CONTROL Resonant

Сейчас играют

20 761

Разработчик / Издатель

Remedy Entertainment

Дата выхода

24 сен. 2026 г.

Жанры

Экшены, Приключенческие игры, Ролевые игры

Русский язык

Только текст, без озвучки

Цена

$59.99

Рекомендаций в Steam

7 747


Метки

Слэшер
Ролевой экшен
Глубокий сюжет
Проработанная вселенная
Сверхъестественное
Кинематографичная
От третьего лица
Атмосферная
Сюрреалистичная
Научная фантастика
Постапокалипсис
Экшен
Открытый мир
Супергерои
3D-платформер

Особенности

Для одного игрока
Достижения Steam
Полная поддержка контроллеров
Коллекционные карточки Steam
Настройки движения камеры
Альтернативные цвета
#category_contrast_controls
Расширенное управление громкостью
Регулируемая сложность
Управление только клавиатурой
Можно играть без QTE
Поддержка контроллера DualSense
Сохранение в любое время
Настройки субтитров
Steam Cloud
Поддержка HDR
Семейный доступ

Ветераны

10+ ч на момент отзыва

95%

положительных · отзывов: 3 679

Новички

Меньше 2 ч на момент отзыва

58%

положительных · отзывов: 269

На старте

Первые 30 дней после выхода в Steam (24 сент. 2026 г.)

88%

Русские отзывы: 88% на старте → 87% сейчас

−1

· Отзывов на старте: 750

Английские отзывы: 92% на старте → 92% сейчас

· Отзывов на старте: 6 799

Как меняется мнение с часами

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Как меняется мнение с часами
СыграноПоложительныхОтзывов
до 2 ч58%269
2–5 ч86%693
5–10 ч90%1 011
10–50 ч95%3 463
50+ ч98%216

Лучший довод «за»

Самый полезный отзыв ветерана (10+ ч на момент отзыва)
▲ Рекомендую
24 ч на момент отзывавсего 34 ч
30 сент. 2026 г.

АХТУНГ!! Если вы хотите поддерживать действительно креативные, умные игры, с отличной драматургией, с хорошими, запоминающимися персонажами, с отличным геймплеем, прикольными игровыми ситуациями, ПОДДЕРЖИТЕ ЭТУ ИГРУ!! Ремеди, одни из последних в сегменте ААА, кому еще действительно не нacрать на то, что подавать геймерам! Поддержите отличную игру! Дайте знать, что вы хотите хорошие игры! Если Ремеди однажды закроется, то вы не будете иметь морального права вякать на то, что индустрия гниет! Вы лично приложите руки к тому чтобы ААА-шлак от Активижн окончательно победил! Сделай правильный выбор! Поддержи хорошую игру!

Полезно: 75 · Забавно: 5
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Сюжет
Игр в библиотеке: 20 · Отзывов написано: 15
В Steam

Лучший довод «против»

Самый полезный отзыв ветерана (10+ ч на момент отзыва)
▼ Не рекомендую
14 ч на момент отзывавсего 14 ч
26 сент. 2026 г.

REMEDY ОБОСРАЛИСЬ Вот просто с этого и начнём. REMEDY ОБОСРАЛИСЬ. Я реально ждал Resonant. Первая Control мне нравится, Alan Wake 2 визуально вообще ебёт почти всё вокруг, поэтому я думал: НУ СЕЙЧАС-ТО. Сейчас Remedy возьмут всё, чему научились, добавят новый город, новую боёвку и сделают какую-то ебанутую смесь Control и слэшера. АГА ♥♥♥♥♥. КОНЕЧНО. ДИЛАН — ГОСПОДИ ♥♥♥♥♥ Я уже НЕ МОГУ слушать, как этот мужик извиняется. События первой Control были СЕМЬ ЛЕТ НАЗАД. Он был под контролем Шума, его ещё ребёнком притащили в Бюро, держали там, ставили над ним эксперименты, Дарлинг со всей этой конторой сами приложили руку к тому, во что он превратился. Казалось бы, хоть раз можно сказать: «ДА Я ♥♥♥♥♥ НЕ ВИНОВАТ. ВЫ САМИ МЕНЯ СЮДА ПРИТАЩИЛИ, Я БЫЛ ПОД КОНТРОЛЕМ ШУМА, ИДИТЕ ♥♥♥♥♥ И СПРОСИТЕ СНАЧАЛА С ДАРЛИНГА». НО НЕТ. Извините. Простите. Мне жаль. Я виноват. БЛЯЯЯЯЯЯЯЯЯЯТЬ. Я понимаю чувство вины и травму, но можно хотя бы иногда перестать стоять на коленях перед людьми из организации, которая сама сделала из тебя лабораторную крысу? БОЁВКА, ПРОКАЧКА И БОССЫ По трейлерам я реально подумал: О, ♥♥♥♥♥, REMEDY РЕШИЛИ СДЕЛАТЬ СВОЙ DMC? Нет. Сосните. Мне боёвка надоела примерно часа через три. Большую часть времени ты затыкиваешь очередного долбоёба, уклоняешься, прожимаешь способность и снова затыкиваешь. Потом открываются новые приёмы, оружие, билды — и мне ♥♥♥♥♥, если врага я всё равно долблю до тех пор, пока у него не закончится огромная полоска ХП. Ты прокачал урон? Отлично. Теперь следующий ♥♥♥♥♥♥ просто жирнее. Я стал сильнее, он стал сильнее — все молодцы, ♥♥♥♥♥. ЭТО НЕ СЛОЖНОСТЬ. У НЕГО ПРОСТО ♥♥♥♥♥ ХП. С боссами та же история. Огромная голова? ЗАТЫКАЙ ГОЛОВУ. Плесень и её дружки? ЗАТЫКАЙ ПЛЕСЕНЬ И ТЕХ ЖЕ ТВАРЕЙ, КОТОРЫХ ТЫ УЖЕ ТРИ ЧАСА ТЫКАЕШЬ. МММММММ, КАК ЖЕ ВКУСНО. И только театр наконец проснулся. ВОТ ЭТО БЫЛ ПИК. Арена, движения босса, музыка, визуал, ритм — наконец бой реально поставили, а я перестал просто смотреть, сколько миллиметров осталось у полоски здоровья. И от этого ещё обиднее. ПОТОМУ ЧТО ВЫ ЖЕ МОЖЕТЕ, ♥♥♥♥♥. Почему почти всё до театра было такой ♥♥♥♥♥♥? ИССЛЕДОВАНИЕ И ПОБОЧКИ Манхэттен большой, вроде можно сворачивать, лазить и что-то искать. А мне почти всегда было ♥♥♥♥♥, что там за очередным углом. Бегаешь, собираешь какую-то ♥♥♥♥♥ и через пять минут уже не помнишь, зачем туда заходил. Кроме ТАКСИ. Вот такси реально прикольно придумали. Не буду спойлерить, но сама идея и то, как она вписана в мир, мне прям зашли. И смешно, что именно такси запомнилось сильнее почти всего исследования города. С побочками тоже весело. У вас вселенная, где любая ♥♥♥♥♥ может стать паранормальной. Изменённые предметы, объекты силы, Шум, плесень, другие измерения — можно придумать вообще что угодно. А игра такая: «ЗАЩИТИ ОБЪЕКТ». ♥♥♥♥♥. Дайте мне ебанутый телефон, холодильник, на который нельзя переставать смотреть, какую-нибудь новую больную аномалию. Я за ЭТИМ пришёл в Control, а не ещё раз отбиваться от пачки тех же врагов. МИКСТЕЙП ЗОИ — ВЫ СЕРЬЁЗНО? Помните лабиринт с TAKE CONTROL в первой игре? Или HERALD OF DARKNESS в Alan Wake 2? Remedy раньше брали музыку и строили вокруг неё ЦЕЛУЮ ЕБУЧУЮ СЦЕНУ. Это были моменты, которые потом помнишь годами. А здесь: «Ооо, Дилан, я новый трек нашла, послушай». И тебе включают какой-то K-pop, рэпчик или ещё что-то, пока ты просто ШАТАЕШЬСЯ ПО ГОРОДУ. Где сцена? Где постановка? Я НЕ ХОЧУ, ЧТОБЫ ЗОИ РАБОТАЛА КАК ♥♥♥♥♥♥ СПОТИФАЙ. Сам трек может быть хоть охуенным. Вопрос не в этом. У Remedy музыка раньше была СОБЫТИЕМ. А тут она просто играет, пока я бегу по Манхэттену. МИКСТЕЙП ЗОИ ДЛЯ МЕНЯ ПОЛНАЯ ♥♥♥♥♥. ГРАФИКА — НУ БЛЯЯЯЯЯЯЯ В игре есть, кажется, все технологии мира: трассировка лучей, патчтрейсинг, реконструкция лучей, DLSS, отражения, тени, освещение. Ещё немного, и Хуанг сам вылезет из монитора и начнёт рассказывать, сколько лучей сейчас считает моя видеокарта. И при всём этом я смотрю на игру и думаю: ПОЧЕМУ ОНА МЕСТАМИ ВЫГЛЯДИТ ХУЖЕ ПЕРВОГО CONTROL? Alan Wake 2 я запускал и периодически просто охуевал от картинки. Свет, лица, лес, туман, ночь, катсцены — там я реально видел, зачем моей видеокарте плохо. А здесь технологий стало больше, видеокарта ебётся сильнее, а картинка лично для меня лучше не стала. Да даже первая Control местами выглядит цельнее. И уже после прохождения я полез смотреть, кто вообще делал Resonant. Сэм Лейк эту игру не режиссировал и историю для неё не писал. Я не говорю, что без него Remedy не умеют делать игры, но после Control и Alan Wake 2 разницу лично я чувствую ♥♥♥♥♥♥ как. ИТОГ Я реально хотел полюбить Resonant, поэтому и бомбит так сильно. Местами они всё ещё МОГУТ: театр это доказал, такси это доказало, отдельные сцены это доказали. Но в целом Дилан бесит вечными извинениями, боёвка умерла для меня через несколько часов, прокачка почти не даёт ощущения силы, боссы до театра — мешки с ХП, исследовать город почти не хотелось, побочки часто филлер, а микстейп Зои после Take Control и Herald of Darkness ощущается просто издевательством. Самое обидное — игра не безнадёжная. В ней есть хорошие идеи. Иногда она реально показывает, какой могла быть. Но этих моментов слишком мало. Я не ненавижу Resonant. Я просто дико разочарован. CONTROL Resonant — 4/10. REMEDY, ВЫ МОГЛИ НАМНОГО ЛУЧШЕ.

Полезно: 19 · Забавно: 1
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Игр в библиотеке: 290 · Отзывов написано: 16
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Отзывы игроков

Найдено: 1 534

На основе последних отзывов Steam: 5 652 · обновлено 2 окт. 2026 г.

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  • Русские отзывы: 652, с 24 сент. 2026 г. по 2 окт. 2026 г.
  • Английские отзывы: 5 000, с 25 сент. 2026 г. по 2 окт. 2026 г.
  • ▼ Не рекомендую
    34 ч на момент отзывавсего 34 ч
    27 сент. 2026 г.

    Control Resonant feels like a game that doesn't know what it wants to be, and isn't willing or able to commit to the ideas it has. Aesthetically everything is gorgeous, especially in some of the more mindbending areas where geometry is folding over itself, for sheer spectacle it's a hard game to beat. From a gameplay perspective, the design of the open world and combat would have been been considered outdated when Control 1 came out. I spent the entire game doing the exact same things in combat against the same 6-8 enemies with almost zero variation. I chose the scythe as my weapon because it has strong AOE and was immediately shown this was the correct decision when the game told me every encounter without exception was going to spawn infinite little guys until I beat the two or three large enemies in each wave. Every fight, you sprint directly at a big guy, swing 3 times, do the uppercut launcher, jump up and swing 3 times and do the uppercut in the air, repeat until the execute appears or their HP runs out. There aren't any different moves if you change your timing, you can't mix your primary and secondary attacks, not even something as simple as "X Y = one move, X X Y = another move", it's the same 3 hits and launcher from start to finish. The powers were where I was hoping the sauce would be, but it became pretty clear pretty quick that the best move was summons, which by the endgame were giving me like a 40% boost to my stats by existing and also drew aggro while adding damage and stun on top of my standard DPS instead of replacing it. I finished the game without having enough powers to fill my quick slots, there just weren't that many options. The enemies, aside from not having that many types, also don't have any real variety with their movesets. There's a thing that shoots lasers, and that's all he does, there's a guy who's just a generic monster with generic arm swing attacks and that's all he does, there's a weird thing with a big head and he headbutts and that's all he does, and there's healer orb. If you've done one fight, you've done all of them, there are no more surprises here for you. That's just not enough for a 25+ hour experience. Again, the visuals of the map are great, but the problem is where that cool visual intersects with gameplay. The city is an absolute nightmare in certain places to navigate, which makes sense given what's happening but doesn't alleviate my boredom and frustration with having to manually work through it multiple times. The fast travel system is a real thorn in the side here, not having the QOL of being able to return to fast travel points from the map probably doubled my play time. There's also not that much to do on the map, there's meaningless repeatable quests like "get a box and break it" and "protect a box from getting broken", but there's also an entirely separate set of equally meaningless repeatable requests, which in my case only seemed to unlock right before the final boss. There's also what have to be dozens of little laundromat and fitness centers with one chest inside them, but these aren't interesting in their own right and don't seem to matter in any significant way. Which honestly, I'm kind of glad they aren't important, seeing as there's no map markers for 90% of the things you'd consider a collectible, the only thing of value there is lore. The puzzles are also just... it's mostly just one puzzle, where you hit a generator, run with the electric charge, then hit a different generator to power it up. There are little FBC labs scattered all over the city, and I was really excited to see what individual experiments were happening there, maybe encounter some interesting altered items with strange effects I could experience, but no, three of them are an annoying generator minigame and three of them are a boring puzzle where you walk over yellow tape holding an object. Truly though, I've played some bad open world games because I was into some aspect of the experience enough to put up with the rest, and the story and lore was that thing for me. Which is why it started to anger me so much that the game basically doesn't have any of the lore I care about and is always actively telling me to stop asking so many questions. I swear to god if one more person who works for the secret government organization dedicated to understanding and containing paranatural threats tells me, "Well I don't really know all the science, I just know we gotta do the mission" I'm going to scream. Even in situations where the person DOES know the science, and explicitly asks if YOU want to know the science, and you say yes, please tell me the science, they still won't tell you that much. The vast majority of the documents I've picked up also don't clarify anything about the nature of the resonance, the hiss, the mold, or anything else, mostly retreading basic information or repeating info from the first game. My favorite subgenre of note that gives no information are the numerous sets that go log 1, I love doing unethical science and ignoring rules, log 2, I have ♥♥♥♥♥♥ up. Do I need a precise breakdown of the minutia of why everything works? No, absolutely not, but I do want there to be some level of insight I can glean about the nature and workings of the warped spaces and extradimensional happenings, better yet if I can experience the effects of them firsthand. I really felt like there weren't that many interesting paranatural effects on display throughout the game, visually impressive sure but nothing I think will stick with me like the mirror world or seeing inside the hiss hivemind from the first game. A few of the later anomalous effects I thought had great potential, but didn't really go anywhere that interesting with their concept, there's a huge amount of bending space here but very little in the way of mind bending or perception altering, and that's the stuff I find most interesting. I would have absolutely loved to see an inside perspective of what it's like to be Patterned, especially after some of the hints they gave about it happening gradually and one extremely interesting note by what seemed to be a copy of a person, but the game just doesn't try to explore the subjective experience of it, or mostly anything you encounter. As for the actual plot, I'm honestly not sure I understand what happened. Not in the sense of it being complicated, the actions that transpired were shockingly simple all told, but in the sense that Dylan's actions did not seem to resolve the problem in any clear way. At one point the game told me to tackle three main story quests in any order I wanted, but when I did so the characterization of Dylan and Zoe pingponged from "Okay, I trust you" to "You should have died you monster" back to "You're a good person, it wasn't your fault", so clearly I didn't pick the right order. At another point, the explicit method of progression that moved Dylan towards his goal, was to completely disobey all known information and the constant warnings the game gives in dialogue, in logs, and even in the environment itself on flashing signs, and this has zero ramifications. Really, the game seems to forget quite frequently that there's going to be a future after the current thing ends. One sidequest in specific comes to mind, where the mold is taken accidentally to a heavily populated area and begins to grow there, and after the game has gone to great lengths to emphasize how fast it spreads and how unkillable it is, there are no consequences whatsoever for this. When the dialogue is always dwelling on atonement for sins and consequences of desperate impulsive actions, it feels almost comical that there are never any practical ramifications for the things you do. I think a lot of this is all flash and little substance, and that's really disappointing when I had such high expectations from the first game. I didn't hate my time with it, but I wouldn't buy it at full price.

    Полезно: 273 · Забавно: 31
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    Отзывов написано: 14
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  • ▲ Рекомендую
    19 ч на момент отзывавсего 39 ч
    26 сент. 2026 г.

    in the 18 hours I've played so far, time has flown by me, other games would have me dragging myself just to finish them at this point, but this game is so engaging, so fun, I can't even tell if I'm in the end game; I just can't wait to keep going. This is more than I could have ever dreamed from a sequel to Control; the story is amazing, so many questions answered, yet so many more have emerged. I love. Every. Single. Character, they're just so full of life; seeing old friends from Control and how they are now was just, so nice, even random npcs in the streets make you want to listen to their lines; they can be pretty funny too. Speaking of, this games humour is peak Remedy, always on point, but the serious parts still bring tears to my eyes from the intensity of the music alone; ohhhh the music, it's simply perfect, plus the songs from Zoe's mixtape are incredible, instant additions to my playlist the moment I hear them. Oh and the visuals; absolutely stunning, the graphics alone are beautiful, but when the paranatural weirdness kicks in, it's genuinely one of the prettiest games I have ever played, I catch myself just staring at the environment, just taking it all in. The combat is very fun, once you get into the flow, you're unstoppable, and you can feel that; chaining together abilities, status effects and attacks is so fun. The bosses can be tricky. Not impossible; they're very fun to fight. The movement is incredibly fluid and fun to run around with jumping from building to building; Paranatural distortion to paranatural distortion. The game ran flawlessly, no tweaks needed at all. Enough yapping; TLDR: I 100% recommend this game, Control/Remedy fan or not, you will have fun here. See you in Manhattan.

    Полезно: 247 · Забавно: 3
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    Игр в библиотеке: 172 · Отзывов написано: 3
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  • ▲ Рекомендую
    32 ч на момент отзывавсего 32 ч
    28 сент. 2026 г.

    GOAT. That’s honestly all I want to say about this game. Remedy has absolutely nailed it. This game is the definition of PERFECTION. I was expecting something unique, something mind-bending, especially knowing how Remedy makes its games. And considering this is the sequel to Control, I already knew I was in for something interesting. But man... I was completely blown away. The game exceeded my expectations in ways I honestly wasn't prepared for. After 30+ hours, I’m still deep inside the Control world, trying to find my way out, and somehow the game keeps throwing something new at me. There’s always another mystery, another reveal, another moment that makes you stop and think, “What the hell is going on?” and I absolutely love it. The story is top-tier. Remedy didn’t change what makes Control special; they took everything that worked and expanded on it in the best possible way. Two siblings caught in the middle of a conflict involving powerful entities from other dimensions, forces capable of wiping out entire realities, and watching them fight their way through it all while trying to find their own path... it’s simply magnificent. The characters are incredibly well written too. I genuinely felt connected to each and every one of them. Their relationships, struggles, fears, and motivations all feel meaningful, and the emotional side of the story hits much harder than I expected. And the gameplay? Amazing, as always. It still feels like Control, but there’s enough new stuff to keep the experience fresh throughout. Exploring, fighting, discovering secrets, and slowly piecing together what’s actually happening never gets boring. What really surprised me, though, was how much this game is about family. It captures so many emotions surrounding family, love, sacrifice, and especially the bond between siblings. That emotional core makes the entire supernatural story feel even more impactful. I’ve seen a lot of comments criticizing Dylan for being scared or emotional, calling him a crybaby. But honestly, considering everything he has suffered through, his reactions make complete sense to me. And calling him weak completely misses the point. Dylan is one of the most powerful characters in the entire game. Being afraid or vulnerable doesn’t make someone weak. I’ve also seen comments complaining that the game portrays women as more powerful than men. I genuinely don’t understand that criticism. Why is it a problem to have powerful female characters? Wouldn’t anyone want their mother or sister to be strong and powerful? Strength isn't something that needs to belong to one gender. For me, Control Resonant is a masterclass. The story. The characters. The atmosphere. The gameplay. The mystery. The emotional depth. The absolutely insane world-building. Everything comes together beautifully. Remedy, you cooked. 10/10. MASTERCLASS.🍻

    Полезно: 190 · Забавно: 6
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  • ▼ Не рекомендую
    6 ч на момент отзывавсего 6 ч
    29 сент. 2026 г.

    Considering the greater continuity of the Remedy universe, this game is one of the biggest disappointments I've had in a while. I gave it two fair shots since release, but I've decided to cut my losses and peace out six hours in. It genuinely baffles me how a game set in the Control universe can be so uninteresting and flat. I think its biggest shortcomings come down to two things: the writing and the open world. Apparently, Sam Lake wasn't involved with Control Resonant, and it shows in the characters, especially the dialogue. The eloquently written and expertly voiced character monologues and memorable FMV sequences that have become staples of Remedy's games are comparatively nonexistent here. NPCs are just there to exposition dump at you, and their dialogue is usually quite passive-aggressive which makes them very unlikable. On the other hand, some of the banter between the two leads is grade-A Marvel-esque cringe. I know that word has lost much of its meaning through overuse, but there's genuinely no better way to describe it. It made me cringe. The collectible documents, which in other Remedy games offered interesting world-building, mind-bending concepts, or insight into character motivations, were similarly disappointing throughout my two play sessions. The majority are whiny notes from random characters complaining about their jobs and assignments. Here's one example that I think is emblematic of the weak writing and world-building in this game: You find an FBC memo that's supposed to help you understand a new threat, but it's been redacted so heavily that it's essentially useless. Instead of letting the absurdity stand on its own and allowing you to draw that conclusion yourself, someone has scribbled "this is redacted so much that it's useless!" in the bottom-right corner, just to make absolutely sure the point comes across. Now, the open world (rather than the semi-open approach Remedy has employed to great success until now) only manages to pad these uninteresting and pathetic attempts at world-building out to a ludicrous degree. The map is filled with the usual open-world Ubislop activities, and it pains me to see a Remedy game reduced to this. On top of that, the areas I explored (three out of what I assume are four main areas) are obnoxious to navigate and, for a supposedly dimension-shifted Manhattan, incredibly tame and drab to look at. Combat feels hectic and poorly telegraphed. Enemies frequently blend into their surroundings, and with so many spawning at once, it's often difficult to read their attack patterns and react accordingly. It's frustrating, imprecise, stressful, and ultimately unsatisfying. Since everyone seems to be glazing this game and I'm clearly in the minority, I sincerely hope this isn't Remedy's new quality standard. I really don't want to add another franchise I love to the "used to be good" list. If you were impressed by Control and Alan Wake, I genuinely struggle to understand how you could come away from Control Resonant with anything other than disappointment. I'm not against developers trying something different (although "open-world action game" stretches the definition of "different" nowadays), but I feel like too much of what made Remedy games outstanding was lost in the process. Here's one last example. After a relatively early story mission, you leave the mission area. Your exposition NPC goes, "I think you've earned this," and an insert song starts playing. Remedy's use of music has produced some of the most memorable moments in their games, but here, it's just dumped on you. There's no buildup, no satisfying power fantasy coming to fruition. It's simply something that "should be in a Remedy game," with seemingly no consideration for the art of finding that perfect moment to drop it on the player. It felt bewildering and out of place. ...and then it was cut off when I fast-traveled to the next quest objective. That ultimately sums up my experience with Control Resonant: a flat, boring, and annoying six hours that showcased virtually none of the developer's strengths.

    Полезно: 102 · Забавно: 20
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  • ▲ Рекомендую
    30 ч на момент отзывавсего 30 ч
    30 сент. 2026 г.

    GOTY. Game of the Year. The game is truly a video game yknow? Remedy took it up a notch and crafted a masterpiece of an experience. The level design is trippy and engaging, the world and art direction is absolutely gorgeous and a spectacle to look at. The soundtrack, ambience and most especially Zoe's mixtape and story timing that it does play is insanely well done. For the combat I thought it was easy at first but oh boy with more abilities it truly feels like I was moving fluidly weaving through enemies with its fun gameplay system. Absolute cinema of an experience Remedy took ashtray maze and said what if we do this for a whole game. It has been hell of a year for gaming and this is definitely my GOTY. Oh and I love how simple it is to Plat, definitely would run a NG+ in the future and I hope they make some dlcs

    Полезно: 82 · Забавно: 1
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  • ▲ Рекомендую
    9,8 ч на момент отзывавсего 27 ч
    26 сент. 2026 г.

    What can I even say about this game? Another masterpiece from Remedy. The atmosphere, music, gameplay, story — everything has been executed beautifully. The further I get into the game, the more engaging it becomes. The only thing that genuinely makes me sad is that eventually, it has to end.

    Полезно: 82
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  • ▼ Не рекомендую
    5 ч на момент отзывавсего 5,9 ч
    26 сент. 2026 г.

    I will start by saying that Control is one of my favorite games of all time. It is the only game in 45 years of gaming that, upon completing it, I immediately started a new playthrough. Control Resonant does not have the same magic. I have played 5 hours, trying desperately to connect with the game, but it is just a slog for me. Dylan's personality is a bowl of mush. I have no desire to connect with him or play as him. For me the action is hard to read and the game does not have good enough automated camera movement or manual camera controls to keep track of enemies when there are several coming at you at once. The combat somehow feels both frustratingly hectic and tedious at the same time. One of the weapons I chose states that it hits multiple enemies and knocks them back. I have found that it often hits only one enemy even when in crowds and often does not knock the enemy back. Also, this game does one of the most annoying things to me that a game can do. I don't know if there is a name for it, but once an enemy has entered an attack animation and I dodge, the enemy pivots to follow my character. What's the point of a dodge if the enemy just pivots and hits you anyway. I despise that. The traversal mechanics that I have so far don't feel good to me. I have a double jump and a float and a dash. They all feels so imprecise and mushy. I can't quite describe it, but spanning a huge gap using those mechanics, or getting to the top of a building with them doesn't feel satisfying. It feels like I am drunk and and trying to stumble up the stairs. I don't know what it is exactly, but that is my experience. On the topic of traversal, I don't like the way the world is designed and how the player navigates through it. It feels small without feeling intimate. It is a "luke-warm" world. From what I can tell, there are shorter and medium sized buildings that can be scaled and then there are the tall buildings that function only as walls to guide the player. I understand the design behind that, but regardless of the reasoning, something about being able to scale some buildings but not all is unsatisfying, especially when there are fire escape ladders all the way up the side of the buildings. Maybe I am mistaken and all buildings can be scaled. I really really wanted to like this game and tried to like this game. I kept telling myself that I would give it another chance to win me over, but it never did. By the time I decided this game is not worth 60 dollars, I had already gone over the 2 hour steam refund limit. That's a ♥♥♥♥♥♥♥♥ limit for games like this. I almost never buy games at full price or on launch day. This game reminded me why I have that rule. I let my love of Control cloud my judgement. If steam had approved my refund request, I would not have posted this review. But I guess the money they got from me is way more valuable than a negative review from some knucklehead like me. Remedy is one of my favorite developers. I have enjoyed their games for decades, in spite (and because) of their peculiarities, but as a 50 year old father with limited time to play games, I can't justify spending 60 dollars on a game that is so frustrating and boring, even if that Remedy storytelling beautiful weirdness does shine through every now and then. I am sad that I spent my money on this game.

    Полезно: 76 · Забавно: 10
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  • ▲ Рекомендую
    24 ч на момент отзывавсего 34 ч
    30 сент. 2026 г.

    АХТУНГ!! Если вы хотите поддерживать действительно креативные, умные игры, с отличной драматургией, с хорошими, запоминающимися персонажами, с отличным геймплеем, прикольными игровыми ситуациями, ПОДДЕРЖИТЕ ЭТУ ИГРУ!! Ремеди, одни из последних в сегменте ААА, кому еще действительно не нacрать на то, что подавать геймерам! Поддержите отличную игру! Дайте знать, что вы хотите хорошие игры! Если Ремеди однажды закроется, то вы не будете иметь морального права вякать на то, что индустрия гниет! Вы лично приложите руки к тому чтобы ААА-шлак от Активижн окончательно победил! Сделай правильный выбор! Поддержи хорошую игру!

    Полезно: 75 · Забавно: 5
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  • ▲ Рекомендую
    4,4 ч на момент отзывавсего 8,8 ч
    27 сент. 2026 г.

    I played Hell is Us last year and one thing I really loved about that game was the atmosphere and the feeling of exploring a world that just felt strange and mysterious. Control Resonant gave me that exact same feeling. The world building here is fk incredible. Everything feels atmospheric, mysterious and constantly changing. The influence from games like The Backrooms is definitely there, especially with the strange environments and the feeling that you never really know what the hell is going on. And when the sound design kicks in, I was literally like WHOA. The voice acting and sound design are insanely good and they add so much to the atmosphere. The combat is also extremely satisfying. I have only played around five hours so far, but I have already unlocked quite a few skills and the more abilities I get, the better the combat feels. The boss fights have been great too. I have defeated two or three bosses already and genuinely enjoyed every one of them. The main villains can feel a little repetitive sometimes, but honestly, the world itself makes up for it. The way the environment shifts, changes and turns everything upside down is ♥♥♥♥♥♥♥ incredible. You can walk into an area thinking you understand it and then suddenly everything changes. Five hours in and I can already say that they did a damn good job with this game. The atmosphere, world building, sound design and combat are all hitting exactly what I want from a game like this. sound design 10/10 graphics 9.2/10 combat 9/10 inovations 9.3/10 enemies 8/10 story tbd :D

    Полезно: 74
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  • ▲ Рекомендую
    23 ч на момент отзывавсего 23 ч
    26 сент. 2026 г.

    Дилан пытается вернуть сестру и спасти Манхэттен Вторая часть психоделического экшена от Remedy полностью поменяла жанр и геймплей игры. Но сюжет остался таким же запутанным, хотя и куда более понятным после первой части, продолжая ее. Игра из линейного шутера превратилась в подобие слэшера в большом открытом мире со свободой перемещения и выполнения заданий. Она больше напоминает старую игрушку Prototype, здесь у героя также куча супер-способностей, высокие прыжки, рывки, полет, бег по стенам и потолкам, разные боевые умения. В общем, экшена тут много. https://steamcommunity.com/sharedfiles/filedetails/?id=3807787697 Сюжет События происходят спустя 7 лет от первой части, решили синхронизировать с временем выхода игры. В начале можно запустить краткий пересказ событий оригинальной игры. Главный герой здесь - Дилан, тот самый, из-за которого происходила катастрофа в 1 части, и по совместительству брат Джесси, героини оттуда. Поступал он так не по своей воле, а из-за проводимых над ним экспериментов. Но тем не менее, отношение у персонажей к гг на нуле, его все ненавидят. Теперь он очнулся и пытается найти Джесси, которая стала новым директором данного предприятия и куда-то пропала. Помогать ему вызывается девушка из бюро Зои (прямо как в Сайлент Хилле новом, игры вышли в один день), но надевает на него контролирующий ошейник. Постепенно их отношения укрепляются до дружеских и даже больше. Попутно он пытается спасти город от Шума и новых монстров, в частности боссов-Резонантов. Это все представлено как отдельные сюжетные ветки, проходить которые можно в любом порядке. Также есть и побочные задания, конечно. Сюжета здесь много, подается через записки, аудиозаписи и иногда видеоролики. Из-за своей сложной подачи все читать и вникать довольно утомительно. Хотя он и более понятен на фоне первой части. Геймплей Игра сделала смелый шаг и решила дать что-то новое. Теперь это слэшер с прокачкой в большом открытом Манхэттене. В начале дают оружие и дополнительное оружие на выбор. Я проходил с Косой. Также потом добавляются уникальные способности за энергию, при убийстве боссов-Резонантов, также на выбор. Все это, а также навыки, можно прокачивать в любое время, переместившись в пространство Лакуна. Есть большая карта, разбитая по регионам. Для открытия всего региона нужно подключить электро-вышку. В моментах игра даже напоминает Человека-Паука, также прыгаешь-летаешь по крышам, выполняешь разные активности по городу. Быстрое перемещение между точками-дверьми. Есть секции платформинга. Враги подписаны значками уровней по силе. Иногда встречаются арены, где нужно убить всех сильных мобов, так как маленькие всегда возрождаются до бесконечности. Из убитых выпадает здоровье. Разновидностей врагов довольно много, но большинство из них выглядят однотипно, как визуально, так и по атакам. Довольно большая свобода действий, но несмотря на это, иногда бывает проблематично добраться в нужную точку. Ближе ко второй половине игры дают навык хождения по стенам, но опять же, не по всем, а только по определенным, что сильно путает. Из-за этого часто приходится искать путь, как добраться в ту или иную точку, несмотря на всю имбовость персонажа. А ближе к концу, когда в локациях нужно ходить в разных направлениях пространства и гравитации это все превращается в настоящий 4D лабиринт. По оптимизации все неплохо, но кадры иногда немного просаживались на максималках. Баг случился только 1 за игру, но зато критичный. Из-за того, что я проходил миссии в своем порядке, перед запуском финальной миссии нужно было еще пройти несколько миссии с Джесси. Когда я их прошел и вернулся, там оказалась дверь, закрытая на допуск 18, который не дается по игре - эти двери открывают только игровые персонажи. А Зои, которая была там, куда-то ушла. Спас перезаход в игру, иначе было бы грустно. Графика конечно не тянет на 100 Гб, но тоже сойдет. Были неплохие саундтреки, которые можно ставить фоном под игру. https://steamcommunity.com/sharedfiles/filedetails/?id=3808393250 Итог Игрушка сильно отличается от своей предшественницы, меняя вектор развития. Мне она понравилась больше, хотя и тут не все так гладко. Запутанный сюжет порой душит большим количеством записок и текста, повторяющим похожие странные вещи. Большой простор для действий это хорошо, но когда это перерастает в сложные лабиринты с изменением направлений гравитации, а тебе нужно найти непонятно что и где, то это быстро утомляет. Однако, несмотря на это, в игре много экшена, вариативность прокачки, огромная маневренность и обилие навыков у персонажа. Она напоминает Prototype, местами даже Человека-Паука. Нет выбора сложности, но она не особо хардкорна, главное идти в локации, которые соответствуют прокачке. После окончания игры можно продолжать исследовать город и закрывать побочки. Примерно раза в 2 длиннее первой части, кажется затянутой под конец. Но благо эпилог не растянут. Лучше первой части, хуже Алана Вейка. С эксперимент с жанром - респект. ✅ Понравилось: - Большая мобильность и свобода перемещения персонажа - Боевка - Открытый мир, любой порядок выполнения квестов ❌ Не понравилось: - Запутанный сюжет, переизбыток записок и текста со сложным содержанием - Душный левел-дизайн, особенно под конец, приходится петлять, несмотря на все умения и карту

    Полезно: 72 · Забавно: 2
    Производительность
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  • ▼ Не рекомендую
    1,5 ч на момент отзывавсего 1,5 ч
    25 сент. 2026 г.

    I have always loved the games in this universe, but unfortunately this one just isn't for me. I was excited to get back to this storyline; to pick up where Control had left us, with the bonus context gained from Alan Wake 2. But after an hour and a half I just...wasn't feeling it. For what I believe was the first time in over 20 years of buying games on Steam, I requested a refund. I almost never give reviews, but I feel compelled to, if only just to give assurance to others who maybe feel similarly that there are other Remedy fans out there that just didn't like this one. In an attempt to articulate my feelings to the best of my ability, I'll comment on two points: Firstly, the gameplay. I'm just not a fan of this hack-and-slash style, and never have been. I thought maybe since I love the universe so much I could get through it, but after the 5th or 6th time dying to the first boss I realized that I was just not having fun. Admittedly I'm one of those weirdos who has never been interested in Souls games, and that's what it felt like to me. Bashing my head against the wall perfecting strikes and timing dodges just isn't my jam. I can’t tell if this game does it well or poorly, because I’m just not into that genre. If that's what you're into, by all means, go for it. But I'm not, and am a bit saddened that the storyline I had enjoyed so much to this point was buried beneath such mechanics. But secondly, and more importantly, is the story itself. With respect to that same boss, I had no idea _why_ I was fighting them, beyond the contrivance of it being "part of an AWE". 

And everything else up to that point just felt a little off: A montage that bares some similarity to those in the first Control in which I gain half a dozen new abilities, but feels disjointed and rushed? Dialogue from characters I ostensibly know, but who seem to be speaking completely differently than I remember? Even the scraps of documents I find around The Oldest House have a different tone? What’s going on? So I looked at the credits and I believe I found, or perhaps more accurately, _didn't_ find a clue: Where's Sam Lake? I'm not seeing him mentioned anywhere. Is that it? That whole first hour and a half of plot development felt like Remedyverse fan fiction, and in a way, without Sam involved, maybe it is? The ingredients are there, but where’s the sauce that binds it together and makes it more than the sum of its parts? Maybe I should've given it more time. Maybe it’s a "skill issue”. Maybe the story improves and does the universe justice later on. 
But I just know I would've played it for a couple more hours, gotten disillusioned, and the game would've just sat in my library, untouched. And every time I saw it I'd be annoyed by what could've been. I'd rather put my money where my mouth is. I'll just watch someone stream it to pick up on whatever story I'm missing, and hope the next one is more to my liking.

    Полезно: 69 · Забавно: 13
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  • ▲ Рекомендую
    37 ч на момент отзывавсего 37 ч
    29 сент. 2026 г.

    Might be GOATed for me. It's a bit uneven (the beginning is a little slow), but the game picks up a few hours in and closes out incredibly. The combat is the weakest part of this game, but it's not bad, just mid. It becomes more tolerable as the game goes on. Once you get a bit stronger and get more tools, the combat becomes less tedious and more fun. The art direction is great. Open world Manhattan is a bit whatever, but when the game gets weird, it's peak weird. The sound design is similarly great, but there's bizarre compression on most of the character's voices, which is really weird. It makes it sound like they all have wet gauze in their cheeks. The story is incredible, and this might be my new number one for narrative in a game. They actually do things with the characters, and actually put effort into developing them. Can't wait for the DLC. Can't wait for the sequel.

    Полезно: 60 · Забавно: 1
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    Игр в библиотеке: 2 204 · Отзывов написано: 26
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  • ▲ Рекомендую
    38 ч на момент отзывавсего 38 ч
    28 сент. 2026 г.

    RESONANT is simply too large a game to fully discuss within the confines of a Steam review, so I'll have to cut corners here. You may visit here for the thoughts on the story Less than a year ago, RESONANT made its debut with a TGA trailer that was impossible to ignore. Gamescom followed, then the launch, each accompanied by Remedy's pioneer screwball imagery and a selection of songs that's fitting and rocking every time. One hit after another. I have the most immense respect. For a studio that's been around for 3 decades, it somehow feels as though they're only just beginning their ascent. Full production on RESONANT seemingly only began by February '25. Here, 38 hours later, having rolled the credits with 100% completion, I can proudly claim that Remedy is a <compliant assembly/well-calibrated machine> that continues to punch absurdly above its weight. Considering the budgets and development timelines their games receive compared to many of their contemporaries, what they consistently accomplish borders on the numinous. Despite the popular sentiment that they simply obfuscate their stories for the sake of mystery, I've always found their narratives to be deliberate. Which brings me to my first point: The absence of Sam Lake flair is felt throughout. It's clear that Alan Wake is his <prodigy/favored>, and I'd argue it has now become the primary pillar of the Remedy Connected Universe until that story reaches its conclusion. Remedy went all-in on AW2 and will almost certainly do the same again whenever the third iteration arrives. RESONANT, despite being the largest game Remedy has ever produced and the work of its biggest design team to date, feels comparatively restrained. Almost as though certain corners were consciously rounded because Lake wasn't as intimately involved. That's me speculating but I found it to be tame and pale compared to their usual stuff. Darling and Trench's mistakes cast a recognizable shadow over everything that unfolds both in Bureau and in Manhattan. You witness firsthand how they shaped Dylan, while Dylan himself, despite his sweet apologetic demeanor and desire for redemption, is viewed in terror and disgust by many of the embittered FBC agents you encounter in the field. They constantly remind you of the sins committed before. It's ultimately a more streamlined atonement story. Dylan shoulders a herculean burden to stop the Patterning consuming Manhattan and reunite with Jesse. The Fault sequences —where Dylan searches for Jesse while gradually unlocking new traversal abilities— are among the game's strongest narrative moments told through the environment. I'd be lying if I claimed the opening hours weren't rough. Things improve considerably, although some issues remain. Combat is initially chaotic to the point of being overwhelming. I strongly recommend enabling Assist Mode and turning on Enhanced Magnetism, which dramatically improves your aerial mobility. Likewise, spend your surplus resources. Even if you're convinced you'll never use certain abilities, upgrade them anyway. I stubbornly focused only on the Aberrant and abilities I actively intended to use, only to discover much later that Aberrant Strength scales from the entire upgrade pool rather than individual selections. Overlooking something that simple turned every encounter into an exhausting button-mashing contest. It's an unusual progression system, thankfully you can easily max out at least two aberrants in single completionist playthrough. Truthfully, I'm not sure I'd even recommend playing RESONANT any other way. The endgame becomes significantly more demanding if you've skipped too much optional content, since leveling regions directly translates into additional talent levels and each resonant that is killed increases the zone's difficulty. The camera sits relatively far from Dylan. It conveys speed exceptionally well and allows the traversal mechanics to shine while constantly showcasing surroundings in great detail. During combat, however, that distance remains unchanged. RESONANT frequently pits you against massive bosses alongside airborne enemies. Getting clipped by projectiles from completely off-screen happens more often than I'd like. I also wish the combat had a bit more impact and visual heft, though it's certainly no worse than the original Control. To my liking, it's actually far more enjoyable, though I can understand why some people might find it tiresome. It's important to distinguish between the two. In both games you're required to stay aware of your surroundings, but in Control you have enough breathing room to precise your shots and scan the environment for objects to hurl at enemies. Here, on the other hand, you're constantly overwhelmed by dense groups of enemies and are expected to make efficient use of your entire toolkit to dish out quick bursts of damage. The Hiss's new VFX also make them considerably less readable. Manhattan initially appears familiar, like any dense urban area from inFAMOUS or Prototype. The downtown district is impressive enough, but the West Incursion Zone, once you've unlocked the required traversal tools, showcases the level design team at its absolute best. My completely arbitrary "perfect trifecta" of world design is also satisfied: lower, middle and upper layers existing simultaneously. The Underpass comes closest to recapturing the brutalist majesty of the Oldest House. Later you'll explore an inverted Manhattan orbited by floating islands. There's plenty of AW2 assets, repurposed. It's an intelligent way of maximizing resources, even if locations inevitably begin repeating themselves frequently in RESONANT too. Budget realities are budget realities, and Remedy at least finds witty narrative excuses to mask them. The side content is enjoyable, though undeniably built around familiar open-world checklists. One for each zone. Threshold testing facilities provide little fun puzzles without overstaying their welcome. Hideouts —typically disguised as storefronts— contain caches protected by instruction-based riddles that are fun to solve as well. Taxi Thresholds are the anomaly hunts where you must find the odd one out. The Altered Item questline is easily the strongest of the bunch. However, it also highlights another missed opportunity. The original Control excelled at visualizing its worldbuilding. Even objects that served no gameplay function often existed physically within the Bureau. RESONANT, despite containing an overwhelming number of collectibles detailing events across Manhattan, rarely gives those stories equivalent visual representation. Dunno if it's too much to ask but I wouldn't if I believed Control wasn't capable of more. This game desperately could have benefited from the presence of a true rival organization (aka Chester Bless). Paracriminals are known to exist, yet to be actualized. Every gifted parautilatiran remains either a protagonist or a former director. Rogue paracriminals, splinter factions, renegade FBC agents. There was so much room to expand the universe beyond. Nothing against haunted taxis and abnormal dogs, though. Committing to an aRPG demands more than dialogue trees whose choices barely ripple beyond the next conversation. There's also a problem of Remedy missing a golden opportunity to flesh out the histories of resonants. And tucked the most important one (both in gameplay and narrative) behind a side quest. Not hard to miss but still. What could have been. I admittedly soften whenever Remedy is involved, perhaps I'm more forgiving. Frustrations aside, freely falling through Manhattan while inverting gravity never stopped being exhilarating. I thoroughly enjoyed my four-day marathon, and I hope everyone finds as much to love as I did. ★★★★½☆ Please take a moment to check out my curator for more in-depth reviews

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  • ▼ Не рекомендую
    7,1 ч на момент отзывавсего 13 ч
    25 сент. 2026 г.

    Я, конечно, допройду эту игру: стиль, музыка - неплохо. Но это плохой слешер, херовый опен-ворлд и такой себе пазл. По факту вы просто будете жать две кнопки атаки и кнопку уклонения: никакого парирования, таймингов или комбо. Противники одинаковые, прогрессия вся выстроена на характеристиках: +20 процентов к этому, +10 к тому. Не хочется ничего открывать, не хочется ни с чем экспериментировать. Плюс ввели 100 видов разных ресурсов, которые нужно как-то странно гриндить, повышая уровень торговца. Тайм-гейт на тайм-гейте. Игра бесконечно уступает любому хоть сколько-нибудь интересному слешеру (выберите свой). Зато трейлеры у игры такие, будто это наследник Prototype или inFamous: Second Son, но у тебя нет ни всесилия первого, ни драйва второго. С японскими слешерами это рядом не стояло, да и с западными все сравнения будут не в пользу Control. Мир, несмотря на все заигрывания с SCP-тематикой и лором, не цепляет. Большая часть будет подана вам через записки, кайф, конечно. Короче, рефанднуть я уже не могу, но не понимаю такого хорошего приёма и не понимаю, для кого эта игра. Не рекомендую.

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  • ▲ Рекомендую
    19 ч на момент отзывавсего 28 ч
    26 сент. 2026 г.

    The music, the story, the gameplay. It's all phenomenal I'm genuinely in love with this game. I recently discovered the Remedyverse because of this game's marketing and grinded out Control 1 and now I plan to play the Alan Wake games so I don't know everything but this storyline has been easy to follow but also insanely well-written and full of emotion. Thank you Remedy!

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  • ▲ Рекомендую
    39 ч на момент отзывавсего 39 ч
    28 сент. 2026 г.

    Игру очень ждала и, несмотря на высокие ожидания, она не разочаровала. Как обычно без спойлеров или они будут спрятаны за спойлер. Идеальный кандидат на звание главного героя? В первой части мы с Джесси изучали Бюро. А вот Дилану, который провёл тут практически всю жизнь, изучать в бюро уже нечего. И довольно логично, что место действия сместилось. Хотя раньше закрадывалась мысль, что я бы не хотела видеть брата Джесси в главной роли. Потому что он ну… какой-то стрёмный. Чтож, признаю, была не права. Дилан как протагонист оказался вполне хорош. За ним очень хорошо чувствуется украденное детство. ФБК буквально отобрало у него возможность на нормальную жизнь, и поэтому его очень легко ну.. жалеть. Ладно, звучит некрасиво, назовём это “сопереживать”. Ведь в какой-то степени он так и остался кротким, добрым, брошенным и по итогу травмированным ребёнком. Это видно даже по его анимации, (например, когда у него периодически дрожит рука), и в манере его речи. https://steamcommunity.com/sharedfiles/filedetails/?id=3808226873 В первой половине игры ему спасибо что в лицо при встрече не плюют к нему относятся довольно враждебно. И да да, понятно почему, но воспринимать это всё равно тяжело, потому что я не считаю его на сто процентов виновником. Скорее заложником ситуации. Хорошо, что по мере прохождения это отношение меняется. Хотя странно, что Джесси, как директор, какой-нибудь указ для брата не утвердила, мол: “Когда проснётся, прошу отпиздить не обижать, а дать не стыдную должность”. Особенно с учётом того, как Remedy любит записки, отсутствие такой ощущается почти издёвкой. Слэшеро-юбисофто-содержащий продукт Вижу, что боёвку ругают и называют игру плохим слэшером. Но я бы вообще не называла её прям слэшером. Это как назвать первую часть шутером. Ну и здесь у нас слэшеросодержащий продукт. В принципе, когда ты открываешь всё, что предлагает игра, боёвка получается вполне насыщенной. Моя основная претензия к её однообразию. Большую часть времени мы пиздим одних и тех же мобов: есть несколько вариантов жирных мобов + всякая мелочь, потом доходим до плесени, которая немного разбавляет происходящее, но и она быстро превращается в рутину. Открытый мир тоже не показался мне “юбисофтовским”. Мне он скорее напомнил The Division с его делением на отдельные районы (да да, тоже Юбисофт, но не типичный Юбисофт). Да, здесь есть вышки, но они буквально за пару минут открывают карту района. Скорее это нужно для того, чтобы ты немного полетал по локации, прежде чем начнёшь её зачищать. Полноценных аванпостов тут нет — есть просто скопления мобов, которые спавнятся на карте. И вот за что хочется отдельно похвалить игру — за механику смены гравитации. На первых локациях она довольно простая, но ближе к концу, когда на новой локации появляется возможность постоянно менять перспективу, у меня уже немного начала отъезжать крыша. В хорошем смысле. К боссам у меня особых претензий нет. Некоторые очень понравились, некоторые очень хорошо лорно обосновываются записочками, которые находишь по дороге к ним, а некоторые просто норм. Знакомые все лица Много персонажей вернулись и в эту часть: Лэнгстон, Андерхилл, Эриш, Поуп… Они либо участвуют в сюжете, либо у них есть побочные квесты. Боже, что случилось с внешностью Поуп?? Она выглядит как бездушное чудовище. Новых персонажей тоже хватает. Например, наш связной и куратор Зои. Дилан может ей “позвонить” и рассказать буквально про любую херню, которую увидел. Правда, я немного исковеркала вайб их взаимодействия, потому что не сразу пошла по сюжету. Я сначала перевалила кучу резонансов, мило с ней общалась, а потом пошла в сюжетный сегмент и она начала меня осуждать и попрекать. Наверное это должно было произойти раньше, до того, как я вычистила полкарты. Ну ладно. В целом Зои вайб. Мне даже показалось, что есть намёк не только на дружеское общение. Квесты и недоквесты Сюжетные и основные побочные квесты мне очень понравились. Рекомендую их все пройти, они хороши. А вот с совсем побочными уже как повезёт, я часть скипнула, может вернусь к ним в игре + (квест с фотокамерой, лабораториями, рисунки). Квест с такси я не поняла, он обрывается буквально ни на чём. Либо я что-то не так сделала? Квест с собакой — суперлайк и у него, как я считаю, достойное вознаграждение. https://steamcommunity.com/sharedfiles/filedetails/?id=3808783125 Спавнящиеся активности на карте я за квесты не считаю — сделала по разочку, а дальше выполняла только если было по пути. С заданиями от ФБК так же, благо они быстро выполняются для ачивки. Ах да, надо бы наверное упомянуть про поднятие уровня в одиночку локаций? Но так как я сначала исследовала карту и выполняла побочки, то по мере этого локация ну как-то сама качалась… Особо не гриндила, а к моменту когда находила торговца, то уже были доступны и предметы персонализации для покупки. Ресы не покупала вообще. Мои минусы • Главное — отсутствие Poets of the Fall. Серьёзно??? • Однообразность врагов и повторяющихся активностей на карте. • Несколько раз в игре повторяют историю Фейденов. Нам её уже рассказывали и записками и голосовухами в первой части. Зачем это опять неоднократно разжевывать? • Дилана уж слишком сильно шпыняют и заставляют чувствовать виноватым мальчиком для битья. • Спойлерное Куда в итоге делся Дарлинг нам так и не сказали. Почему Полярис теперь наш враг и откуда Джесси вообще знала, что с ней произойдёт и ушла в самоволку нам так и не сказали. Итог Да, у игры есть шероховатости. Но при этом мне было очень интересно всё, что наворотили Remedy. Ну и Дилан. Не ожидала, что в итоге к нему проникнусь. Так что да, я ушла довольная. Теперь остаётся дождаться фоторежим, чтобы ворваться в Игру +, и потом, надеюсь, сюжетных дополнений. Потому что у меня ещё очень много вопросов.

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  • ▼ Не рекомендую
    35 ч на момент отзывавсего 49 ч
    27 сент. 2026 г.

    I am a Remedy superfan and that is how I know that this is a bad game. At my 35th hour now, and the words I said out loud to myself when I just closed the game were: “this ♥♥♥♥ is so laborious.” Laborious. This is a great way to define ‘Control Resonant’. The cutscene direction, immaculate; the graphics, incredible; the act of playing the game? Laborious. First it helps to know how much of a Remedy fan I am. I will not bore you with my life story but believe me I have been an ardent supporter of Remedy, and I will continue to be, because I think they really tried for something incredible here and in so many varied ways they succeeded, but the core loop of this gameplay is dull, monotonous and lacking in depth. What went wrong? Each moment of combat is as follows: X, X, X, X, maybe throw in an RB, X, X, X. These are the buttons you will press, over and over, whaling on a single enemy as they spasm mindlessly with each hit, beating down on them and watching their health bar slowly whittle away. You will do these for each ‘large’ enemy as their minions spawn in infinitely, only stopping once all large enemies are dead. I am well into the endgame now. I have paired my Mold turret with my fire sword. I have stacked my ability points into buffing my supports. I have invested in other Weapon Forms to boost my damage rating. And the gameplay, each time you face an enemy, is still mainly: X, X, X. Ad infinitum. The health pools of these large enemies are ridiculous. It can take 10-20 seconds of just hitting them with the same 4X combo, over and over, for them to finally die. Rarely will enemies bother you while you’re doing this, you hardly ever need to even dodge allowing you to, again, just keep tapping X. They’ve made a game with no possible skill expression. There is a ‘falter’ (poise break) mechanic in here that hardly feels worth using (Y) because by the time you falter them, you may as well just have been hitting X faster to kill them. It adds a false layer of depth to the combat. If it were removed entirely, the game would still play exactly the same. This extends even to the boss encounters. They are bad. They are, generally, not very good. Once again things go as far as just pressing X, but you will be expected to dodge too. None of these are very hard or very interesting to fight against, and it’s a shame because the build up to, the presentation, the MUSIC, of these bosses are immaculate, and then they are let down very swiftly by a return to the same derivative formula of actual gameplay. There is ONE exception to this rule and it is The Collective boss. Finally the game demonstrates its greatest strengths, with the fight opening up to gravity jumps and a greater use of the movement abilities. This is easily one of the high points of this game. Let’s focus on those for a second, the high points. ‘Control Resonant’ is visually stunning. I am amazed by what this team can do with environment design and cutscene direction. They have made a truly beautiful game, beautiful in a way untouched by any other media. The soundtrack, both OST and licensed tracks hit well and at great moments. You can tell they were trying to one-up the Ashtray Maze segment from ‘Control 1’ and they do so, consistently. There are so many good moments in ‘Resonant’. When the world around you is refracting and oscillating within itself, kaleidoscopic shimmering, it is mystifying. The acting is also a strong suit; all characters are portrayed incredibly well by both the voice cast and motion capture crew. The writing for these characters is quite good, the main plot less so (it’s generic action movie stuff, there are TWO bad guys now), but the actual character writing creates a really solid foundation and goes to interesting places, sometimes confronting, that I was not expecting. This good writing extends to all other aspects of ‘Resonant’. With regards to the side missions some were incredibly memorable, some of them dealt with interesting themes using the magic of science-fiction storytelling. The plethora of notes to read, just as in ‘Control’ are engrossing, as are the NPC idle conversations. I stopped and listened to every one and was rewarded for doing so with some very funny, and at other times very human, dialogue. Although the core plot might be generic, everything else written around it is stellar, Remedy at their best. Speaking of their best, the movement in this game is incredible. Insomniac made Spiderman feel good to swing through the streets of Manhattan – Remedy make Dylan feel nice to soar over these same streets. Occasionally something irritating will sever you from that wonderful movement (elevators take far too long, especially that one in The Park), but generally it is a blast to interact with. But all the movement ends up doing is getting you right back to the terrible combat. This is a ‘Focus M’ game. This is an open world game. This is a game filled with World Events to grind, to slowly fill up your ‘victory metre’ over each Zone, so that you can churn out more currency and materials. It is boring, it is a boring game. So much of it is boring. The combat is boring, the enemy attack patterns, boring, the gravity distortion, frankly also quite boring as to how it’s utilised. My patient for this game finally boiled over when I experienced the ‘Underpass’ level. This entire area is just annoying to play, genuinely frustrating, and this combined with the combat had me relieved that the game felt it was almost over. Then it turns out this is just the end of Act 2. Oh my god, I wanted so badly for the game to be over and then you have to go to a new area that has the SAME problems of the Underpass level design and I genuinely almost put the game down but figured I just wanted to finish it. There are some lessons that I’m surprised weren’t learned from the original ‘Control’. Looking at collectible files is somehow worse? The hotkey to look at them doesn’t open it directly, instead leaving you staring at the collectibles screen looking for it yourself. ‘Control’ had an issue with being almost overwhelming with its assorted currencies and upgrade materials and ‘Resonant’ just adds to that feeling. I’ve finally stopped playing the game. I’ve played ten additional hours past the final level and have stopped now because the Shum combat minigame had me move to a shrunken play area only to have enemies not follow, so I stood and waited for them to congregate in this new area but they didn’t follow, they just stood out there outside the play area and I had to wait for this temporary barrier to disappear before I could go back to fight them, which impacted my score time bonus, which then lead to me losing. This was when I pulled my headset off my head and said, out loud to my empty room, “this ♥♥♥♥ is so laborious.” I love Remedy. I love what they tried to make here. But the gameplay is lacking, and that is, frankly, the most important part of a video game such as this. Maybe I’ll play ‘Devil May Cry’ or ‘Bayonetta’ instead.

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  • ▼ Не рекомендую
    5,1 ч на момент отзывавсего 13 ч
    26 сент. 2026 г.

    I know I haven't played very long yet but I'm forcing myself to play it because it wasn't cheap. Is it just me or does this game feel like it should have been the first one released, and the first game feels like it would have been an improvement on this one? Compared to the first one, the fighting is lame, the "powers" are lame, the story is pretty good so far but walking around the city is lame. You kinda feel like a mouse dropped into a maze and you have to do all these trivial things to push the story along. The first one didn't feel that way. The things you had to do made sense to the story. The city itself looks cheaply done, again its designed more like a maze for a mouse than a city. I'm going back to the first one.

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  • ▼ Не рекомендую
    2,6 ч на момент отзывавсего 10 ч
    26 сент. 2026 г.

    Great combat - Absolutely horrible writing/acting/direction. I loved the first Control, but this feels like they just tried to make a clone of the spiderman games (except at least in spiderman they made it look like the real NYC). Really cheesy dialogue, and having a "handler" walk you through everything. All the characters feel gimmicky which clashes with the implied gravity of the situation. Like the city was destroyed and all of our colleagues were murdered, but every single conversation has to be MCU-level corn ball humor. This is a problem with a lot of video games in general, but I had higher hopes for Control. It just feels very surface-level, cookie-cutter RPG game. The environments feel like they just kind of dumped assets around, rather than creating anything immersive. It's still high quality cookie-cutter though, so it'll probably be fun to play through once, but nothing memorable.

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  • ▼ Не рекомендую
    1 ч на момент отзывавсего 1 ч
    24 сент. 2026 г.

    Выглядит и ощущается как MVP. Смотрится прям плохо, локации выглядят сгенерированы и бездушными, от боевки много не ждала, но взамен нее можно предоставить хоть что-нибудь? Взамен на мое время и деньги. Просто неинтересно, ничего не зацепило и очень расстроило. Как можно было 2 часть сделать хуже первой? Где потеряли уборщика (его нашли. тут извиняюсь) и сюжет? Рефаунд. К слову, первую часть с большим удовольствием прошла 3 раза. На PS5 много лет назад добегала до платины. Прям очень жаль.

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