
Image via: Remedy Entertainment
Image via: Remedy Entertainment
Remedy Entertainment wants players to "get lost" in CONTROL Resonant's world and even "force them to have fun" as they explore a warped version of Manhattan overtaken by dark forces.
CONTROL Resonant, which was showcased at PlayStation State of Play, is set to launch on September 24, 2026, with lead level designer Anne-Marie Grönroos and art director Elmeri Raitanen highlighting its larger world and more distinct environments.
Grönroos spoke about tackling the open exteriors in the upcoming game: "So this one, we are now outside [in] Manhattan, so the world is much bigger, the areas are more distinct from each other, they have more of this identity that has been thought of," she said.

CONTROL Resonant - Via: Steam / Remedy Entertainment
CONTROL Resonant - Via: Steam / Remedy Entertainment
"We want the player to kind of get lost in the world in a good way," Grönroos concluded in the interview with TechRadar Gaming. "And force them to have fun," Elmeri Raitanen added.
Those who played the first CONTROL game must recognize that most of it takes place inside a closed facility. This can add some limitations to how levels are designed.
Despite this, the game had many side missions and encouraged players to explore. CONTROL Resonant will do the same on a much larger scale.
The game will have large open zones and landmarks that may attract players' attention. It's not an open-world game, but Manhattan's vast expanse will be central to its identity.
However, it won't all be about fighting or solving puzzles, as Remedy has dedicated some areas solely to exploration rather than the paranatural elements the series is known for.
CONTROL Resonant Level Designer Hints at a Linear Experience Known as "Dungeons"
Anne-Marie Grönroos also discussed linear gameplay levels separate from the main story. Remedy Entertainment calls these levels "Dungeons."
The idea may be that players can come across such spaces where they don't have the distraction of the larger world. Instead, they can experience linear gameplay in an environment dedicated to that level.
These levels may reveal new details about the story or tell side stories related to the game. They may be similar to the side quests from the original CONTROL.
This is in line with what Remedy wants for new players. Furthermore, Grönroos noted that the developers want newcomers to experience the game in the same fashion as the main storyline in CONTROL.
Apart from this, the developers remained somewhat mysterious about the finer details of the upcoming title.
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Written by
Prit Chauhan
Edited by

Pulkit Prabhav