Remedy's Arhi Makkonen on Designing the Biggest World Ever for Control Resonant
Control Resonant is set to release on September 24, arriving seven years after the 2019 original. The sequel introduces significant shifts: the setting moves from the claustrophobic halls of The Oldest House to the open streets of Manhattan, and the protagonist changes from Jesse Faden to her brother, Dylan Faden. Additionally, Remedy is pivoting toward melee combat, a first for the franchise.
In an interview with GamesIndustry.biz, senior level designer Arhi Makkonen explained that Control Resonant required a fundamental shift in design philosophy. While the first game was defined by interior spaces and ceilings, the sequel embraces verticality. Dylan possesses abilities that make him even faster and more mobile than Jesse, allowing for much greater freedom of movement.
Makkonen described the Manhattan of Control Resonant as the "biggest world we have ever done," but this scale brought unique challenges. In an open-ended structure, guiding players becomes difficult when they can essentially go anywhere. "It's very hard to keep him out of the rooftops in the first place," Makkonen noted, referring to the difficulty of preventing players from bypassing intended routes by scaling sheer walls.
Rather than using restrictive barriers, Remedy opted for subtle environmental guidance:

- Landmarks: Each zone features a prominent central location that acts as a visual anchor for players.
- Color Palettes: To aid orientation, different areas—such as parks or evacuation zones—use distinct color schemes, allowing players to recognize locations at a glance.
The introduction of gravity manipulation added another layer of complexity. The team wanted gravity shifts to occur naturally throughout the world, not just during scripted sequences. This required extensive prototyping to ensure that surfaces appeared walkable and to prevent players from accidentally flying out of the level boundaries. This process involved constant collaboration between artists and designers to adjust the height of elements and the placement of walkable surfaces.

Combat has also evolved to match the new setting. Dylan utilizes the Aberrant, a shape-shifting weapon that can transform into forms like blades or a hammer. This makes the combat feel faster and more aggressive than the original game's focus on ranged abilities. According to Makkonen, the team found the melee mechanics to be highly engaging early in development.
As Remedy moves forward following the release of Alan Wake 2 and the conclusion of FBC: Firebreak, Control Resonant stands as a major milestone. With the original Control having sold approximately 7.6 million units, the studio is focused on delivering a world that matches the high expectations of its massive fanbase.