety of play styles and fighting methods, which makes it fun to try new things during battle.
A big part of how battle flows is how customizable things are. Before going into a fight, players can equip certain loadouts that let them unlock new weapon types, supernatural abilities, and combo systems. This way of doing things lets the battle change based on what the player wants, whether they want to focus on aerial mobility, heavy melee attacks, or strategies that leverage their abilities.
The video also shows strong enemies called Resonants.
They are the twisted remains of once-powerful people, affected by the same force that is shaking reality. As important turning points in Dylan’s journey, these boss fights serve both story and gameplay goals.
Players get new supernatural abilities when they defeat Resonants, which directly links success to difficult battles. This method supports the game’s main idea that you can gain power by facing a skewed version of reality.

From what I’ve seen so far, Control Resonant seems to combine familiar gameplay concepts with risky new ideas. People have said the travel system is a lot like Gravity Rush, known for its gravity-changing movement. The comparison shows clear inspiration, but Remedy’s approach seems to be based more on changing the environment than on free-form flight.
With customizable combat, reality-bending movement, and story-driven exploring, this game has come a long way since the first one. Even though these kinds of changes are risky, fans have faith in Remedy’s direction because the company has a history of telling stories and designing games in unusual ways.
In the end, the gameplay reveal supports what the developers have been saying all along: this sequel is meant to be different. Instead of repeating what made the first Control so good, the company seems to be focusing on making the universe bigger by adding new characters, systems, and mechanics.
CONTROL Resonant is already looking like it will be one of the most-anticipated games of the year, thanks to its beautiful graphics, unique movement system, and many ways to customize battle.
If the final experience lives up to the high standards shown in early gameplay demos, the sequel could be a strong candidate for awards this year. For now, the new video has done exactly what a reveal should: it has players interested, a little confused, and eager to return to a world where things are always changing.
