Control Resonant Combat Guide: How the Aberrant Weapon Works

Control Resonant feels nothing like the first Control. The focus shifts hard away from third-person gunplay. Instead, you get up close and fight with melee strikes. Dylan Faden carries the Aberrant. It is supernatural and can shift its form. You can swap it into different shapes based on the way you want to play in that moment.

Combat here leans on forward motion and pressure. Combos matter, and so do abilities. You also need to pick the right weapon form for what is happening around you. Let’s learn all about Control Resonant Combat and the Aberrant Weapon.

Control Resonant Combat Guide_ How the Aberrant Weapon Works cover

What is the Aberrant?

The Aberrant is Dylan Faden’s strange melee tool in Control Resonant Combat. In a way, it plays a part like Jesse Faden’s Service Weapon from the first game. Still, what it does is not the same in this new action game. Jesse’s weapon leaned toward shooting from a distance. The Aberrant is made for fighting up close.

This weapon can switch into other looks. Because of that, Dylan can swap how he attacks without wasting time. People have shown several forms. These include twin blades, a heavy hammer, a scythe, and even fists. Some previews have also brought up a whip-like option. That said, nobody has fully locked down the exact total forms or the names for all of them yet.

The Aberrant does not just sit there like a regular blade or hammer. During Dylan’s attacks, it shows up and shifts form as required. That is why it feels less like normal gear and more like something strange with its own kind of force.

Aberrant FormMain RoleBest Use
Twin BladesFast attacksQuick enemies and combos
HammerHeavy damageStrong enemies and powerful hits
ScytheArea attacksGroups of enemies
FistsClose-range attacksFast, direct combat
Whip-like formRange/controlDemonstrated in preview material, final details uncertain
Control Resonant Action

No Traditional Parry System

The Control Resonant Combat will feel different from the usual parry style. There is no classic block or deflect prompt and you do not wait for a strike and then hit a button at the perfect time. Instead, the game pushes you to stay in motion and keep pressure on the enemy.

The pace ends up feeling more forward and tense and you’ll feel like you’re driving the fight. Dylan can rush in, swing and then keep going even after he hits the air. He can slide through the air and use paranormal skills during the flow. The combo does not end just because you moved and you keep going.

It also changes what matters in battle. You are not meant to stand still and trade blows in this adventure. Dodging and shifting your position can matter as much as your attacks.

How the Weapon Forms Work

Dylan has more than one way to handle a fight thanks to the Aberrant forms. Twin blades work best when you want to move fast. Quick strikes let you begin a combo and they will also help you keep the enemy under pressure.

The hammer feels different as it leans into heavy swings in Control Resonant Combat. Instead of fast hits, it favors brute force and direct impact. The scythe reaches farther than the other options and it can also strike more than one enemy at a time. If Dylan gets boxed in, this helps him take control of the space around him.

Mixing forms matters a lot in this combat system. You can pick a main form and a second form. You can also choose a separate ender for combos and all this lets players shape an attack flow they like.

Combat SlotPurpose
Primary FormStarts your main attack string
Secondary FormChanges the attack style during a combo
Combo EnderFinishes the sequence with a selected attack

Paranatural Abilities

Dylan’s fighting style has more than the Aberrant and in fights, he can also call on powers that feel beyond normal rules. He may do things like move an object with his mind and throw it at someone.  

He can also form quick shields made from bits of rubble or debris in Control Resonant Combat. Some moves can run on timers or cost limited energy. Because of that, there are many ways to mix what he does in a single fight.  

He could hit a foe with the Aberrant, then send something flying at a new target. After that, he might slide past a strike and then get back to close range. The important idea is that the game does not separate melee and paranormal powers into completely different systems. They are designed to work together.

Ability TypeCombat Purpose
Telekinetic attacksDamage enemies from a distance
Debris shieldDefensive protection
Special attacksBurst damage or combat utility
Aberrant attacksMain close-range damage
Control Resonant Battles

Zone-Based Progression

One odd thing about the RPG game is its progression system. It does not work like the usual character XP setup. In this corrupted Manhattan world, the zones can level up on their own.

As you clear out enemies and finish tasks, each area starts to get stronger. The upgrades can affect stuff like healing drops and it also helps you gain talent points.

Roaming and fights feel tied together due to this. Going back to a zone is not only for random enemy fights. You revisit the area because it is already part of the leveling process in Control Resonant Combat

The Gap

Dylan can also stop by the Gap in Control Resonant. It feels like a metaphysical place tied to moving forward and getting stronger.

Inside the Gap, players can handle skill trees. They can also boost the Aberrant and deal with passive artifacts. So it is a key spot to get ready between fights.

Progression FeaturePurpose
Zone levelsImprove individual areas
Talent pointsDevelop Dylan’s abilities
Aberrant upgradesImprove melee options
Skill treesCustomize combat abilities
ArtifactsAdd passive effects
The GapManage upgrades and progression
Control Resonant The Gap

How to Build a Good Combat Flow

Use each Aberrant form for its own job in Control Resonant Combat. Begin with the quick weapon form when you need to close on an enemy fast, or when you want to start a combo.  

Then switch to the heavy form when you spot a real opening. That is when you should push for extra damage. If Dylan gets boxed in by multiple enemies, a wide strike helps more than fixating on just one target. The scythe is a good example for this.  

Also, do not stay still. Keep hopping and changing height. Double jumps, floating, and air dodges can let you dodge hits while you keep pressure up.  

Most of all, treat paranormal abilities like you would any other tool in fights. Use them during normal combat. Do not wait for emergencies every time.

Control Resonant fights

Final Thoughts

The Aberrant drives most of the Control Resonant Combat. Instead of locking Dylan to one melee weapon, Remedy made a strange weapon that can shift shape. It also helps Dylan use different ways of fighting.

Here is the core idea. Do not stand still. Hit the enemy. Swap the Aberrant form when it fits the moment. Then mix your close strikes with Dylan’s paranormal powers. This mix is what sets Control Resonant apart from the earlier game’s gun heavy style. So, use the Control Resonant Aberrant carefully in combat and you’ll be just fine.

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