Remedy Confirms InFAMOUS: Second Son Resonates Within Control

CONTROL RESONANT: THE SUPERPOWERED CITY BATTLE THAT’S ABOUT TO SHATTER YOUR MIND (AND YOUR GUNS)

We already know about several inspirations that have made an impact on Control Resonant, but Remedy Entertainment has mentioned another one in a recent preview: inFAMOUS: Second Son.

Yes, according to GameSpot's recent hands-off preview of the upcoming sequel, director Mikael Kasurinen and combat designer Sergey Mohov mentioned Sucker Punch's open world superhero game during a presentation of new gameplay footage.

Indeed, we can certainly see some of that DNA in what's been released so far; they both feature a super-powered man with physics-defying abilities, set within an explorable urban environment.

On top of that, they both feature melee combat, though it seems Control Resonant is leaning much more into that aspect than inFAMOUS ever did.

You can see some new gameplay in IGN's recent video preview:

As well as Delsin Rowe's Seattle adventures, these previews mention the likes of Devil May Cry and Bayonetta when describing the style of combat in Control Resonant, which is pretty exciting.

It seems the game will feature fast-paced, punchy battles, with the Aberrant — that big, shape-shifting hammer — at the core.

There's a fun combat loop as well: melee strikes give you the resource to use your abilities, abilities stun enemies and leave them open to finishers, and performing finishers can grant extra melee damage. If you get into a good flow, it sounds like you'll be able to make short work of enemies.

There's definitely more to unpack from these previews, but the gist is that this seems to be shaping up really nicely, and could possibly fill that inFAMOUS-shaped void. While it isn't totally open world, exploring a cityscape while flying around and overpowering enemy groups, all with Remedy's originality, sounds like a good time to us.

Are you looking forward to Control Resonant? Tell us in the comments section below.

THE BACKSTORY THAT’S MORE DRAMATIC THAN A BOMB DEFUSE SCENE

Before we dive into the nitty-gritty of the combat loop, let's set the stage. Remedy Entertainment, the Finnish studio that birthed Max Payne, Alan Wake, and the cult‑classic Control, has been quietly building a new titan in the gaming universe. Control Resonant is the sequel to the 2019 masterpiece that turned the Federal Bureau of Control into a neon‑lit, eldritch playground. The announcement at E3 2023 had fans screaming louder than a glitching NPC in a horror game.

Now, Remedy's new project is not just a straight‑line sequel. It's a hybrid of the surreal, mind‑bending narrative of Control and the kinetic, superhero‑style action of inFAMOUS: Second Son. The latter, released in 2014, was a game that let you punch through walls, fly, and unleash a rainbow of powers while navigating the streets of Seattle. The fact that Remedy is borrowing from that playbook is a hint that Control Resonant will be a city‑wide, high‑octane brawler.

WHY INFAMOUS MATTERS (AND WHY IT’S NOT JUST A CATCH‑PHRASE)

InFAMOUS: Second Son introduced the world to Delsin Rowe, a super‑powered teen who can manipulate electricity, fly, and even turn his body into a living weapon. The game's open‑world Seattle was a playground for experimentation: you could run up buildings, smash through crowds, and cause chaos with a single punch. Remedy's mention of this game isn't a fluke; it's a deliberate nod to a franchise that mastered the art of blending narrative with action.

But here's the kicker: Control Resonant isn't going to be a full‑blown open world. Instead, it will feature a "cityscape" that you can explore, fly around, and dominate. Think of it as a hybrid between the sprawling urban environments of inFAMOUS and the more contained, yet still expansive, world of Control. The result? A playground where you can unleash your powers, but with a tighter focus on narrative and atmosphere.

THE ABERRANT: A HAMMER THAT’S MORE THAN JUST A HAMMER

At the heart of the combat loop lies the Aberrant, a massive, shape‑shifting hammer that can transform into a variety of forms. Picture a weapon that can morph from a giant club to a sleek energy blade, all while you're mid‑air, dodging bullets and blasting enemies. This is the kind of weapon that makes you feel like a god, and it's the centerpiece of the game's combat system.

Why is the Aberrant so important? Because it's the linchpin that ties together the melee, ability, and finisher mechanics. Each swing of the hammer generates a resource that fuels your abilities. Those abilities, in turn, stun enemies, leaving them vulnerable to a devastating finisher. Finishers not only deal massive damage but also grant you extra melee damage, creating a virtuous cycle of power.

THE COMBAT LOOP: A TECHNICAL BREAKDOWN EVEN GRANDMA CAN FOLLOW

Let's break down the combat loop into bite‑size pieces, so even your grandma (who still uses a flip phone) can understand why this game is going to be a blast.

  1. MELEE STRIKES – Every time you swing the Aberrant, you generate a resource called "Resonance." Think of it like a battery that powers your super‑powers.
  2. ABILITY USAGE – When you have enough Resonance, you can unleash a special ability. These abilities can range from a shockwave that stuns enemies to a temporary shield that blocks bullets.
  3. STUNNED ENEMIES – Stunned enemies are like a paused video game. They're vulnerable and can't attack you.
  4. FINISHERS – While enemies are stunned, you can perform a finisher move. Finishers are cinematic, high‑damage attacks that leave a trail of fire or electricity.
  5. REWARD LOOP – Finishers grant you extra Resonance, which you can use to swing the Aberrant again. The more you chain, the more powerful you become.

In short, the combat loop is a "melee‑ability‑finisher" cycle that rewards skillful timing and creative use of the environment. It's a system that feels both satisfying and cinematic, reminiscent of the fast‑paced combat in Devil May Cry and Bayonetta.

COMPARING TO DEVIL MAY CRY AND BAYONETTA

When Remedy's team mentioned Devil May Cry and Bayonetta, they weren't just throwing around a list of "cool games." They were highlighting the style of combat

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