Control Resonant update 1.4 is live on PS5 with New Game++ support, letting players replay the campaign indefinitely alongside combat tuning, UI upgrades, audio options, and key quality-of-life fixes.

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Control Resonant update 1.4 removes the replay ceiling
Remedy has released Control Resonant update 1.4, and the headline change is direct: New Game+ no longer stops after one extra campaign run. According to the patch notes published by Push Square, MP1st, and RPG Site, the update adds New Game++, allowing players to run through CONTROL Resonant an infinite number of times.
On PS5, RPG Site lists the patch as version 01.400.000, while MP1st identifies it as update 1.400 on console. The same update is also live on Xbox Series X|S as version 1.4.0.0 and PC as version 1.4.0, according to those patch note reports. Push Square notes that Remedy had previously promised the expanded New Game+ option for October, and the studio delivered it on the first day of the month.
The tension is that Control Resonant does not appear to be built around branching endings or major choice-based story deviations. Push Square says that, as far as the outlet is aware, the game lacks multiple endings or large story routes determined by player choices. That makes this Control Resonant New Game Plus change less about seeing a radically different plot and more about giving returning players a permanent combat, exploration, and progression loop inside Remedy’s warped Manhattan.
New Game++ is aimed at players who want the combat to keep escalating
The patch notes confirm the new infinite-run structure, but they do not spell out every underlying rule for New Game++. The supported claim is simple: players can now play an infinite number of runs in CONTROL Resonant’s New Game++ mode. What the notes do not confirm is a wider redesign of rewards, enemy scaling, or narrative variation beyond that repeatable structure.
That still changes the shape of the endgame. Before update 1.4, Push Square reported that Control Resonant already had New Game+, but it stopped at the end of a second playthrough. For a game built around layered abilities, build power, side exploration, and recurring combat encounters, that cap put a firm wall around experimentation. Update 1.4 takes that wall out.
That matters most if you are the kind of player who treats Remedy’s combat arenas as performance spaces. GamingBolt’s Ravi Sinha argued in a launch-window feature that Control Resonant’s combat has more depth than some early impressions might suggest, describing a system that starts with familiar dodge-and-melee fundamentals before slowly adding forms, finishers, abilities, talent upgrades, and weapon progression. Sinha also noted that Remedy issued a hotfix shortly before launch to reduce the health and falter of most enemies while increasing the strength of Aberrant attacks and abilities.
For returning players, infinite New Game++ gives that gradual combat vocabulary a longer runway. If the first campaign is about learning Dylan Faden’s rhythm, later runs are where the timing, build identity, and arena knowledge can take over. The patch does not turn Control Resonant into a different genre, but it gives its action-RPG structure room to breathe after the credits.
The update makes build strength easier to read before fights go wrong
Update 1.4 is also a readability patch. Remedy’s notes, as reproduced by Push Square, MP1st, and RPG Site, say the Build Power number has been added to the Loadout screen at the bottom left. Previously, players had to look for that information in the Stats & Effects menu. The patch notes add a blunt warning: if players are below the enemy level, combat will be tougher, so they should keep doing side quests, explore twisted Manhattan, and level up.
That is a practical fix for a game whose encounters can swing hard if a player is underprepared. A visible Build Power value should make it clearer when the problem is execution and when the problem is progression. It also supports the new New Game++ structure, because repeat runs are only satisfying if players can understand how their build compares to the threats in front of them.
The Gap also gets clearer upgrade signaling. The HUD now displays a notification icon when there are new things to buy or upgrade there. Remedy also added a material-pinning feature tied to vendors: when players pin materials needed for upgrades, the Vendor icon on the map can show whether those materials are available, so players do not have to travel to a vendor simply to check stock.
These are small interface changes with a real effect on pacing. Control Resonant’s fights work best when the player is making decisions in motion, chaining dodges, abilities, finishers, and movement through unstable spaces. Menu uncertainty and upgrade guesswork slow that tempo down. Update 1.4 appears designed to keep players closer to the action loop, especially on repeated playthroughs where the question becomes how efficiently a build can cut through familiar threats.
Difficulty tuning continues after launch feedback
Control Resonant’s launch-window balance has already been in motion. Push Square reported in September that Remedy pushed a PS5 patch live that lowered difficulty after player feedback by reducing enemy health and increasing the strength of the player’s weapons. GamingBolt separately noted a pre-launch hotfix that reduced health and falter for most enemies, applied that change to two initial Resonants, and buffed Aberrant attacks and abilities.
Update 1.4 continues that adjustment process, but in a more targeted way. The patch notes say the Unknown Zone has had its overall amount of combat and intensity decreased by 10 to 15 percent. Remedy also added a new Assist Mode option for Power Core Charge Duration, with a 100 to 300 percent multiplier. A new tutorial explains that the Rush ability removes status effects.
Those details point to a studio tuning friction rather than sanding away the entire combat model. The Unknown Zone reduction addresses density and intensity. The Assist Mode option gives players a specific lever around Power Core charge timing. The Rush tutorial clarifies a defensive or recovery interaction that some players may have missed.
For New Game++ players, that combination is important. Infinite replay only works if the game can support both mastery and comfort. A player returning for cleaner fights can leave the challenge intact and benefit from better information. A player who mainly wants to revisit Remedy’s spaces and story beats can lean on Assist Mode without waiting for a broader difficulty overhaul.
PS5 players get audio, HDR, map, and performance-related fixes
The Control Resonant PS5 update also includes a set of fixes that should be noticeable even outside New Game++. Remedy added a separate volume slider for radio dialogue, allowing players to adjust the balance between speakers or headphones and the DualSense controller speaker. The PlayStation Store listing for CONTROL Resonant confirms DualSense vibration function and trigger effect support for the PS5 version, and it also lists the game as PS5 Pro Enhanced.
Update 1.4 addresses several presentation and usability issues. The patch notes mention fixes for map markers that could stick around too long, appear in the wrong place, or fail to clear correctly. Remedy also says it fixed a VFX issue that could cause framerate drops during the Artist Resonant fight when that enemy uses a special attack. HDR players get a fix for over-saturated highlights in AgX, the tonemapper named in the notes.
The audio and localization pass is broader than one slider. Remedy cites fixes for a multitude of subtitle and voice-over issues, along with polish across audio, dialogue timing, subtitle timing, animation, lighting, code, mission flow, and UI. The update also adds an option to mute copyrighted music, specifically Apocalyptica’s “Upperhand” intro credits song.
Not every technical note is PS5-specific. The patch notes cite several performance optimizations mainly targeting PC minimum and recommended specs, and MP1st reports that support for Razer haptics was added, with gameplay events such as melee attacks and taking damage triggering effects on supported peripherals. Still, for PS5 players coming back for New Game++, the relevant takeaway is that update 1.4 pairs the replay change with a cleanup pass across the sensory and interface layers that define a Remedy game’s feel.
Remedy’s authored weirdness is the real reason to replay
The strongest case for enhanced New Game Plus in Control Resonant comes from how Remedy builds spaces, sound, and combat into one sustained mood. GamingBolt’s separate feature on the Underpass called the area one of Remedy’s finest environments, emphasizing its oppressive descent below the Sinkhole, its scale, its disorientation, and its use of parallel timelines. The same article ties that design to creative director Mikael Kasurinen’s described interest in placing everyday environments alongside strange and unnatural things.
That is the kind of material New Game++ can serve well. If Control Resonant is less about branching outcomes and more about authored escalation, then repeat playthroughs let players revisit those spaces with different combat confidence. A first pass through an area like the Underpass is about dread, orientation, and discovery. A later run can shift the emphasis toward route memory, encounter control, and build expression.
Audio is part of that identity too. Kotaku’s Zack Zwiezen singled out The Board’s new voice as a favorite part of the game, describing how the entity speaks to Dylan and even punctuates combat after executions. Kotaku also notes that Control Resonant stars Dylan Faden, Jesse Faden’s supernaturally gifted brother, and that Dylan uses a powerful shapeshifting rod connected to The Board.
Those details explain why an infinite replay option lands differently for Remedy fans than it would in a purely loot-driven action game. Remedy’s set-pieces are designed to be remembered. The Board’s voice, the geometry of Manhattan’s distorted spaces, the pressure of combat arenas, and Dylan’s progression from former prisoner to paranatural weapon are all part of the texture. New Game++ gives players a supported way to keep re-entering that texture without creating a new save just to feel the opening hours again.
Photo Mode is next, but story DLC remains unannounced
The confirmed post-launch roadmap remains limited. Push Square reported in September that Remedy planned the expanded New Game+ option for October and Photo Mode for November. With update 1.4 now live, the October part of that plan has arrived. Push Square’s update coverage reiterates that Remedy has already confirmed another November update that will add Photo Mode.
What has not been announced is a story expansion. Push Square notes that the original Control and Alan Wake 2 each received two DLC packs after launch, but the outlet also reports that Control Resonant has not offered an Expansion Pass to purchase. The current PlayStation Store listing supports that narrower picture: it lists a $59.99 Standard Edition with CONTROL Resonant, a $69.99 Digital Deluxe Edition with the game, AWE Mission Outfit, Untapped Artifact wallet, Starter Resource Bundle, Digital Artbook, and Original Soundtrack, plus a Digital Deluxe Edition Upgrade add-on that is marked unavailable. It does not list a story Expansion Pass in the provided source material.
That does not prove story DLC will never happen. It only means no such expansion is confirmed in the cited sources. Push Square also reported that Remedy has promised more clothing and customization options for Dylan in future updates, with details to come later.
If you already own Control Resonant on PS5 and want a reason to return now, update 1.4 supplies one through infinite New Game++, clearer build information, Unknown Zone tuning, audio controls, and fixes. If your main interest is photography, the confirmed November Photo Mode may be the better time to reinstall. If you are waiting for story DLC, the responsible answer is to wait for Remedy to announce it, because update 1.4 is a replayability and quality-of-life patch rather than an expansion.
