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.

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 form | Simple explanation | Best use |
| Hammer | A huge, heavy weapon with powerful strikes | Tough enemies and heavy damage |
| Dual Blades | Fast paired weapons designed for quick attacks | Fast enemies and aggressive combos |
| Other forms | More transformations have been shown or teased, but the complete list is not officially confirmed | Different 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.

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 type | What it does | Why it matters |
| Force-Push | Knocks enemies away | Crowd control and combo setup |
| Remote Explosions | Detonates targets or objects from a distance | Ranged damage |
| Offensive Shield | Protects Dylan and can be used aggressively | Defence + attack |
| Turret/Summon | Adds an independent source of damage | Battlefield control |
| Elemental abilities | Adds supernatural effects to combat | Status effects and different damage options |
| Reach | Helps Dylan cross unusual spaces | Exploration and traversal |
| Shift | Helps manipulate movement around Gravity Anomalies | Navigation 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.

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.

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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