Control Resonant will have a 30-hour campaign with plenty of melee combat
Gameplay designer Sergey Mohov has shared more details about Control Resonant in an interview with TechRadardetails, and explains that Control Resonant is not a Soulslike, but rather an action game where the player is constantly encouraged to attack.
The game moves away from the shootouts of the first Control in favor of a melee combat system centered on Dylan Faden and his shape-shifting melee weapon, the Aberrant. This weapon can take on various forms (hammer, blades, scythe, fists, etc.) to create diverse combos and adapt to different playstyles.
Melee attacks fuel supernatural powers, enabling a fluid flow between abilities and physical strikes. The developers’ goal was to create more aggressive, melee-focused gameplay.
Remedy promises a campaign lasting about 30 hours (50 for completionists), enhanced by a skill tree and extensive customization options, without incorporating a complex inventory system.
The studio compares its gameplay more to Devil May Cry or Bayonetta than to Dark Souls, with a fast-paced and highly offensive style. The goal is to offer a unique experience where the player remains in control of the combat from start to finish.
