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Remedy Pushes Back on Soulslike Labels for Control Resonant
Remedy Entertainment has moved to shut down one of the loudest assumptions around Control Resonant: the idea that its melee focus means it is chasing the Soulslike formula. In a recent interview with Eurogamer, the studio has been clear that Resonant is an action-driven action RPG, designed around momentum and player expression rather than the deliberate, reactive pacing that defines most Soulslike combat.
The confusion is understandable. When a series known for gunplay and supernatural powers pivots toward close-range fighting, players tend to map it onto the most familiar modern template. But Remedy’s messaging suggests the opposite.
Control Resonant is meant to feel decisive and aggressive, with the player setting the tempo instead of waiting for narrow counter windows.
Melee Combat Focused on Momentum and Player Choice
Remedy’s framing centres on a combat loop that rewards staying on the front foot. Rather than leaning on attrition, stamina pressure, or punishing run backs, Resonant’s fights are designed to build flow.
Your core melee weapon can shift forms, enabling different speeds, ranges, and roles within a single build, while supernatural abilities and progression systems are intended to widen options rather than funnel everyone into one optimal approach.

The studio has also signalled that buildcraft is a key pillar. You are encouraged to lean into a style, whether that means heavier melee emphasis, more ability-driven play, or a hybrid that uses tools to control space while still fighting up close. That approach fits action RPG design more than it does Soulslike tradition, where the identity usually comes from learning enemy patterns and mastering punish windows.
No Parry, No Soulslike Rhythm, and Dodging as the Defensive Tool
One specific detail does a lot of work here: Remedy says there is no parry system. Defence is built around dodging and repositioning, which reinforces the idea that Control Resonant is chasing mobility and tempo, not methodical counterplay.
This also aligns with another stated intention: the player should feel in charge of combat pacing. A dodge-first defensive toolkit tends to create faster encounter rhythms, especially when combined with systems that reward chaining attacks and maintaining offensive momentum.
A Shift in Structure Without Open World Clutter
Control Resonant is also described as more open in structure, but Remedy has stressed it is not aiming for the usual open-world checklist feel. The promise is exploration and optional objectives without drowning players in icons and excessive map markers.
Control Resonant is currently slated for a 2026 release across PlayStation 5, Xbox Series X|S, and PC. Remedy says it will share more as it gets closer to launch, but for now, the takeaway is straightforward: melee is the new focus, but Soulslike expectations are misplaced.