Control Resonant’s New Patch Misses A Much-Needed Addition
Control Resonant launched a week ago today, and now Remedy has just released its biggest patch for the game to date. It’s a good one, full of positive updates, but I think they are still missing the largest change the game needs to make.
I’ll get to the patch notes in a minute, and I won’t wait to explain. While Control Resonant’s combat has been praised, it remains a mystery as to why there’s one feature missing: The ability to quickswap between weapons, especially your three primary ones. While you can do it through a pause menu, obviously the goal here would be to be able to do it on the fly, adding to combat diversity within a given encounter. It seemed strange it didn’t exist in the first place, but despite two significant patches now, it hasn’t shown up, nor has Remedy addressed the possibility. I think it needs to be added.
I will also put another addendum here that I think skill swapping should change. Not on the fly, perhaps, as you can already have six abilities, but I maintain the “choice” idea is overly restrictive when you pick between 2-3 options for a specific type of skill. Even if you can only equip one of those choices at a time per skill, they should be permanent unlocks, rather than forcing players to use respec currencies. Remedy did patch this in a way, allowing players to get a lot more of that currency relatively easily, but it’s still an awkward system that doesn’t need to exist at all.
As I said, there are a lot of great additions and fixes in this new patch, so here are the key notes I would highlight:
- You can now play an infinite number of runs of Control Resonant in New Game ++
- Added the Build Power number to the Loadout screen on the bottom left so that players can easily see their Power level instead of having to find it buried in the Stats & Effects menu
- The HUD will have a little notification icon to indicate that you have new things to buy or upgrade in The Gap
- Unknown Zone - Decreased the overall amount of combat and intensity by 10%-15%
- Many fixes to map markers either sticking around too long or being in the wrong place and not clearing correctly. We are sure we still missed a few of these, though
- Fixed over-saturated HDR highlights in AgX (tonemapper)
- Improved player interactions (sliding and parkouring) on a range of objects across the game
- Fixed an issue where Dylan’s outfits would change when fast traveling to Downtown Zone after the credits have rolled
- Fixed an issue where The Last Taxi quest wasn’t granting any rewards
- Adjusted mini boss and heavy enemy reactions to the player using the Push ability
- Updated rewards to ensure players can max out every Zone in New Game+ somewhat easier
- Made the Firebreak employee doing his job in The Park a lot stronger. There wasn’t supposed to be this amount of Mold to stand in to make the job that difficult for the Firebreaker.
Man, that last one. I was going insane trying to beat it, as the guy you’re supposed to protect dies from poison in like 20 seconds and you have no way to prevent that at all. Now I can finally complete that event. Other than that, there are some good changes to combat and fixes for minor annoyances. I do think the power level system in Control Resonant needed more instruction, as I’ve seen a number of people forgetting to/not knowing to upgrade trees at all (or are confused they need to upgrade trees for weapons they aren’t even using).
So, good patch, but I really do wish they would work on the weapon swap and skills issues I mentioned.
Follow me on Twitter , YouTube , and Instagram .
Pick up my sci-fi novels the Herokiller series and The Earthborn Trilogy .