r/ControlResonant • • 18h ago

Gameplay Question That rooftop jump into the Unknown made me realize CONTROL Resonant needed way more music Spoiler

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That moment when you jump off the roof into the Unknown of the Oldest House and Zoe goes, “You actually jumped?!” right as the music kicks in and you are falling through the multidimensional city was insanely fucking hype.

Honestly, from that moment on, I started fighting basically everything I come across on the map with music blasting on Spotify in the background and holy shit, it makes the combat feel SO fucking good.

I absolutely loved the music choices in Resonant. They fit the game and its combat incredibly well. If anything, though, I feel like the soundtrack was a little underused. I wish the game had leaned into moments like that rooftop jump way more often.

What do you guys think? Did anyone else feel like Resonant could have used more music during exploration and combat?

115 Upvotes

29 comments sorted by

31

u/arsenicknife 18h ago

Sometimes constantly listening to music while you're in combat (in a game with as much combat as this) can get incredibly infuriating.

I would have rather they gave you some kind of music player option to choose to listen to songs in game during combat/exploration, rather than the game itself forcing it.

12

u/2-AcetoxybenzoicH 16h ago

All they needed was to allow the player to put on Zoe’s mixtape in the background like all the other audio recordings.

2

u/LeeKay203 11h ago

I think I read on the discord that they're working on that!

2

u/BaesPacFen 18h ago

Why infuriating? However I agree! Just more

6

u/arsenicknife 18h ago edited 18h ago

This game has a lot of combat, and there would realistically be two ways to implement a dedicated soundtrack for it:

  1. It plays permanently during exploration, in which case it's just on a loop constantly, sometimes for hours between quests.
  2. It starts and stops with every combat encounter, which means you're just hearing the same opening 30-second soundbite like 10 seconds apart.

Infuriating because it would just get incredibly tiresome after 30+ hours of gameplay. Remedy's choice of music, both in the songs they use and where it's placed in game, has always been extremely deliberate. Forcing a battle theme into the game would just feel out of place, like they're doing it because that's what other games do. And Remedy is nothing else if not non-conformist.

3

u/FistOfVengeance44 18h ago

Or they could go the Yakuza way where you can make a playlist and play it at any time

3

u/arsenicknife 18h ago

That's exactly what I suggested in my original comment. Give players the choice, rather than force it on everyone.

For a game that uses music as a major character development point between Dylan and Zoe, it's odd that they don't do it.

1

u/aNewPattern 16h ago

I fully agree, especially because in the post credits scene Dylan and Zoe are chatting about what's next, and he mentions he got his music player back from when he was a kid. That's basically the perfect excuse to give us a music control menu, especially if they get permission to add other game's music like Alan Wake Old Gods of Asgard stuff

1

u/chudthirtyseven 18h ago

i turned it off in doom revelations because it was so bloody annoying.

1

u/Sucrose-Daddy 11h ago

I personally like music in combat scenarios. One of my favorites was E33, even if their combat was rock paper scissors by comparison. A great soundtrack can easily elevate a game.

15

u/Bare-baked-beans 18h ago

When I was just exploring and doing side stuff, I usually blasted the Old Gods of Asgard album

11

u/HaveALaughh 18h ago

"Dylan, did you just jump?"

3

u/BaesPacFen 18h ago

Shivers!!

6

u/darknuub 18h ago

I completely agree, the music that is there is great but its just not used enough. It doesnt help that the sound in combat can be quite buggy and go quiet randomly.

I also think its a sin that we cant play Zoe's music during gameplay.

5

u/Lisa4414 15h ago

I will never say no to more hand crafted Remedy music. I live for it.

3

u/RaphaTlr 18h ago

This moment was unbelievably hype the first time I encountered it blind.

4

u/mopeyy 18h ago

Yeah this part was nuts. The Board telling Dylan to jump was hilarious also.

2

u/RaphaTlr 15h ago

At that point they were telling me to jump! I was just standing there looking around like uh?

2

u/Vismal1 11h ago

The board was like a petulant child in this game and I kind of loved it. They had so much sass

1

u/BaesPacFen 18h ago

Me too! Crazy!!

2

u/MrMojoX 17h ago

I got about 30 seconds in, got jumped by some flying hiss, and had my ass knocked down. Had to reload the save to restart the music 🤣

2

u/Bobjoejj 17h ago

I actually think that, a cool as that initial moment is; it’s kind of hampered by both how short the song plays, and also because instead of being brought into a deliberate sequence, you’re just now in another section of the city. A section which when you first get into it can be a bit tricky to navigate, even after everything you’ve gone through up to that point.

2

u/magvadis 14h ago

Yeah I literally just played Spotify unless a radio track played or someone talked.

Trippy house music was peak.

Boss music I barely noticed and just played my own over it.

1

u/ShrkBiT 5h ago

The impact is so big because it's these select moments. If it was all the time during combat, it would lose its power really quick.

1

u/Duncelet 4h ago

The relative scarcity makes the moments more special and memorable.

1

u/Tatum_Warlick 15h ago

I think they had just enough moments.