If you're the type of person who loses sleep over watching a franchise out of order, Remedy has good news for you. Also, please go outside.

Control Resonant, the follow-up to 2019's cult favourite Control, is technically a sequel. Chronologically, it takes place after the events of the original game. But according to Remedy, that's basically where the "sequel" label stops pulling its weight.

Two sides of the same weird, paranormal coin

Creative director Mikael Kasurinen has been upfront about this since Resonant was first revealed: you can play either game first. The two titles are described as more like two sides of the same coin than a traditional part one and part two situation, according to reporting by The Verge.

Which, okay - bold claim. The original Control was already doing some heavy lifting in the narrative department. We're talking a federal bureau that investigates paranormal objects, reality-warping architecture, and a protagonist who can throw office furniture with her mind. It was not exactly a gentle introduction to anything.

But how does a sequel actually work as a starting point?

This is the question that should be rattling around your brain right now. The world of Control is weird in many directions, but time at least moves forward in a straight line. So what does it mean for a sequel to also function as an entry point?

The answer, based on what Remedy is putting forward, seems to be that Resonant is being built with enough narrative independence that newcomers won't feel like they walked into a movie 45 minutes late. The games share a universe and thematic DNA, but the stories aren't chained together in a way that demands prior knowledge.

Think of it less like the Marvel Cinematic Universe where missing one film leaves you confused about who has which rock, and more like how two really good albums by the same band can be enjoyed individually even if superfans will spot all the callbacks.

Why this actually matters

The original Control had a notoriously slow build. It was absolutely worth it, but it also meant the game never quite broke through to a mainstream audience the way its quality deserved. Designing Resonant as an accessible entry point is Remedy essentially giving itself permission to court new players without betraying the existing fanbase.

Smart move. Chaotic game design philosophy. Completely on-brand for a studio that makes games about bureaucratic supernatural horror.

Whether Resonant actually delivers on that promise is something we'll find out properly at launch, but the intention is clear: Remedy wants to expand the Bureau's jurisdiction without making you file the paperwork first.