Remedy has put out the launch trailer for Control Resonant, which lands one week to the day before the sequel arrives. It is the last big marketing beat before release, and it does what a launch trailer is supposed to do: stop explaining the premise and start showing what the thing looks like when it is moving.
The framing is Dylan Faden's. After years held by the Federal Bureau of Control, he walks out into a Manhattan that has stopped behaving like a city — buildings folded at wrong angles, gravity running sideways, streets under the influence of something that is rewriting reality rather than merely haunting it. The trailer moves through several of those distorted zones rather than dwelling on one, which is the clearest signal yet that this is a much wider game than a second trip through the Oldest House.
A sequel that leaves the building
That is the structural change worth flagging. The original Control was a single, brilliant, endlessly reconfiguring building. Resonant pushes out into multiple areas of a ravaged Manhattan, with perception-bending locations and gravity anomalies that distort both the vertical and horizontal plane — not just as set dressing, but as puzzle geometry and as a tactical layer in fights. The threats have spread with it: the Hiss are still here, joined by an invasive micro-organism called the Mold and assorted other paranatural problems.

Jesse Faden is the other thread. Dylan's sister — the FBC Director players spent the first game becoming — is missing, her lockdown no longer holding, and finding her is bound up with Dylan's own attempt to hold onto his humanity while the Bureau turns him into something closer to a weapon. Remedy has leaned on that tension in the character material it has been posting through the week, including a short on Jesse's disappearance and another on Simon Arish, who has spent seven years inside the Oldest House since we last saw him.
The Aberrant, and a progression system with opinions
Mechanically the headline addition is the Aberrant, Dylan's shapeshifting melee weapon. It morphs on demand between forms — a two-handed hammer for heavy, committed swings, dual blades for speed and precision — which slots melee into a combat system that in the first game was overwhelmingly about the Service Weapon and telekinesis. Elemental abilities and environmental interaction round it out.
Remedy is also describing Resonant as an action-adventure RPG rather than a straight action game, and the progression system is where that label earns itself: choices shape how Dylan's abilities manifest and grow, and the deep progression tree is pitched as the way you adapt to what the city throws at you rather than a flat stat ladder.

Accessibility work that arrived before the trailer did
Worth remembering in the same breath: Remedy detailed the game's Assist Mode a week earlier, and it is unusually granular. Separate sliders cover enemy aggression, the perfect-dodge window, projectile speed, incoming and outgoing damage, falter and power recovery, and melee magnetising, with immortality and one-hit-kill toggles at the extremes and presets that go harder as well as easier. It is the kind of thing that tends to get announced after launch, if at all.
Release details
Control Resonant launches September 24, 2026 on PlayStation 5, Xbox Series X|S and PC, with Digital Deluxe buyers getting in early. It is developed and published by Remedy Entertainment, and lists at 59,99€ on Steam.





