Remedy Entertainment has shared its latest dev diary for Control Resonant, and this one focuses on the sequel's gameplay and how it steps things up from the original.

You can watch the video here:

One interesting detail is that the team's goal with the Control series has been to figure out what an RPG made by Remedy looks like. It's doubled down on that in Resonant, which has various skill trees and more versatile design, giving the player more freedom to make Dylan Faden their own.

The studio also says it has "the biggest gameplay team in Remedy history" working on Resonant, which has allowed it to flesh out the experience with "more weapon forms, more paranatural abilities, [and] deeper gameplay systems".

They also talk about how, because they can't wall players into combat arenas because of the external environments, they have to incentivise players to fight enemies, and it seems the way Remedy is doing that is by making combat and traversal more interesting and versatile.

You will be able to use the gravity-defying Reach to get out of danger, for example, and use it as a vantage point to attack from a distance before rushing back in.

Enemies have evolved as well, with the Hiss and the Mold now having various enemy types of different shapes and sizes to force you to switch up your combat techniques.

There's plenty of interesting detail in the video, but overall it just sounds like Resonant is set to be a more interesting and diverse experience in gameplay terms than its predecessor.

Are you excited for Control Resonant? Tell us in the comments section below.

[source youtube.com]