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Control Resonant: How to Get Around Its Manhattan Map

CONTROL Resonant

Control Resonant‘s Manhattan is not a traditional open world: it is split into large, densely built zones that you explore freely but unlock in stages, much like a metroidvania. You get around it with Dylan’s jump, dash and air dash from the start, then add sprinting, wall walking and a grappling hook as the story goes on.

This guide covers how the map is structured, which zones players report, how movement works on each platform, and what opens up the areas you cannot reach yet. It covers the launch version (hotfix 1.3.3) on PC, PS5 and Xbox Series X|S.

Whether It Is Open World

The short answer: more open than the first game, but not open world. Remedy’s developer FAQ calls Resonant a game that “expands the franchise into a larger, more open, reality-warping experience,” which is true next to the first game’s single building. But the platform holders’ launch coverage is clear about the limits.

The PlayStation Blog’s preview says: “Although the substantial and twisted Manhattan is yours to explore, Control Resonant isn’t quite an open world,” describing instead “digestible and focused sandboxes.” Xbox Wire’s launch feature says Resonant’s Manhattan “isn’t a traditional open world,” but is “separated into densely packed, highly designed zones.”

Reviewers add the missing piece: areas are gated by traversal abilities and story progress, in a metroidvania style, with zones connected by narrower paths. Our Dylan versus Jesse guide explains why a melee protagonist needed these bigger, more open spaces in the first place.

The Zones of Manhattan

The Steam store page promises “multiple areas of a ravaged Manhattan,” without listing them. Early player reports name these areas:

  • Downtown, where the story opens, including access to the Oldest House
  • Central
  • Evacuation Zone
  • West Incursion Zone
  • Underpass
  • The Park
  • Unknown

Each is reported to have its own side quests and activities, and most have their own Resonant boss. Remedy has not published a map size, and we are not going to guess one. For how much time the map holds, our how long to beat guide has Remedy’s own figures.

Every zone also has its own level, which rises as you complete activities there. Remedy’s Lead Gameplay Designer Sergey Mohov told IGN that “Dylan doesn’t get XP, but zones do,” so the time you spend exploring a zone pays off inside that zone.

Movement Controls

These are the confirmed inputs. The PS5 names come from the PlayStation Blog; on Xbox and PC, use the matching buttons shown in the game’s controls menu.

  • Double jump: X on PS5. The PlayStation Blog notes it gives enough elevation to reach shorter building summits.
  • Dodge and air dash: Circle on PS5.
  • Afterimage dash: press Circle twice for a faster dash that leaves an afterimage behind Dylan.
  • Glide: Xbox Wire lists gliding among the moves available early, alongside running fast enough that “physics objects get pleasingly caught up in your orbit.”

Remedy’s art director Elmeri Raitanen offered one genuinely useful tip in an interview with the Japanese outlet Automaton: during gravity anomalies, the rain shows you which way is really down. If a street has flipped and you have lost your bearings, look at which way the rain falls.

How to Reach Areas You Cannot Get To Yet

The gating comes from traversal abilities that Dylan earns through the questline following his sister. The PlayStation Blog describes “unlockable traversal abilities gained via ‘Jesse Quests’, like the super handy Reach grappling hook.” Players report the full set:

  1. Rush, a sprint, unlocked during the opening.
  2. Shift, which lets Dylan walk on walls, from a quest in the West Incursion Zone.
  3. Reach, the grappling hook, from a quest in a subway (reports differ on the zone).

Xbox Wire describes the endpoint: later on, Dylan can “literally subvert gravity and travel up vertical surfaces, or fully upside-down,” and “scale entire buildings in a few quick moves.”

The practical rule: if a ledge, door or boss arena looks unreachable, you are most likely missing an ability. Follow the Jesse quests when they appear, then revisit earlier zones. Players also report that some optional boss arenas need Shift, so those quests matter for your build too. Our achievement list covers the collectibles and hideouts worth sweeping up once you can reach everything.

Fast Travel, Saving and After the Credits

Launch-week reports describe fast travel points and region-revealing map structures, but accounts of how these unlock conflict, and several come from sites that invent specifics. Check the map legend in your game rather than relying on third-party lists for now.

Two things are confirmed or consistently reported. The Steam feature list includes Save Anytime, and trophy hunters report that free roam continues after the story, so nothing on the map is permanently missed. If crossing zones under fire feels punishing, the sliders in our Assist Mode guide can ease the fights along the way. More guides are on our Control Resonant hub.

Frequently Asked Questions

Is Control Resonant open world?

Not in the traditional sense. Manhattan is split into large zones you explore freely, but unlock in stages through story progress and traversal abilities.

How many zones are in Control Resonant?

Players name seven: Downtown, Central, the Evacuation Zone, the West Incursion Zone, the Underpass, The Park and Unknown. Remedy has not published an official count.

How do I climb walls in Control Resonant?

With Shift, a traversal ability players report you earn from a Jesse quest in the West Incursion Zone.

How do I get the grappling hook?

The grappling hook is called Reach, and the PlayStation Blog confirms it comes from the Jesse quests. Players report it needs Shift first.

Can I explore after finishing the story?

Trophy hunters report free roam continues after the credits, so you can finish side content later.

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