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Spoiler warning: This article discusses major story revelations from the second half of Control Resonant.

Some players may have preferred Control Resonant to remain inside the extraordinary brutalist corridors of 2019’s Control. Yet the move beyond the Oldest House is central to the sequel’s story. Jesse Faden and Dylan Faden have fundamentally different relationships with the Federal Bureau of Control (FBC), and their contrasting settings make that difference clear.

Spoiler Warning

Two siblings, two relationships with the FBC

Both third-person action games follow one of the Faden siblings and their connection to the FBC, a secretive government agency responsible for investigating supernatural events. When Jesse and Dylan were children, a catastrophic incident brought them to the Bureau’s attention. Rather than treating them as ordinary survivors, the FBC saw both children as valuable research subjects. It captured Dylan, while Jesse escaped.

Dylan remained imprisoned, experimented on and tortured for almost 20 years.

In Control, Jesse eventually reaches the FBC and discovers that Dylan is being held inside the Oldest House: a windowless Manhattan monolith with seemingly limitless rooms and corridors. The building behaves like an otherworldly entity, governed by strange internal rules and connected to forces beyond ordinary reality. It is an unusual setting even by supernatural-action-game standards, and it is perfectly suited to Jesse’s journey.

Jesse does not become another captive. By the end of the first game, she has taken on the role of Director and earned the trust of Bureau staff. Her authority is not simply inherited or handed to her by circumstance: she develops supernatural abilities, fights the entities threatening the Oldest House and proves herself capable of leading the organisation.

Why Dylan needs the outside world

Dylan’s experience is the reverse of Jesse’s. He spends 17 years confined within the Oldest House. After encountering the hostile parasitical entity known as the Hiss, he allows it to possess him, hoping to use its power to escape. Instead, the Hiss exploits both Dylan and his abilities to spread through the Bureau, contributing to the events of Control and the deaths of hundreds of FBC employees.

That makes Dylan the face of the enemy in the first game, but Jesse still refuses to abandon him. She works to free her brother from both the Bureau and the Hiss. By the conclusion, Jesse has cleansed Dylan and most of the Oldest House, although Dylan falls into a coma that lasts seven years.

Control Resonant begins after Dylan wakes in 2026. The Hiss has escaped, and Dylan follows the trail of destruction beyond the Bureau’s walls. He is 34 years old when he finally steps outside, having spent almost his entire life under FBC control. He was 10 when he was taken, and the organisation’s researchers—including its head of research, Casper Darling—helped take away the years in between.

Jesse, by contrast, lived outside the Bureau for most of her life. The FBC knew where she was but deliberately allowed her to remain free, using her as a control subject in its study of Dylan. For Jesse, the Oldest House is a place she chooses to enter and ultimately lead. For Dylan, it is the prison that shaped and damaged him.

Control Resonant

Freedom is not the same as forgiveness

Even after Dylan escapes, some FBC leaders want to return him to a cell. Many blame him for the first game’s disaster, which killed more than 500 of their colleagues. Dylan accepts that the Hiss possessed him, but he also feels responsible for yielding to it. Throughout Resonant, he is apologetic, quiet and eager to placate the people who still regard him as a threat.

That emotional position matters. Dylan is not another version of Jesse, and he is not the Bureau’s leader. He is its former prisoner. Jesse’s story belonged inside the organisation she came to manage; Dylan’s story has already been written across the walls and institutions of the Oldest House. Repeating that setting would risk telling the same story twice.

The sequel instead lets players discover the outside world alongside Dylan. The world beyond the Bureau has continued without him, and its unfamiliarity reflects his lost childhood and adulthood. The change of setting is therefore not a rejection of the first game’s strange architecture. It is the natural expression of Dylan’s character.

Seeing Casper Darling through Dylan’s eyes

The contrast is especially clear in the treatment of Casper Darling. In the first game, Jesse finds recordings that present Darling as energetic, charming and brilliant. He creates technology that saves hundreds of lives and even dedicates a rock song to Jesse from the other dimension into which he disappeared. Jesse never meets him face to face.

Dylan knows a different Darling. In Resonant, recovered recordings reveal a bully and manipulator who ignores Dylan’s requests for freedom, family and ordinary childhood experiences. Darling dismisses Dylan’s reports of physical abuse by a guard and subjects Dylan to abuse himself while testing his powers. In one recording, he orders the young Dylan to run 100 laps because he has not demonstrated those abilities to Darling’s satisfaction.

The cheerful scientist from Jesse’s recordings is absent. From Dylan’s perspective, Darling is the person abusing him, and the sequel’s viewpoint makes that distinction impossible to ignore.

The Oldest House is home to Jesse, but not Dylan

Jesse embraces the Oldest House despite its horrors. She describes its impossible dimensions and supernatural disorder as strangely right, even suggesting that she never wants to leave. The Bureau’s chaos becomes a place where she can finally feel at home and understand herself.

Dylan tells an agent at the beginning of Resonant that he never wants to return. After 24 years inside the building and its system, that response is entirely understandable. He cannot become a complete person by returning to the institution that imprisoned him.

Each game therefore follows a Faden sibling becoming more fully themselves in a different environment. Jesse finds purpose within the Bureau’s infinite architecture. Dylan needs distance from it. While another tour through those bizarre administrative halls would be welcome for some players, making Dylan stay there would undermine his entire arc.

Leaving the Oldest House behind was the right choice for Control Resonant. The sequel’s outside world is not merely a new backdrop; it is the space Dylan needs to confront what happened to him, move beyond the FBC and begin defining himself on his own terms.

For more coverage of unusual game worlds and arcade culture, explore RETROCADE’s arcade blog, browse the arcade video collection, or compare ideas in the arcade machine buying guide.


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