Control Resonant Targets 60 FPS on Every Platform, IGN Preview Details Devil May Cry Style Combat Systems
Remedy Entertainment’s Control Resonant is shaping up to be a very different sequel, and the latest preview signals a performance target that could become a major quality bar for the entire launch lineup. In a new video preview, IGN confirms Control Resonant will target 60 FPS on all platforms, including Xbox Series S, which immediately raises the stakes for how Remedy’s Northlight tech will scale under heavier action game demands like longer draw distance, more enemies on screen, and faster combat pacing.
From what has been shown so far, Control Resonant is pivoting away from the more traditional third person shooter identity of the original Control and leaning into character action DNA. The IGN coverage frames the experience in the same conversation as Devil May Cry and Bayonetta, with a combat loop built around aggressive mobility, skill expression, and momentum. Mechanics like perfect dodges and extended dashes are described as upgrades that unlock gradually, which suggests Remedy is designing a progression arc that keeps the player kit evolving rather than handing you the full toolbox immediately.
The preview also highlights how Dylan’s weapon is intended to support long form depth. Primary and secondary attacks are customizable, and the kit includes combo finishers, which is the kind of system that typically rewards experimentation and mastery. If Remedy can keep enemy variety and encounter design layered enough, this approach can create a strong retention curve for single player action fans who live for optimization and execution, not just narrative beats.
The 60 FPS target across all platforms is the headline, though. Xbox Series S is where many multi platform games compromise first, so committing to a 60 FPS target there implies Remedy is prioritizing responsiveness as a core pillar, likely aligning with the character action direction. The real test will be whether that target is stable in real world scenarios with high VFX density, crowded arenas, and fast traversal, because that is where frame pacing issues can show up even when the average frame rate looks good.
If Remedy can deliver a solid Xbox Series S version, it also strengthens the long term case for additional ports later, since a scalable performance profile is a strong foundation for future platform expansion. For now, the preview positions Control Resonant as a technical and design swing that aims to land cleanly across the entire console and PC footprint, not just on the highest end hardware.
If Control Resonant holds a stable 60 FPS on Xbox Series S, would you rather Remedy prioritize even smoother combat responsiveness, or push harder visuals even if it means a 30 FPS quality mode becomes the main showcase?
