Control Resonant - Remedy's DmC 2 (2026)

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BrawlMan

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No one has actually played the game yet, but there are skill trees and points can be refunded at any time. There is emphasis on time dodges, but no parries. You hear that @Old_Hunter_77? Hope knowing this peaks your interest a little. Nobody knows how the game feels to play, but going by the footage, the combat looks mostly smooth. This is a straight up action game, folks. Just a heads up. No Souls design here.


 

Ezekiel

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I don't wanna keep playing dodge spam games, which is what all third person action games were reduced to with Dark Souls and its type. None of them want to make normal movement a valid means of evading danger, which means invincibility frames and animations that fight the player's intuition. I saw the brother/protagonist teleport-dodge. Jesse Faden dodged too, but because it was a shooter you normally didn't have to get so close. The combat of Control was nice. Now there's nothing to look forward to in fast-paced third person shooting with an emphasis on mobility. Not interested in the Max Payne remake because I know they're gonna make it more diverse (colored Mona Sax or Detective Winterson) and safer for the times (Italian stereotypes removed) and probably force in some kind of upgrade system.
 

BrawlMan

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which is what all third person action games were reduced to with Dark Souls and its type.
Not really. You just don't bother to pay attention and waste too much time whining and not actually playing anything.

In Evil West, you can dodge, and it's useful, but you can't actually spam it. The game does punish you for doing so, and parrying is much more emphasized. Oneechanbara Origin (2020) has dodging and parrying with both being viable options. Parrying is riskier on harder modes, or if you have certain rings equipped where you're glass cannon.You can spam dodge in that one, but it always doesn't work. Lost Soul Aside (2025), you can't spam parry nor dodging. You have to know what you're doing. Especially on the parrying. There is a rhythm, but you are punished for trying to mindless press either buttons or your combos. Ninja Gaiden 4 punishes you for trying especially for trying to spam mindlessly. Dodging doesn't give you Witch Time, but it gives you a brief breathing window and allows you to buffer certain attacks, depending on the weapon or who you're playing as. Romeo Is A Dead Man is about dodging, but bosses and certain enemy types will punish you for spamming. There is also a big emphasis on summoning specialized zombies called Bastards with different power sets on cool downs.

You would know this, had you gotten off your cynical butt, and played any of these games. None of them play Dark Souls. Get that shit whiny fake info shit out of here. You're not interested and have no plans on playing, so you have no right complain and can leave. The door is right there.
 

Ezekiel

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I stopped reading after "whining." The few game recommendations I tried from your mean-spirited previous posts were overrated anyway, often lacking necessary funding to be worthwhile.
 

thebobmaster

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So, indie games don't have the necessary funding to be worthwhile, and then you complain about how all AAA games are the same. Make up your mind, or realize that you don't like games.
 

BrawlMan

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I stopped reading after "whining." The few game recommendations I tried from your mean-spirited previous posts were overrated anyway, often lacking necessary funding to be worthwhile.
So in other words, you never played them. So you're lack of an opinion and second hand info ain't worth shit.

So, indie games don't have the necessary funding to be worthwhile, and then you complain about how all AAA games are the same. Make up your mind, or realize that you don't like games.
He's man blinded by nostalgia, but never wants to admit it, or wants indie or AA do the weird or very specific and overly high/impossible standards no one ever asked for. Or it's not "HOW I WANT IT!".
 

Ezekiel

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So, indie games don't have the necessary funding to be worthwhile, and then you complain about how all AAA games are the same. Make up your mind, or realize that you don't like games.
There's no hypocrisy in my post whatsoever because I mostly play old games. I have said before that as soon as indie have the money needed to make games that are worthwhile, they sell out. I like some indie games.
 

BrawlMan

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Dude, if you have nothing of value to add, then please leave. This isn't what I made the thread for. You're not excited, and you've already made that clear. Leave the thread and do something you consider better a use of your time.
 

Ezekiel

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You started it. Again. It's ALWAYS you. You could have just ignored after I spoke my piece. That's why you added me to your ignore list in the first place. Make up your mind.
 

BrawlMan

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PsychedelicDiamond

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Interesting to see Remedy work on something that's not, broadly speaking, a third person shooter. Hope the gameplay will be good. But even if it's mid, I'm sure their talent for presentation will elevate it.
 
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Old_Hunter_77

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No one has actually played the game yet, but there are skill trees and points can be refunded at any time. There is emphasis on time dodges, but no parries. You hear that @Old_Hunter_77? Hope knowing this peaks your interest a little. Nobody knows how the game feels to play, but going by the footage, the combat looks mostly smooth. This is a straight up action game, folks. Just a heads up. No Souls design here.
My interest was peaked since the initial reveal at whatever event it was revealed. My hope is more around atmosphere and story than gameplay. If it does a good job of building on that stuff from the first game, then as long as the gameplay isn't complete ass or unfairly difficult then I'll love it. It's one of my very few"AAA" anticipated games right now.
 

BrawlMan

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My hope is more around atmosphere and story than gameplay. If it does a good job of building on that stuff from the first game, then as long as the gameplay isn't complete ass or unfairly difficult then I'll love it. It's one of my very few"AAA" anticipated games right now.
It's Remedy, they usually know how to do both great. The only exception is really Quantum Break. It was such a big disappointment and waste of unique ideas.
 

BrawlMan

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Why the DMC 2 comparison if I may ask?
We all know the history of this reboot/AU whatever at this point. I am here to talk DmC's positive influences on a gameplay front. I've noticed over the years, more and more of games have been subtly taking from this iteration of Devil May Cry, or more overtly.

I realized at some point that Hi-Fi Rush is another better version of DmC (2013). Though Tango looks like they took so much more from DmC, but being better in nearly every single way. This is more of an observation, than a take, but let's run down the list of similarities:

  • Chai starts as a jerk ass protagonist who develops into less of a jerk and idiot, becoming a better person by the end of the game. Similar case with Dante, but it's done much better with Chai.
  • Both young men are on the run and wanted by the city/world/an evil corporation. Dante was framed for crimes and destruction he didn't do, and Chai is on the run for being "defective".
  • Said protagonist teams up with a ragtag bunch of misfits to stop an evil corporation from taking over the world.
  • Both games features corpo douche-bag villains who are related to one of the protagonists. Mundus in DmC is literally Dante and Vergil's uncle in that continuity, while Kale and Peppermint are revealed to be siblings late game.
  • Both main characters can use a chain to grapple themselves towards enemies. Dante can bring enemies to him depending on their size.
  • Both games used color coded enemies and you have to pull out a specific weapon or assist to hurt/damage/stun them. I admit DmC does this a bit better, if you're playing the Definitive Version, as your assists are on cool down timers in HF Rush. DmC just has switching weapons with the D-pad and trigger buttons.
  • Both have an enemy on 4 legs that does a spindash attack that can be parried.
  • Both games have huge emphasis on platforming. HF even more so, since half the game has platforming involved due to being a 6th generation throwback. DmC's platforming works, but it's very simple by comparison and the platforming is scripted event focused.
  • Both games have heavy use of dynamic music with licensed songs. HF Rush's you can turn off to avoid copyright when uploading videos to Twitch or YouTube.
  • In both games, the protagonists raid the corporate office of the respective evil company in the next to last/last few levels.
Hi-Fi Rush is a better version of No Straight Roads too. Nothing against that game in particular, but everything NSR was trying to do, HF ended up doing much better.

EDIT: I admit that this video from Umbasa Mufasa made 5 years ago was an inspiration to to dive further in this idea and concept.

Yet before those two, the very first I recall was Assault Spy on Steam. From what I watched and played, the control set up is almost identical, with even having a launcher button. There is no weapon switching though.

The next I noticed the DmCisms are in Ninja Gaiden 4 of all things. With Yakumo's Blood Raven form. Each weapon has a standard mode, and an alternate mode when pressing L2/LT. This does count as a stance change too. Not only that, each weapon Yakumo gets can be swapped with the simple touch of the D-Pad. You can switch weapon moves mid combo as well. Though that's always been a staple of Capcom or Platinum titles. Then there's Ryu's Gleam form, which also works as a stance change. Making him go faster and do more damage with certain or specific attacks. Yakumo gets this too,when you unlock the Dark Dragon Sword. The game does have an empahsis of the demons, fiends, and Dark Dragon shifting reality as well in Tokyo. This is especially noticeable in the second mission and at the halfway point.

Now we have Control Resonant. A first from Remedy doing a melee focused action game. I noticed in the trailer, that lightning fast attack weapons/swords have a light blue glow/sheen to them, while any heavy weapons features (such as the hammer and gauntlet fist weapons) have an orange/red glow or sheen. It's especially noticeable when they briefly show the fists in the trailer. Though this was already part of the previous games, the environment is constantly shifting/changing and is out to get you.

For as much hatred the game got at the time (I was one of them until Definitive Edition at least), developers have no problem taking more influences from DmC, or taking the right lessons from the game. So it had an impact, even if it wasn't the way Capcom wanted at the time.
 
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