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"We didn't want the brooding hero out for revenge": How quiet lulls and a bird-sketching lead make Control Resonant a more introspective kind of action game

📰 Kaile Hultner 👤 Kaile Hultner 🕒 2026-10-30 04:30:00
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游戏《Control Resonant》呈现战斗与宁静时刻的强烈对比,包含寻找紫色龙玩偶的剧情元素
文章提及游戏内存在超现实场景如会传送的狗和紫色龙玩偶
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Like the repeating pattern effect afflicting its warped Manhattan,
Control Resonant
threw me for a loop. One minute I would be brutally slashing and smashing my way through hordes of inhuman enemies, enacting a never-ending chain combo of bellowing violence with my Aberrant, and the next minute I would be scanning nearby rooftops for signs of a squeaking purple dragon plushie to give to a very wiggly dog (who, I was pretty sure, could teleport). Combat often felt desperate and bloody; knockdown-and-drag-out brawls that had me limping away like John Wick after a particularly messy gunkata affair. Still, these fights all ended eventually, and in their place was not always more action-RPG battling but, more often, an odd sense of melancholic peace and quiet. It’s a strange dichotomy I’ve been thinking about nearly nonstop since I finished my first playthrough.
Spoilers/Revelations for
Control Resonant
ahead. Don’t say we didn’t warn/notify you.
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