I love the world of Control - the corner of the larger Remedy Connected Universe that puts mundane government bureaucracy against the bizarre and unusual.
Indeed, I think the crux of the appeal is to make the familiar strange: one of the, not exactly common, but not rare either, Hiss-associated enemies you fight is a city bus that is turned on its nose, the back of the bus warped and deteriorated, with poor passengers hanging out the windows, their Hiss infection lending the bus its animation. Altered Items, a key part of the world's lore, are objects that look utterly normal but behave in unusual and often dangerous ways.
A few more hours into the game, I've defeated another Resonant, this one "The Dancer," who also appeared in various trailers for the game (as far as I know, I think at this point I've beaten all the bosses that showed up in the previews).
While Remedy downplayed the open-world-ness of Resonant in its marketing, I can't really think of a different way to describe the game. Manhattan is divided into various zones that each tend to have their own iteration of many of the features found in others - you have your Resonant, a mapping station, a vendor ice cream truck (usually hidden out of the way - I haven't found the one in the Western Incursion Zone,) etc.
The game takes a Breath of the Wild approach to its open world - there's no set order in which you're meant to complete the zones (at least as far as I know - I imagine some might unlock later on) and even going to a zone's Resonant boss isn't really treated as something the entire zone is driving you toward, but more of an additional objective.
To be perfectly honest, I don't know that this is the right choice for the game. I've seen some critiques of the game that bemoan its adherence to Open World game design tropes that originated in Assassin's Creed nearly 20 years ago.
Remedy's strongest suit is its storytelling, and I think that the open-world nature of the game makes it feel like that primary plot is only dripping in on occasion. It also leads to a sort of rote recursion even in what feel like story-critical parts, like when we enter Faults to commune with the absent sister (and previous game protagonist) Jesse, which is also where we learn important traversal abilities. (Shift, for example, lets us re-orient our gravity in areas where there are streets and rooftops that are jutting out at 90 or 180 degree angles).
I think that the promise of Open World games when they first emerged (probably Grand Theft Auto III is the one that truly codified the format) was a sense of freedom. But the danger can be a lack of structure.
Remedy games that I've played at least are not interested in making a whole bunch of different endings based on player choices, and Control Resonant evidently just has one ending. As such, I wonder if Control Resonant would be better off with a somewhat more curated path through its messed-up NYC.
The first Control flirted with Open World ideas, with some ideas that worked and some that didn't. It's probably unfair to compare this with Alan Wake II, which is a totally different genre of game, but while you could swap between Alan and Saga through the middle of the game, each character's story was essentially linear, which I think worked quite well for it.
To be clear, I'm still enjoying the game quite a lot. But I think I've been getting more intriguing and enticing stories out of side quests so far, like reuniting a set of speakers that act as conduits to some other plane of existence, or a weird Taxi dimension that someone's trapped in (said Taxi dimension feels weirdly similar to the Dark Place, including similar camera angles when Dylan is talking on a payphone to the trapped civilian as the ones when Alan talks with Tom Zane in Noir York City).
As for "lore" spottings, I have finally gotten some explicit mentions of the word Blessed, which are involved in the speaker side quest. I have yet to find out if the Organization is actually central to the plot, but I imagine that that requires some more progression (with the Western Incursion Resonant dealt with, I think I'll be heading to to the Evacuation Zone, which seems to be where the true main quest plot is actually directing me).
There's no mention of anything Alan Wake related, other than that Ahti appears not to have returned to the Oldest House after the events of AW2, and we also see some posters of Ahma Beer, which I guess must be thriving given that it used to be a local microbrewery. (Hope Ilmo is doing ok). Fingers crossed for an Old Gods of Asgard song, which at this point is expected.
Again, I still feel like I haven't progressed the "main plot" forward much since being unleashed in the open world, but I also really wonder if we might see Barry Wheeler pop up - a sore absence from Alan Wake II, but also someone who for sure got involved in the Blessed Organization.
Once again, I've been finding secret hideouts across the city that I suspect are Blessed installations, though that's unconfirmed. Whatever this "Secret Organization" actually is, it uses similar memos, documentation, and jargon to the FBC, but it's all just a bit different - referring to "Extranormal Objects" in contrast with "Altered Items."
Now, I do think that the Blessed Organization could be slightly Scientology-coded, and the Church of Scientology has been known to pull off some pretty extraordinary feats, including a massive infiltration of the FBI, using its own pseudo-governmental acronyms and abbreviations.
The Secret Organization, as the documents we find about it are classified in our personal archive (oh yeah, there are a bunch of documents,) uses a symbol that appears like a keyhole or possibly a beacon of some sort. I can't remember if any of the Oceanview doors had that symbol, but it's worth bearing in mind.
(Oh yeah, so far no Oceanview Motel.)
In terms of difficulty, I'm sort of inclined to maybe push forward a bit more aggressively. It's very rare that I die to non-Resonant enemies, though both the Central and Western Incursion bosses took me four attempts each.
Enemy variety, even though I've fought almost exclusively Hiss, is step up from the first game, and there are basically no "this is just a corrupted dude with a gun" enemies to fight. You will start to get familiar with them - the ones with giant hammer-like heads are probably the most common of the "Heavy" Hiss foes - but I think we're already at a more interesting variety than we got in the first game, and I've only fought like one group of Mold enemies.
It is strange, though, that in stark contrast to the first game, where Hiss would teleport into a room without warning and endlessly respawn, here once a group is dead, they're dead, at least until you beat the area's Resonant. But I don't think you can re-fight bosses and I assume once you beat each enemy group a second time, that's it. This does mean that the resources you gather from fighting foes is presumably finite, and I don't love that. (I could be wrong, though).
One thing that's kind of interesting is that upgrading your weapon, even by unlocking other weapon forms, is going to help you even if you don't care to use said forms, because each unlocked form and trait for those forms will improve the overall damage you deal with the weapon.
Each Resonant gives you a choice between two (maybe one gave three?) Powers, which are similar to the various OoP abilities Jesse got in the first game. You can try each one out separately, but you get locked in after you leave The Gap (your little Mind Place/Writer's Room equivalent) and require a Reset item to change them after that. I assume this means there will be six Resonant bosses in total, given that we can equip six at a time (swapping between sets of three at least on a PS5 controller).
I suspect that there is a kind of Mega Man-like ideal progression path - the boss in Central gives you fire-based abilities, which are extra-effective against the Mold.
One of the things that makes Dylan an interesting contrast with Jesse is that he literally trained through his entire adolescence to work for the FBC, so he's already well aware of Bureau protocols, procedures, and terminology. Even if most of the Rangers hate him for his past with the Hiss, he knows what the job entails.
I think Dylan's generally going to be a pretty heroic character regardless of what dialogue options you pick, which does make it kind of interesting that he's sort of a new character in this game - the Dylan we encountered in Control was really the mouthpiece of the Hiss. I'm eager to see how he reckons with that contrast.