How do Dylan’s supernatural abilities and loadout work in CONTROL Resonant? Powers come from defeating controlled bosses called Resonants, and the game’s loadout lets you carry weapon forms and ability sets side by side. Understanding the slots, the branch choices, and the numbers is the difference between a generic build and one built for you.
The three pillars of a build
Remedy frames progression around three pillars:
- Supernatural Combat Abilities, earned by defeating powerful Resonants
- Weapon Forms for the Aberrant, the shapeshifting melee weapon
- Talents that amplify the synergy between abilities and melee attacks
Together these define how Dylan fights, and you tune them in the Gap, the dreamlike space tied to his psyche.
Resonant unlocks: the boss payoff
Resonants are major boss encounters built into story progression. Defeating one grants its unique ability, which is the main way you collect new powers. Some Resonants go further and hand you a branching choice, steering you toward one of several distinct playstyles. Because not everything can be unlocked in a single playthrough (by design), the choices you make on Resonant kills shape your whole campaign.
The loadout screen
The loadout menu is split by function:
- Weapon Forms: shows up to three of the Aberrant’s current shapes
- Abilities: ability sets with a numbered slot block; on screen it shows set “01” with three ability icons mapped to triggers (L2, R1, R2), and a second set “02” with open slots
- Each ability previews its exact stats and a resource cost, and you can remove it from the loadout
That layout means you carry your weapon’s forms and your active power set separately, and you can prepare a second ability set, switching between two setups without leaving the menu.
A concrete example: Seekers (Summon)
One confirmed ability is Seekers (Summon), a telekinetic arm you place in the ability slot. It summons a volatile telekinetic entity that attacks enemies on its own and can be thrown and detonated at range. Its listed stats give an idea of the transparency Remedy wants, each ability shows raw damage, falloff, and costs:
| Stat | Value |
|---|---|
| Blunt-type Projectile Damage | 189 |
| Raw-type Explosion Damage | 236 to 787 |
| Projectile Falter | 56 |
| Explosion Falter | 24 to 189 |
| Resource Cost | 300 |
| Launch Resource Cost | 120 |
Talents and perks
Beyond abilities, Talents sync powers with melee on a perks tree. One confirmed perk is Dodge Attack: dodge, then press the melee button to launch enemies and deal extra damage. This kind of perk is what turns the momentum loop (melee restore resource, abilities stun, executions boost damage) into lingering specialization, rather than a single snowball attack.
Sources: Remedy’s official PlayStation blog combat and buildcrafting deep dive (2026). Specific ability lists and the full talent tree remain TBA beyond the examples confirmed publicly.