Control Resonant Has No Parry or Deflect System: “Offense Is the Best Defense”, Says Remedy

Control Resonant's cover art featuring Dylan Faden with the Aberrant, including two combat screenshots to his sides layered onto a circular background.
Image Credit: Beebom
In Short
  • Remedy says Control Resonant doesn't include a parry system to motivate players to stay aggressive.
  • According to the lead gameplay designer, the team initially developed a parry-and-deflect mechanic but later dropped it.
  • Control Resonant's combat philosophy was developed on the idea that offense is the best defense.

Control Resonant is a huge departure from Remedy’s original title, integrating a more hack-and-slash combat system rather than being a third-person RPG shooter. In an IGN First interview, Control Resonant’s lead gameplay designer, Sergei Mohov, confirmed the absence of a parry or deflect mechanic in its melee-focused combat.

Remedy Explains Why Control Resonant Ditches Traditional Parry System For Its Gameplay

According to the IGN Control Resonant interview, Remedy Entertainment focused on a more combat-oriented system built around offensiveness, with Mohov admitting that “The idea behind the combat system of Control Resonant is that offense is the best defense. Here’s Mohov’s full quote about the decision:

“We did prototype parry and deflect mechanics, and decided to remove them. When we implemented these kinds of defensive mechanics, we noticed that we’re waiting for enemies to do something to press the button in return.”

Mohov further explained that the defensive mechanics “just didn’t seem to fit the philosophy that we had for the combat system.” Control Resonant’s combat philosophy centers on maintaining momentum with The Aberrant, Dylan’s primary weapon, encouraging players to stay aggressive rather than wait for an opening to parry.

Image Credit: Remedy Entertainment

“We want everything to feel immediate,” Mohov explains. “You press the button, the thing happens. That’s the philosophy of design. You press Square, Dylan does the attack. You press R1, Dylan does the ability.”

Remedy removed everything that slowed down Control Resonant’s combat, including the parry system. However, Dylan does have a dodge mechanic to move out of harm’s way while fighting bosses throughout Resonant’s FBC and other expansive Zones in a paranaturally altered Manhattan.

Previously, Mikael Kasurinen, director of Control Resonant, revealed that Sekiro inspired Resonant’s fast-paced combat. Although Sekiro did include a parry system, it’s pretty clear they’re not basing Resonant’s combat entirely on FromSoftware’s souls-like title.

Moreover, the intense combat system and the hardened boss fights also put Control Resonant’s runtime at 30 hours for the main story and 50 hours for 100% completion. However, the game could take players significantly longer depending on how they fare against the Hiss without a parry system.

With major September releases such as Onimusha: Way of the Sword and Marvel’s Wolverine having a parry system, Control Resonant clearly stands out by not having one.

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