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Melee Combat
April 22, 2026 at 06:55 PM
Initial melee combat article (2026-04-22)
Control Resonant's combat is built around melee rather than around firearms. That is a deliberate departure from the original Control's third-person shooter framing, and it is the single biggest reason Resonant plays so differently from its predecessor.
Remedy has publicly clarified the point: Control Resonant is not a Soulslike. It does not use a parry mechanic. The design is action-RPG rather than stamina-based duelling, which means Dylan's toolkit is about shapeshifting weapon forms, paranatural abilities, and positioning rather than reading animations to time perfect parries.
The Aberrant is the primary weapon and the centre of combat. Its ability to shapeshift into different melee forms means a single weapon covers what Control would have used multiple firearm modes for.