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"Control: Resonance" Online Media Demo Interview: We Call It an ARPG

Control: Resonance is truly heading towards melee ACT territory—an idea that has remained deeply rooted in my mind even after the event ended.

《控制:共振》线上媒体演示访谈:我们叫它ARPG

Let's rewind a few days.

During an online closed-door media event, Remedy Entertainment showcased an in-depth gameplay preview of Control: Resonance, the sequel to their hit Federal Bureau of Control IP, Control. Undoubtedly, as the second installment in the series, players are not only welcoming a new protagonist but also experiencing a genuinely new game.

The new protagonist, Dylan, hasn't had much background revealed yet, aside from being the biological brother of Jesse, the Bureau Director from the previous game. Setting aside the ensuing mysteries and storylines, the only definite conclusion from this lineage might be Dylan's extreme combat prowess—we can confirm he is very capable, extremely so.

《控制:共振》线上媒体演示访谈:我们叫它ARPG

In several brief combat demonstrations, Mikeal, Creative Director of Control: Resonance, and Sergey, Lead Designer, showcased a dazzling array of action moves. Dylan navigated through tidal waves of various monsters, his Aberrant hammer shifting forms—sometimes heavy enough to crush Everythinggj with earth-shattering blows, other times dancing like blades, weaving deadly sequences amidst dodges.

《控制:共振》线上媒体演示访谈:我们叫它ARPG

Amidst the chaos, Remedy's ambition is clearly visible: Dylan's signature hammer can switch between several forms, each with its own skill tree and transformation branches. Player skill resources can be quickly replenished through melee hits, while executions and finishers significantly boost damage.

This gameplay style, which encourages aggressive melee assaults and continuous onslaughts, surpasses what was possible in the previous Control. In the demo, protagonist Dylan moved through hordes of monsters with the grace of a butterfly, seamlessly switching weapon forms and attack modes, reminding me somewhat of that white-haired demon hunter from next door.

With that said, I'll place a white plastic chair here for later use.

《控制:共振》线上媒体演示访谈:我们叫它ARPG

Of course, besides fully embracing melee ACT gameplay, Control: Resonance will also offer a pseudo-open world—or rather, a linear box-garden style "large map" for exploration. However, this part was presented somewhat vaguely without revealing too much information, so we'll leave it at that for now.

After the demo, I had the pleasure of having a brief conversation with Mikeal, Creative Director of Control: Resonance, and Sergey, Lead Designer. Below is the transcript of our interview.

《控制:共振》线上媒体演示访谈:我们叫它ARPG

Q: So, will ranged weapons be completely absent in Control: Resonance?

Sergey:The design direction for Control: Resonance was established early on. Although we include many ranged attack elements, the Aberrant—Dylan's weapon—is primarily a melee weapon, and melee combat is his preferred fighting style.

Therefore, there are no fixed ranged weapons in the game, but players can choose and enhance similar skills.

《控制:共振》线上媒体演示访谈:我们叫它ARPG

Q: How high do you think the ceiling is for players combining combos and integrating different game mechanics?

Sergey:We have indeed given deep thought to gameplay. It's fair to say that the core drive, the most challenging aspects, and the primary way players engage with Control: Resonance are all closely tied to its RPG elements.

Players can combine weapon attacks and skills using different techniques and methods to create fluid combos. These combinations offer infinite possibilities, many of which were already shown in previous demos—you may have noticed them.

As for the ceiling of playability, I believe Control: Resonance is roughly on par with its predecessor.

Mikeal:A key point here is that only more refined and outstanding operations can yield greater melee resources and possibilities. These resources and possibilities, in turn, foster even more impressive maneuvers—forming a standard gameplay loop.

《控制:共振》线上媒体演示访谈:我们叫它ARPG

Q: From a designer's perspective, which playstyle do you favor more? High-difficulty, fast-paced lethal combos, or more flashy, cool, and self-expressive combos?

Sergey:Actually, Control: Resonance doesn't require players to manage rhythm like traditional character action games. However, there is deep interaction between your supernatural abilities and aberrant attacks—each weapon form can execute different attacks, skills are highly diverse, and some skills can unlock additional special effects.

I won't elaborate further on the game's unlock system and other mechanisms. But rest assured, the core gameplay revolves around fast-paced, momentum-driven forward combat—the more aggressively players operate, the more exciting the experience becomes.

Mikeal:Let me add one more point: certain enemies are vulnerable to specific damage types. Players need to keep this in mind when fighting against different factions.

《控制:共振》线上媒体演示访谈:我们叫它ARPG

Q: Can players freely choose the order in which they explore the map? Or will subsequent content still be gradually unlocked based on the storyline?

Mikeal:You are free to explore the map. A large amount of content is unlocked early on, allowing you to either continue with the main storyline, tackle world quests, or explore different areas.

While certain story events will change the world, I won't delve into that just now. As we mentioned in the demo, we're not keen on creating an open-world game where players wander aimlessly across a map filled with hundreds of tedious elements. Instead, we aim to offer fewer but highly engaging pieces of content to provide players with a quality experience.

《控制:共振》线上媒体演示访谈:我们叫它ARPG

Q: Will there be collectibles on the map that unlock more abilities or new types of weapons?

Sergey:Specifically, players can unlock special skills after defeating certain enemies on the map. Depending on the enemy type, the abilities gained will vary—as seen in the demo, sometimes players gain three new skills, other times only two.

But as long as you're not in combat, you can freely adjust your skill loadout. There are also various resources scattered across the map to upgrade skills—all worth exploring and discovering.

《控制:共振》线上媒体演示访谈:我们叫它ARPG

Q: Do players need to configure skills and equipment specifically before battle, or can they switch temporarily during combat?

Sergey:I recommend balancing both aspects. First, for specific high-difficulty bosses, encounters, and other major battles, players must adjust their tactical configurations accordingly. Second, since character abilities, talents, and weapon forms are optional configurations that cannot all be unlocked in a single playthrough, the overall gameplay approach tends to remain consistent.

So, the integration of RPG elements with combat mechanics is a core feature of this title. However, when it comes down to specific combat encounters, player skill is equally crucial.

Mikeal:We believe that creating just the right amount of crisis for players is a core element in keeping the game interesting. At the same time, we ensure that puzzles in the game don't have absolutely perfect solutions, allowing everyone to find different approaches throughout their journey.

It is precisely this uncertainty that makes the gaming experience of Control: Resonance so charming.