A New World for Control Resonant

In the upcoming game Control Resonant, lead level designer Anne-Marie Grönroos and art director Elmeri Raitanen have focused on creating an immersive experience that encourages players to explore beyond the main story. Their goal is to allow players to become lost in the world in a positive way, engaging with side content as much as possible.

Grönroos shared, “We want the player to kind of get lost in the world in a good way.” This philosophy is central to the design of the game’s open world, which is set in a supernaturally warped Manhattan. Unlike the first Control game, which was confined to the interior of the Oldest House, Resonant offers a vast, explorable environment filled with visual landmarks that can draw players into different areas.

Raitanen noted that the team faced challenges in moving beyond the success of the original Control. “From the design side, well, we did the first Control, [and] I think we were a bit naive back then,” she said. The team learned from their previous experience, but there were still many elements they couldn’t fully realize in the first game. Now, with Resonant, they are expanding the scope significantly.

Expanding the World

The new game introduces a larger world with more distinct areas that have their own identities. Grönroos explained, “The areas are more distinct from each other, they have more of this identity that has been thought of.” This approach allows players to recognize different zones based on their unique characteristics, such as the Evacuation Zone or the Molding Park.

One of the key aspects of the game’s design is the use of visual landmarks. These landmarks not only attract curiosity but also help players navigate the world. “In the indoors we couldn’t have those landmarks from very far away, and you couldn’t have those visible from other sectors at all,” Grönroos said. In Resonant, players can see these landmarks from multiple zones, enhancing the sense of exploration.

A City That Feels Alive

While the world may appear to be filled with supernatural threats, the team didn’t want to overwhelm players with constant chaos. Instead, they aimed to create environments that feel inviting and worth exploring. Raitanen mentioned, “[It] occasionally invites you to explore, but then there might be this layer of paranatural threat and chaos that kind of is overlaid on top of the normal city.”

This balance between the familiar and the strange helps to make each zone feel unique. Players can take screenshots of different locations and immediately recognize where they are, thanks to the distinct identities of each area.

Linear Dungeons and Side Content

Beyond the main story, Grönroos hinted at additional sequences and what Remedy calls “dungeons.” These linear levels offer a contrast to the open overworld and focus more on storytelling. “These spaces, which are not in the part of the overworld, [are a] more content linear experience, and there’s not a ton of other things distracting you there,” she explained.

While these dungeons are designed to be self-contained, they may also lead to side quests that open up later in the game. However, the team wants the first-time experience of Control Resonant to be similar to how the main quest was structured in the first game.

Launch Details

Control Resonant is set to launch on September 24 for PlayStation 5, Xbox Series X|S, and PC. With its expansive open world, rich side content, and carefully crafted environments, the game promises to deliver a new and exciting experience for fans of the series.