Control Resonant New Gameplay Trailer Showcases Remedy’s Most Ambitious Game To Date
The February 12 State of Play presentation did more than spotlight PlayStation Studios updates. It also put a strong third party lineup on the table, and one of the biggest standouts was Control Resonant, Remedy Entertainment’s second entry in the Control universe and, by the studio’s own positioning, its most ambitious project to date.
That ambition comes through immediately in the first gameplay showcase. In roughly 3 minutes, Remedy delivers a tight, high impact montage that communicates scope, pacing, and combat identity with real confidence. The trailer centers on Dylan Faden, the brother of Control protagonist Jesse, as he faces a wide range of paranatural threats using both the environment and his shapeshifting weapon, Aberrant. The action language is clear: this is not just about shooting and moving. It is about using space as a weapon, chaining abilities into pressure windows, and turning combat arenas into kinetic puzzles where momentum is the real currency.
Even in a short runtime, the trailer flexes variety. Environments shift rapidly, enemy silhouettes and behaviors look distinct, and the overall combat tempo leans into character action intensity more than the slower, methodical rhythm some players may associate with the original Control. The closest mainstream comparison in feel is the slick, aggressive style of DmC Devil May Cry, where fights are built to look stylish when you are playing well, not just when you are surviving.
If Remedy lands this blend of high velocity combat, expressive movement, and the surreal tone the series is known for, Control Resonant is positioned to be a sentiment driver for the studio in 2026. Remedy has already framed the goal as making it a must have day one purchase for fans of Control and the broader action roleplaying audience, and this trailer reads like the first major proof point in that marketing narrative. It is the kind of reveal that can shift a community from curious to confident, especially when the gameplay communicates not only visual fidelity but also a sharper, more assertive design direction.
Do you want Control Resonant to push harder into fast character action combat, or would you rather see it keep more of the original Control pacing and atmosphere focused encounters?
