Anne-Marie Grönroos
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Get a good look at Control Resonant's otherworldly bosses in a PC Gaming Show exclusive extended interview
Remedy developers discuss Control Resonant, the upcoming ARPG sequel to Control, in an extended interview. Creative director Mikael Kasurinen and art director Elmeri Raitanen highlight inspirations like M.C. Escher and films such as Paprika, while lead level designer Anne-Marie Grönroos details the game's open-world elements and the unique 'Resonant' bosses. Composer Petri Alanko also explains his innovative approach to the game's soundtrack.
Control Resonant Studio Wants Players to Engage With Side Content and Get Lost in its World
Remedy Entertainment developers Anne-Marie Grönroos and Elmerie Raitanen discussed the open-world design and emphasis on side content for the upcoming game Control Resonant. They aim to encourage players to explore the larger Manhattan setting and get lost in optional activities, a departure from the more linear design of previous titles like Quantum Break and the original Control. Control Resonant is set to release on September 24th for PC, PlayStation 5, and Xbox Series X/S.
Control Resonant hands-on preview – a Remedy for boring sequels
Remedy Entertainment's Control Resonant, a sequel to the 2019 action-adventure Control, shifts focus to Dylan Faden and adopts an action RPG genre. The game expands player agency and exploration with interconnected zones across New York, featuring new combat mechanics centered around the transforming Aberrant weapon and a greater emphasis on verticality. Control Resonant is set to release on September 24, 2026, for PlayStation 5, Xbox Series X/S, and PC.
'We want the player to kind of get lost in the world and 'force' them to have fun' — Control Resonant lead level designer teases new 'dungeons' and encourages players to explore the open world and engage in side content
Remedy Entertainment's Anne-Marie Grönroos and Elmeri Raitanen discussed the design of Control Resonant, emphasizing player exploration and side content within its open world. The game will feature linear 'dungeons' as a contrast to the overworld and launches September 24 for PlayStation 5, Xbox Series X/S, and PC.
It was always the plan to make a Dylan-focused game, says Control Resonant art director, but creating a 'high level' world came first — 'We create the world, and then there are opportunities to have these different lenses into it, or different stories'
Remedy Entertainment's art director Elmeri Raitanen confirmed that a game focused on Dylan was always part of the plan for the Control franchise, with the world-building of the first game serving as a foundation. Control Resonant, launching September 24 for PlayStation 5, Xbox Series X/S, and PC, will explore Dylan's perspective, offering a symmetrical narrative to Jesse's in the original Control.
Remedy says Control Resonant's shapeshifting weapon was conceptualized for the first game when it considered enabling Jesse's gun to turn into a sword — 'We really needed to make sure that this is something that works and is fun on a very visceral level'
Remedy Entertainment discusses the development of Control Resonant's melee-focused combat, emphasizing the need for a visceral and fun experience. The idea for a shapeshifting melee weapon originated during the development of the original Control, with the concept being refined for Dylan's character in the new game.
Control Resonant Features Multiple Factions and “Way More Creatures” to Fight, Including a Bus
Control Resonant, the sequel to Remedy Entertainment's 2019 hit, will feature multiple factions and significantly more enemy types, including a bus, within a twisted version of Manhattan. The game aims to address criticisms of enemy variety from the original Control and will launch later this year for Xbox Series X/S, PlayStation 5, and PC.
Control Resonant dev Remedy didn't use other triple-A games for inspiration, because "nobody is taking risks"
Remedy Entertainment is developing Control Resonant, moving the series from the Oldest House to the streets of Manhattan. The team is intentionally avoiding inspiration from other triple-A games to prevent design homogenization, instead drawing from art, film, and nature. The sequel will feature a warped Manhattan, new enemy types, and a continued focus on the Hiss and the Mold.