Remedy's creative director Mikael Kasurinen reveals that Control, despite its shooter mechanics, was always designed as an RPG experience at its core. The original Control focused on gunplay and action, but the upcoming sequel Control: Resonant shifts the franchise firmly into action RPG territory, making Kasurinen's original vision more explicit.

Kasurinen confirms the studio viewed the series through an RPG lens from the beginning, even when the first game prioritized shooter mechanics. Control: Resonant leans into character progression, stat systems, and narrative depth that align with traditional RPG design. This represents a deliberate evolution rather than a genre pivot, as the foundation for this direction existed in the original title.

The shift reflects player demand and industry trends favoring action RPGs. Players connected with Control's supernatural narrative, protagonist Jesse Faden's abilities, and the Federal Bureau of Control setting, creating natural ground for deeper RPG mechanics. Remedy recognized this appetite and committed to delivering a full RPG experience with the sequel.

Control: Resonant maintains the kinetic combat and supernatural atmosphere of its predecessor while layering in equipment systems, skill trees, and expanded character development. The supernatural setting of the Oldest House provides a perfect backdrop for progression systems that reward exploration and experimentation.

This direction positions Remedy against established franchises like the Dishonored series and Control's own spiritual predecessor, Alan Wake 2. The market has proven action RPGs with strong narratives perform well, especially when paired with immersive worlds and unique visual direction. Kasurinen's articulation of Control as "the Remedy version of an RPG experience" suggests the studio aims for a distinct identity within the crowded action RPG space rather than chasing existing templates.

Control: Resonant launches on PlayStation 5, Xbox Series X/S, and PC. The game arrives in 2025