‘Nobody’s Taking Risks’: To Keep Control Resonant Looking Unique, Remedy Avoided Other AAA Games

Remedy Entertainment has shared new insights into its upcoming action RPG sequel, Control Resonant, through a developer diary focused on the game’s world design. The sequel represents a significant departure from the original Control, with the most notable change being a shift from claustrophobic, oppressive interior environments to expansive outdoor spaces.

The diary features commentary from key team members discussing various improvements to the game’s design. Enemy variety has been significantly increased compared to the original, while the team has also invested in performance capture technology and expanded use of audio logs to enhance world-building and immersion.

In a particularly notable design philosophy revelation, art director Elmeri Raitanen revealed that the development team made a conscious decision to avoid referencing other AAA video games during the creative process. This deliberate avoidance was intended to prevent what Raitanen describes as an “aesthetic singularity”—a homogenization of visual and design styles increasingly common in modern triple-A game development.

This approach reflects Remedy’s commitment to maintaining Control Resonant’s visual and thematic distinctiveness at a time when many major releases converge around similar aesthetics. By limiting exposure to other AAA titles, the team aimed to preserve the franchise’s unique identity while still delivering the scale and quality expected from a major studio release. The strategy highlights how developers are addressing industry-wide concerns about formulaic design in blockbuster gaming.

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