Control Resonant, the highly anticipated sequel to the 2019 video game Control, immerses players in a surreal and unsettling world that blends familiar urban landscapes with supernatural horror. Developed by Finnish studio Remedy Entertainment, the game follows protagonist Dylan Faden, who awakens from a seven-year coma to a dystopian Manhattan marked by decaying buildings and eerie phenomena.

Set in a distorted reality dominated by a mysterious, looming eye in the sky and a chaotic environment where birds are trapped in an endless loop, Control Resonant challenges players to navigate a universe steeped in fear and ambiguity. The game’s director, Mikael Kasurinen, describes the experience as inducing “true fear,” drawing inspiration from the unpredictable and unsettling style of filmmaker David Lynch. Kasurinen points to the presence of shadowy enemies, unsettling sound design, and sudden, terrifying encounters—such as an attack by a red, devil-like adversary wielding misshapen blades—that contribute to the game’s tense atmosphere.

The narrative centers on Dylan’s quest to confront a malevolent force known as the Hiss, which has overtaken human reality but struggles to impose order without triggering violence and chaos. Kasurinen likens this entity’s flawed attempts at perfection to societal anxieties surrounding artificial intelligence and its potential dangers. Dylan himself is a complex figure—isolated and haunted by loss and possession—whose journey explores themes of humanity, vulnerability, and resilience.

Artistic elements of Control Resonant blend digital and analog experimentation to create its distinct visual identity. Art director Elmeri Raatanen recounted how the design team used techniques such as filming Tesla coil sparks through prisms to produce kaleidoscopic imagery, evoking a sense of both wonder and disorientation. The game’s visuals have drawn acclaim for their “surrealism and paradoxical architecture,” with comparisons to Remedy’s earlier work and connections to the studio’s broader narrative universe, including characters from the Alan Wake series.

Sound design also contributes to the game’s unique atmosphere. While the predecessor featured droning electronic music to emphasize altered objects and powers, Control Resonant incorporates more acoustic, folk-inspired elements, including Vilma Jaa’s “Mamalan Mailla,” which underscores Dylan’s transformation throughout the story.

Portrayed by actor Sean Durrie, Dylan’s character arc reflects a profound psychological struggle. Durrie noted that embodying Dylan required inhabiting a “dark frame of mind,” mirroring the protagonist’s internal conflict between succumbing to despair and embracing hope. Unlike in the original game, where Dylan was consumed by anger and dark forces, the sequel positions him as a figure striving to rediscover his humanity amid supernatural turmoil.

Gameplay mechanics emphasize both vulnerability and ambition, as Dylan attempts uncertain leaps across rooftops that, if failed, result in a jarring visual effect suggesting fragmented reality. The story explores abstract themes such as trauma and loss, exemplified by encounters with adversaries who personify psychological and emotional fractures.

As Dylan confronts foes and uncovers truths behind the invasion of the Hiss, the game portrays a haunting vision of control, fear, and the struggle for redemption within an altered, chaotic world. Control Resonant aims to offer players not only a challenging supernatural disaster scenario but also a compelling meditation on what it means to be human in the face of overwhelming otherness.