Control Resonant promises 50 hours of hack-and-slash — and it's nothing like the original
Control Resonant, Remedy's follow-up to the 2019 paranormal action game Control, arrives September 24, 2026 on PS5, Xbox Series X|S, and PC (Steam and Epic Games Store). The main story runs roughly 30 hours — double the original — while chasing 100% completion pushes that to 50 hours. If you bounced off the first game's gunplay, this sequel is built differently.
The combat pivot
Remedy has scrapped the shooter mechanics that defined Control and rebuilt the gameplay around melee combat. Lead designer Sergey Mohov told TechRadar the team drew directly from Devil May Cry 2, DMC 3, and PlatinumGames titles as creative references. The result is a hack-and-slash action game wearing a Control skin — closer to Bayonetta than the original Federal Bureau of Control corridors.
The protagonist is Dylan Faden, Jesse's brother and a former prisoner of the Bureau. The setting moves out of the Oldest House and onto the streets of Manhattan, where a supernatural catastrophe has twisted the city's architecture: buildings hang inverted, rotated 90 or 180 degrees, with rooftops now serving as walkable floors. Fan-favourite Dr. Casper Darling returns, too, with his trademark video dispatches.
For newcomers, Remedy is including a recap video at the start. That said, the game leans heavily on references to Control, Alan Wake 2, and other entries in the studio's shared universe — so some context helps.
Editions and pricing
The Standard Edition is priced at $59.99 / £49.99 / €59.99. The Digital Deluxe and SteelBook editions step up to $69.99 / £59.99 / €69.99, with the SteelBook available at retailers including Smyths Toys (£44.99 for standard) and Amazon UK, per the GamesRadar pre-order roundup. Digital Deluxe buyers on PS5 get 48-hour early access, plus cosmetic bonuses: the Hiss Corruption Outfit and Pickpocket's Tool Artifact.
Remedy's largest-ever gameplay team built this one, with Annapurna Pictures co-financing development. The studio has publicly noted a break-even target of 3–4 million copies — a significant commercial goal for a studio historically known for story-driven, mid-budget games. Mac support is planned but arrives after the main September launch.