Control Resonant Lets Players Choose Which Crisis Comes First
A new full-game hands-on report shows how Control Resonant mixes mission priorities, dimension shifts and melee-focused powers across Manhattan.
Control Resonant will let players decide which problem to pursue first instead of forcing every mission into one fixed order. A new full-game hands-on report from PlayStation Blog says Dylan Faden can prioritize the main story, search for Jesse or move into side stories while exploring Remedy's distorted version of Manhattan.
That is the most useful new detail because the previous Game Pelt report focused on PS5 performance modes and DualSense support. This update explains how the sequel is structured when the player has control.
Mission priority is part of the structure
Dylan begins with a personal objective, but the city presents competing problems. Letting players choose between the main crisis, Jesse's location and side stories should make exploration feel purposeful rather than like a list of map icons.
Dimension shifts change the space

The hands-on describes shifts that alter environments and the threats inside them. The important question is whether those changes affect routes and decisions consistently, rather than serving as short visual sequences. The preview indicates they are integrated into exploration and combat.
Dylan is built around close-range power
Control Resonant keeps telekinetic spectacle but moves away from Jesse's gun-led style. Dylan's abilities support faster movement and more direct melee combat across larger Manhattan districts. That is a meaningful mechanical change, not only a new protagonist.
What remains uncertain
A preview can show variety without proving that the full campaign sustains it. Mission choice matters only if different priorities produce worthwhile content, and larger districts need enough distinct encounters to justify their size. Those questions remain for the September 24 release.