What is the Aberrant in CONTROL Resonant? It is Dylan Faden’s signature weapon: a supernatural, shapeshifting melee weapon that transforms on demand between multiple forms. It replaces the gun-centric combat of the first CONTROL with a fast, physical, position-based action style.
Here is everything confirmed about it: its forms, how the Primary/Secondary system works, and how you build around it.
What is the Aberrant?
The Aberrant is an “otherworldly, shapeshifting melee weapon” and the central element of Dylan’s arsenal. Per Remedy’s developer diaries, it meets each challenge by morphing between forms, from a bone-crunching two-handed hammer to swift, precision dual-wielded blades.
It is a deliberate turn from Jesse’s gun-oriented play in the original CONTROL, matching Dylan’s more direct, melee identity.
All confirmed Aberrant forms
Remedy has confirmed these forms so far (more are being kept hidden):
| Form | Style | Notes |
|---|---|---|
| Hammer | Heavy, two-handed | Bone-crunching blows; slower but stronger |
| Blades | Swift, dual-wield | Quick combos, high critical-hit chance |
| Scythe | Mid-range sweep | Good reach / wide arcs, lower per-hit damage |
| Fists | Close-quarters | Fast melee |
Additional forms are not revealed yet. Remedy teased “there are other forms too, but we are not revealing them yet.”
How do Primary and Secondary forms work?
- Primary Form: your main attack (for example, the Blades you fire Square/Triangle combos with).
- Secondary Form: a heavy attack (a massive hammer or spear, for example) activated by pressing or holding Triangle.
You can mix both: use your Primary for combos and combo enders, then drop a charged heavy at any point for big single-target damage (with a bonus for releasing a charged attack at the right moment).
You can equip up to three primary melee weapons, each with its own use case (per designer Sergey Mohov), and configure them before combat in a loadout.
How do Combo Enders and customization work?
Alongside Primary and Secondary Forms, the Aberrant has Combo Enders: powerful finisher moves that add another layer of build choice. Combined with abilities and Talents, these let you define an air-ground, speed-versus-damage playstyle.
Progression expands your toolkit: you unlock new forms, abilities, and combos, then power up favorites through upgrade systems. Before combat you equip abilities and weapon forms into a loadout, on the ground or in the air.
Where does the Aberrant fit into combat?
CONTROL Resonant’s combat is melee + supernatural synergy built on a momentum loop:
- Melee hits restore your Combat Ability resource
- Abilities stun enemies, opening Executions
- Executions temporarily boost melee damage
The Aberrant is the centerpiece of that loop. Different playstyles are supported: build for heavy close-range or a tactical summon setup (such as Mold Turrets) that attacks independently.
How do you build a loadout with The Gap?
Outside combat, you enter The Gap, a dreamlike space tied to Dylan’s psyche (opened via the DualSense D-pad), to change your build. There you swap Aberrant forms, abilities, Talents, and test moves in a training area, so you can experiment and respec freely.
Last updated September 7, 2026. Weapon forms from official Remedy diaries and preview coverage; unconfirmed stats [TBD].