Control Resonant will use a granular Assist Mode instead of asking players to select an overall difficulty level, and its settings can be changed during gameplay. Players can make specific combat mechanics easier or harder—and none of those adjustments will block trophies or achievements.
Assist Mode separates its options by mechanic. Settings cover enemy aggression, enemy projectile speed, incoming and outgoing damage, outgoing falter, power recovery speed, enhanced melee magnetizing, and the timing window for a Perfect Dodge.
The more substantial assists include Immortality, One-Hit Kills, and the new One-Hit Falters option. These settings are intended for players who want to concentrate on exploration and story without combat stress. Assist Mode can be enabled or disabled at any point, with presets available alongside individual fine-tuning.
What stands out is that this system is not exclusively an easier route through the game. Unlike Assist Mode in the first Control, Control Resonant can use the same menu to raise the challenge. Players can increase aggression and incoming damage or narrow the Perfect Dodge Window, creating a tougher configuration without being locked into a predefined difficulty setting.
That flexibility is particularly relevant to Resonant’s combat design. Dylan fights at close range with the Aberrant, a shapeshifting melee weapon, while encounters require players to read attacks, time dodges, manage staggers, and account for status effects. Being able to adjust projectile speed or dodge timing independently should let players target whichever part of that combat loop is causing trouble—or sharpen it deliberately.
Crucially, enabling any of these settings will not gate trophies or achievements. Players therefore will not have to choose between tailoring combat and completing the game’s associated challenges. With Control Resonant approaching its September 24 launch, its expanded Assist Mode makes difficulty less of a label and more of a collection of controls players can continually recalibrate.
Official link: blog.playstation.com