Remedy built Control Resonant around aggressive combat and that decision came with a clear trade-off. The game has no Control Resonant parry or deflect system. Lead gameplay designer Sergei Mohov explained why in an IGN First interview โ and the reasoning goes straight to the core of how Remedy wants players to fight.
Why Control Resonant Has No Parry or Deflect System
Remedy did prototype a parry mechanic. It got cut. Mohov explained: “We did prototype parry and deflect mechanics, and decided to remove them. When we implemented these kinds of defensive mechanics, we noticed that we’re waiting for enemies to do something to press the button in return.”
That passive waiting is exactly what Remedy wanted to avoid. The team built Control Resonant’s combat around keeping players moving and attacking at all times โ not standing still looking for a window to press a button.

Source: Remedy Entertainment
What Remedy Replaced the Control Resonant Parry With
The combat philosophy that replaced the Control Resonant parry system is summed up in one line from Mohov: “The idea behind the combat system of Control Resonant is that offense is the best defense.”
Everything in the combat design follows that rule. Mohov also said: “We want everything to feel immediate. You press the button, the thing happens. That’s the philosophy of design. You press Square, Dylan does the attack. You press R1, Dylan does the ability.” No delay. No window-based reactive inputs. Just action.
Dylan still has a dodge mechanic for getting out of the way during boss fights. The dodge keeps survival viable without forcing players into a defensive rhythm. The Aberrant โ Dylan’s primary weapon โ stays central to the combat loop throughout.
Remedy director Mikael Kasurinen previously confirmed that Sekiro inspired Control Resonant’s fast-paced combat. That context matters because Sekiro is one of the most parry-dependent games ever made โ and Control Resonant is doing the opposite.
The inspiration is clearly about momentum and intensity rather than the specific mechanics. Sekiro keeps players constantly reactive in a high-pressure rhythm. Control Resonant chases the same intensity through pure offense instead of a block-and-punish loop.
How the No-Parry Design Affects the Runtime
Without a parry system giving players a reliable safe window, Control Resonant’s boss fights hit harder. The main story runs around 30 hours. Full completion sits closer to 50. Both numbers are higher than the original Control, partly because the combat demands more from the player on each attempt.
How long any individual player takes varies based on how they adapt to the offensive-only design. Players who try to play defensively will struggle more than those who lean into the aggression the game is built around.
Two major September releases also feature parry systems โ Onimusha: Way of the Sword and Marvel’s Wolverine. Control Resonant is going directly against that trend. The absence of a parry is a design statement as much as a practical decision โ Remedy made a deliberate choice to build something that feels different from the current action game standard.
Final Thoughts
No parry in Control Resonant. Remedy tried it, cut it, and built something more aggressive instead. Mohov’s philosophy is simple โ press a button, something happens, keep moving. The dodge stays. The parry is gone. Sekiro gave Remedy the intensity without giving the specific mechanic.
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