Dylan again “learns to be human” from inner to outer world—Interview on the Long-Awaited Sequel “CONTROL Resonant” [TGS2026]

Could it be influenced by works like “Neon Genesis Evangelion” and “Paprika”?

Features Interviews
In this game, Dylan once again “learns to be human” as he journeys from the inner world to the outer world—an interview with the development team behind the highly anticipated sequel, *CONTROL Resonant* [TGS2026]
In this game, Dylan once again “learns to be human” as he journeys from the inner world to the outer world—an interview with the development team behind the highly anticipated sequel, *CONTROL Resonant* [TGS2026]
  • In this game, Dylan once again “learns to be human” as he journeys from the inner world to the outer world—an interview with the development team behind the highly anticipated sequel, *CONTROL Resonant* [TGS2026]
  • In this game, Dylan once again “learns to be human” as he journeys from the inner world to the outer world—an interview with the development team behind the highly anticipated sequel, *CONTROL Resonant* [TGS2026]
  • In this game, Dylan once again “learns to be human” as he journeys from the inner world to the outer world—an interview with the development team behind the highly anticipated sequel, *CONTROL Resonant* [TGS2026]
  • In this game, Dylan once again “learns to be human” as he journeys from the inner world to the outside world—An interview with the development team behind the highly anticipated sequel, *CONTROL Resonant* [TGS2026]
  • In this game, Dylan once again “learns to be human” as he journeys from the inner world to the outside world—An Interview with the Development Team Behind the Long-Awaited Sequel, *CONTROL Resonant* [TGS2026]
  • In this game, Dylan once again “learns to be human” as he journeys from the inner world to the outer world—an interview with the development team behind the highly anticipated sequel, *CONTROL Resonant* [TGS2026]
  • In this game, Dylan once again “learns to be human” as he journeys from the inner world to the outer world—An Interview with the Development Team of the Long-Awaited Sequel, *CONTROL Resonant* [TGS2026]

Remedy Entertainment will release the action-adventure RPG *CONTROL Resonant* for PC, PS5, and Xbox Series X|S on September 24, 2026.

This sequel to *CONTROL*, released in 2019, features Jesse’s younger brother, Dylan, as the protagonist. Set in a Manhattan distorted by cosmic forces, Dylan must confront various threats as he fights for his own redemption and searches for his missing sister.

Dylan can wield the “Averant,” a melee weapon that instantly transforms into a sword, scythe, hammer, and other forms. In a devastated Manhattan, he’ll encounter various people and confront countless crises while coming to terms with his past and inner self. Another major feature of this title is the ability to experience deep, player-specific character builds.

In this article, we bring you coverage of the media hands-on session and developer interviews held during the “Tokyo Game Show 2026.”

Shapeshifting Fun! The “Averant” Is a Standout

During this hands-on session, we were able to play from the game’s opening sequence. The story begins with Dylan waking up and escaping from the Oldest House, where he had been imprisoned. Additionally, the title screen features content that allows players to review the story from the previous game.

In the intro, Dylan awakens to the power of the “Averant,” and you can choose a playstyle from three forms right from the start. Options include a style suited for quick attacks and one that excels at area-of-effect attacks, allowing players to enjoy the game from the very beginning based on their preferences.

Combat with the “Aberrant” is simply a blast! You can easily chain together combos with rapid button presses, and dodging is instantaneous, making it simple to pull off exhilarating action sequences. As the story progresses a bit, you’ll unlock a secondary “Aberrant” form, allowing you to combine two attack styles.

As Dylan’s abilities are unlocked, you’ll also gain access to movement actions like gliding and special dashes. Climbing to high places is a breeze, and the movement controls are very intuitive and fun to use.

The game also features Japanese voice acting, allowing you to fully immerse yourself in the story and dialogue. During conversations, you can choose Dylan’s responses, and his unique personality adds an element of role-playing fun.

“CONTROL Resonant” Joint Media Interview

Art Director Elmeri Raitanen

――Please tell us about the concept behind this game.

Development Team: This is part of the “CONTROL” franchise and was developed as a “World First” title. Within that framework, this game tells Dylan’s story—and it’s also the story of the siblings.

――What did you aim to achieve differently from the previous game, *CONTROL*, and what did you want to preserve?

Development Team: We’re aiming for a game that’s bigger and more open-world than the previous title. We previously developed a game called *Quantum Break*, and we’ve drawn on that experience and know-how.

Additionally, this title incorporates RPG elements, allowing for a more expansive gameplay experience. Of course, it’s not just about making the world bigger—we’ve designed the story to deliver a rich, immersive experience.

――What ideas and inspirations gave rise to the *CONTROL* series’ unique world?

Development Team: We’ve studied over 200 works to date and absorbed a wide variety of elements.

We’ve also looked at Japanese works. We’ve drawn inspiration from *Neon Genesis Evangelion* and *Paprika*, too.

――In this game, “leaving the Oldest House” is a major concept. Please tell us what it means to expand the game’s world.

Development Team: In the previous game, the story centered on Jesse entering the Oldest House from the outside world.

In this installment, conversely, the story concept—depicted in a cinematic style—centers on Dylan, who was raised in the Oldest House as a child and trained by the FPC to acquire various abilities, waking up and venturing out into the outside world.

Remedy Entertainment is also committed to constantly surprising players.

As for Manhattan in this game, many games have been created with Manhattan as their theme. The Manhattan we’ve created for this title features a unique, original worldview, but we also aimed to make it recognizable enough for everyone to say, “That’s Manhattan.”

――Are there any items in this game similar to a “maneki-neko” (lucky cat)?

Development Team: I think there probably is one (laughs).

――What aspects did you focus on to bring out Dylan’s unique personality as a character?

Development Team: In the previous game, Dylan was dominated by His and was portrayed primarily as a victim. In *CONTROL Resonant*, a major theme is Dylan—now awakened—"learning to be human again." After being confined, Dylan interacts with people in the outside world and begins to help others.

――After actually trying out “Averant,” it felt truly amazing and exhilarating. The details are meticulously rendered, such as how your actions change depending on enemy positions. Could you tell us about the development team’s ingenuity and the challenges you faced?

Development Team: Since the game focuses primarily on melee combat, we placed a high priority on creating a sense of exhilaration. The animation team was also enthusiastic about this, and they put a lot of care into crafting the visual effects and animations.

Since we’ve primarily worked on games involving firearms in the past, close-quarters combat was a fresh and rewarding experience for the entire team.


The highly anticipated sequel, *CONTROL Resonant*, is scheduled for release on September 24, 2026, for PC (Steam/Epic Games Store/Microsoft Store),PS5, andXbox Series X|S.

With the cooperation of Remedy Entertainment

By Mr.Katoh