The Aberrant is Dylan Faden's signature weapon in Control Resonant. It is a single shapeshifting close-quarters armament that flows between distinct melee forms mid-fight, letting one weapon do the work of a small loadout. Because Resonant is a melee combat game first, the Aberrant is not a sidearm. It is the primary tool Dylan brings to almost every encounter. For a wider sense of where it fits in the game, see the Overview.
Confirmed Forms
Five forms have been shown publicly so far. More are confirmed to exist but have not been revealed.

Form | Profile |
|---|---|
Hammer | A heavy two-handed form built around weighty, slow swings and high impact per hit. |
Dual Blades | A pair of short blades for fast, close-range strings of attacks. |
Scythe | A reaching form with a curved cutting edge, suited to wider arcs through groups of enemies. |
Whip | A flexible form that extends Dylan's reach and lets him pressure enemies from outside their guard. |
Fists | A bare-handed form for unarmed strikes. |
Additional forms are part of the design but have not been shown. Anything not on the list above should be treated as unrevealed.
Loadout System
The Aberrant is configured as a small loadout of forms rather than one default form. A typical setup uses three roles at once.
Slot | Role |
|---|---|
Primary form | Handles basic attacks and the bulk of normal combat output. |
Secondary form | Covers special and charged attacks the primary form is not built for. |
Combo ender | Used as a finisher at the tail end of strings to close out a combo. |
Combos do more than push damage. They also generate the resources Dylan spends on his special abilities, so consistent string play feeds back into the wider toolkit. Specials in turn can stun enemies and open windows for executions, and those executions grant temporary damage buffs that carry into the next string. The intended loop is that basic attacks build resources, specials open enemies up, executions reward the kill, and the buff carries momentum into the next fight.
Aesthetic
Public descriptions of the Aberrant lean into one phrase: raw, crude, and to the point. It is not styled as a polished signature weapon. Function comes before form, and the look of each shape follows from the job it is meant to do in a fight rather than from a decorative brief.

Unlocking New Forms
New forms are not handed out at fixed story beats. They are unlocked through the Aberrant's own progression system, and the most notable rewards come from defeating Resonants, the major boss enemies the game takes its name from. Beating a Resonant is one of the main ways the weapon's catalog grows over the campaign, which ties weapon variety to combat mastery rather than to crafting or vendor purchases.
Where it Sits Versus Control's Service Weapon
The Aberrant is the spiritual successor to the signature weapon of the first Control. Where that earlier weapon was ranged and shifted between firearm modes, the Aberrant is melee and shifts between close-quarters forms. The role is the same, the genre wrapping is different, and that single change captures most of what separates Resonant's combat from its predecessor's.

Unconfirmed Details
Several pieces of the Aberrant's design have not been confirmed publicly and should not be inferred from the forms that have been shown.
The full catalog of forms beyond the five revealed.
Specific stat tuning, including damage values and scaling.
Whether the Aberrant uses any kind of durability, condition, or repair system.
Exact combo lists and input strings for each form.
Charge timing and frame data for special and charged attacks.
These will be filled in once they are detailed publicly. Until then, this page sticks to what has been shown and avoids guessing at numbers.