Control Resonant is nearly here (or out today, if you’re playing on PS5 with the Digital Deluxe Edition). If you’ve experienced any Remedy game, you know an adventure unlike many others awaits. This time is no different – even with so many connections to the original, there are several new systems and progression mechanics to play around with. Manhattan opens up after the first hour or so, which can also be overwhelming.
Never fear, though. We have 15 tips and tricks to help you survive and lay the smackdown on the Hiss, Mold and whatever the Patterning throws at you next. Let’s start with…
Which Aberrant Forms to Choose?
Early on, you can choose one of three Primary and Secondary forms for Aberrant. While they’re all useful eventually, some offer better early results. The Glaive and Flurry are pretty good at the start, the former for its range and the latter due to its attack speed (and evolution into a strong crit-based choice). Secondary choices are a little tougher, but I would advise going with the Hammer for Blunt damage and Falter, followed by the Drill for its ability to inflict Weakened on enemies with the first upgrade. The latter is especially good against bosses because once you inflict the debuff, you need to hit them once with the Drill to refresh it rather than building it up again.
Choose Carefully
Regardless of the form, think very carefully before locking in your choices. You won’t have many resources to unlock the others without really delving into the side content and leveling up the zones (more on that shortly). Your existing forms’ upgrades will also be cheaper, so it’s best to focus on those at the start.
Which Talents to Unlock First?
Though they’re awarded at a pretty consistent pace, Talent Points are extremely valuable. The question is: What should you unlock first? Since there are semi-strict paths, I would go with Retribution, which adds 25 percent more Falter with attacks inflicted with Retaliation; Agile Response for more damage and falter from Dodge Attacks; Skilled Backstab for a whopping 50 percent damage and falter when hitting enemies from behind; Decisive Step-Up, which grants 20 percent critical chance for all melee attacks after an execution (perfect for Flurry); Sustained Assault where hitting the same enemy has a chance to drop health elements; and Restorative Dodge, where you’ll recover a small amount of health with Perfect Dodge. Cleansing Rush is good early on for removing status ailments, and if you’re playing with summons, Guarded Formation is a great way to reduce damage taken if you’re near them.
Damage Types and Exploiting Enemy Weaknesses
Besides Blunt damage, there are two other kinds – Raw and Sharp. You’ll ascertain the weaknesses of different enemies over time, but generally, Blunt damage is great for breaking armor. So if you don’t want to deal with enemies resisting staggers, not being afflicted by status effects and not being juggled in the air for combos, you’ll want some Blunt damage, even if it’s a finisher, to crack them open. Some enemies are also weak to specific abilities, like the Mold against fire.
Enemy “Levels” and What They Mean
As you progress through the story and slay Resonants, you’ll notice the numbers next to enemies’ health bars changing. Higher means they’re more dangerous and take more hits; lower means you can take them to beatdown city without breaking a sweat. I wouldn’t advise escaping if they have skulls, but make sure you have enough damage to shred through their health before things get dicey.
Which Targets to Prioritise
With the increased enemy variety, you’ll encounter all kinds of threats while fighting the Hiss and Mold. Which order you prioritize them ultimately depends. Prioritize the flying Hiss whenever possible, since they can launch explosive projectiles (and themselves) to chunk your health down quickly. In the same vein, decimate any flying Mold or the larger ones walking around and spewing projectiles. Left too long, the latter can chain cc you while causing massive damage. But if you have Dominance active and a Blunt finisher? Target the smaller enemies first to execute them and whittle down their numbers, and then turn your attention to the major threats.
Leveling Zones and Their Benefits
You earn XP in Control Resonant, but it’s not for Dylan…at least, not how you’d think. When completing tasks, side quests, or main quests in a zone, it receives XP and eventually levels up. Dylan receives a Talent Point along with increased Source and resource drops, more health drops, additional vendor wares (as noted earlier), and more within that zone. That’s why it’s often ideal to focus on your starting Aberrant forms before unlocking others. As Dylan becomes stronger, he’ll be equipped to dispatch enemies within a zone and gain increased rewards.
Investigate Blocked Entrances Guarded by Enemies
Side quests won’t always be out in the open waiting to be doled out. Some of them are randomly assigned by Zoe as you explore the world and get closer to specific locations. That said, others are conspicuous by the number of enemies nearby. If you see a blocked entrance and some Hiss or Mold hanging out, kill them all. This will unlock the entrance and lead to new side quests and quest chains, if not materials and upgrades.
Always Check the FBC Notice Boards

The FBC has enough jobs to keep Dylan busy, with many popping up on the task boards littered in each zone. But you don’t need to pick them up to discover them in the world. So if you collect packages or take out hostiles, try checking the task board whenever you’re nearby to claim the reward.
Free Health Upgrades Near the Vendor
Leveling up a zone is also beneficial for unlocking more wares at the vendor – the mysterious, or as The Board would say, “non-dairy,” ice-cream truck that’s parked in different places. However, even if you don’t have the funds for anything, it’s worth finding the vendor whenever possible. Near them is a crate that will provide a health upgrade point. Three are required to increase health permanently, so every bit counts. Keep an eye out for Large Resource Crates on the map once the zone has leveled up enough, since they can drop either health or power upgrades.
Mapping Out the Zones
Whenever you enter a new zone, neither Dylan nor the FBC is really aware of the paranatural shenanigans taking place. You’ll need to find three devices blinking red, and then return to the mapping station (not tower) to scan the area. If the blinking isn’t obvious or bright enough, here’s a tip: Go to the main station and check which direction the dish in question is pointing. Any activated devices will appear green, which is even more helpful for knowing which ones remain.
Which Artifacts to Use?
Picking the best Artifacts is a little trickier depending on which areas and content you tackle first. But generally, the Lighter is good for Burn resistance, especially before facing the Deserter, while the Face Mask is best before entering the Park. Other generally good Artifacts for early to mid game include the Amulet for five percent increased critical hit chance to all melee attacks and Badge 11-60 for reduced damage from environmental hazards. Avoid the Wallet early on – if you don’t have any Power, it draws from your health to use abilities, and can easily bring you close to death.
DON’T Go to the Park Immediately

I’ve said this before in my review, but it bears repeating: Don’t choose the Park as your first destination. You won’t have the fire abilities to combat the Mold, nor will you have enough health to survive an infection. It also doesn’t help that you need all traversal abilities unlocked to really navigate the surroundings, and even fight the zone’s Resonant.
Follow the Main Quest to Unlock All Traversal Skills
With that in mind, follow the main quest, which involves assisting the FBC wherever possible. Killing Resonants whenever possible is still advised, but the only way you’re going to explore more Faults, which is where you unlock new traversal abilities, is by progressing through the story. The path towards the final traversal skill, Reach, becomes available after Dylan can’t progress further in the Underpass and must venture into the Metro Fault to unlock it.
Flame On
Even after you’ve prepared enough to enter the Park, you may eventually suffer the Mold’s infection. The best solution, if you have enough Power? Use Ignite. While it’s meant to set your weapons and some abilities ablaze, which is perfect for shredding the Mold apart, it engulfs Dylan’s body, cleansing the infection (even if it deals a bit of self-damage) and maybe igniting a nearby mold swamp for some explosions.

