Control Resonant Weapons and Abilities Explained

CONTROL Resonant changes the combat formula of the original Control in a major way. Instead of relying mainly on Jesse Faden’s Service Weapon and gunplay, the sequel puts Dylan Faden into close-range melee combat and mixes a shape-shifting weapon with supernatural powers, environmental attacks and fast movement.

Dylan’s main weapon in Control Resonant is called the Aberrant which is a supernatural melee weapon that can change its shape during combat. Remedy has officially shown the weapon transforming into a heavy two-handed Hammer and fast dual-wielded Blades, while the developer has confirmed that additional forms exist.

The result is a combat system that is less like a traditional third-person shooter and more like a fast action game where attacks, abilities and movement constantly feed into one another. Let’s learn more about Control Resonant weapons and abilities.

Control Resonant Weapons

The Aberrant: Dylan’s Main Control Resonant Weapons

The Aberrant fills a role similar to the Service Weapon from the first Control but its design is completely different. Instead of changing between guns, it changes between melee forms.

Weapon formSimple explanationBest use
HammerA huge, heavy weapon with powerful strikesTough enemies and heavy damage
Dual BladesFast paired weapons designed for quick attacksFast enemies and aggressive combos
Other formsMore transformations have been shown or teased, but the complete list is not officially confirmedDifferent combat situations

The Hammer is all about force. When Dylan slows down, each hit lands with real weight. That works well if he runs into enemies that do not go down easily.

The Dual Blades are one of the most important Control Resonant Weapons and play very differently as they let Dylan swing fast and keep the fight going. You can swap between the two styles during a fight and in that way, you are not locked into one routine for the whole time in the adventure game.

Some player previews and community threads talk about extra actions with names such as Slice, Slash, Flurry, Extend, Drill, and Split. Even so, stay cautious. Remedy has not released a complete official list of every Aberrant form so what we can say with confidence is that the weapon can take more than one form. The Hammer and the Dual Blades are shown in the material.  

Control Resonant Aberrant

Dylan’s Paranatural Abilities  

The Aberrant is only one part of what Dylan can do. He also works as a parautilitarian. This lets him move and shape supernatural forces.  

One ability that has been seen is Force-Push. Dylan can shove enemies away and create space. He has also used hits from a distance. That means he can strike targets without rushing in.  

On top of that, he can use skills for defense and for offense. In some moments, those skills line up with his melee action.

Ability typeWhat it doesWhy it matters
Force-PushKnocks enemies awayCrowd control and combo setup
Remote ExplosionsDetonates targets or objects from a distanceRanged damage
Offensive ShieldProtects Dylan and can be used aggressivelyDefence + attack
Turret/SummonAdds an independent source of damageBattlefield control
Elemental abilitiesAdds supernatural effects to combatStatus effects and different damage options
ReachHelps Dylan cross unusual spacesExploration and traversal
ShiftHelps manipulate movement around Gravity AnomaliesNavigation and positioning

Not all of this is set at the start. It ties to Dylan’s progression and player picks. Xbox Wire said that when you beat Resonants, you get choices that shape what you can use. The article listed options like a shield that can charge into enemies and a turret that you can toss like a bomb. Some picks can lock in for good and they can also block other options. So a single run may not show every power.

Control Resonant Powers

Gravity Powers and Movement

Movement is part of Dylan’s story too.  

There are strange zones called Gravity Anomalies. Inside them, the floor and the walls act off and even the ceiling can act differently. The usual feel of space just does not line up.  

Dylan’s Reach lets you travel through these areas. With Shift, you can steer again when gravity starts to behave in a new way.  

The space itself can join the fight and it can also change how you look around. Think of a moment when a room seems to flip and a wall turns into the floor. Dylan’s abilities help you react right there as you are not locked to one set of movement rules.

Aberrant + Abilities: Where the Fun Begins

The combat system feels strong because it blends many parts together.

Take Dylan. He can use a strange ability to break up a group and then he charges into the gap with the Aberrant. After that, he changes weapon modes and ends the wounded enemy. A defensive skill helps him stay standing as he heads to the next target.

This means the player is constantly asking simple questions:

  • Should I attack quickly or use a heavy strike?
  • Should I stay close or create distance?
  • Which enemy should I stun first?
  • Should I spend my ability resource now or save it?
  • Which Aberrant form works best for this situation?

The system therefore rewards timing, movement and experimentation, rather than simply pressing the strongest attack repeatedly.

Control Resonant Abilities

Final Thoughts

CONTROL Resonant keeps the same spooky feel as Control, but it leans hard into close quarters combat. Dylan Faden’s Aberrant acts as the core of the fight tools as Control Resonant weapons. It can change form during play, so the game can switch  his kit to fit what is happening.

Plus, his strange abilities help him take control in fights, with ways to hold groups back, defend himself, hit at range, move fast and use things in the world to his advantage. It’s gonna be a great fight with these new Control Resonant weapons and powers!

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