FAQ
What enemy factions are in CONTROL Resonant? Three — the returning Hiss (the common hostile force from the first game, now visibly mutated), the invasive Mold (armored fungal forces), and monstrous new entities born from the new resonance. In the open world, Hiss and Mold forces fight each other as well as you.
What are Aberrations? The umbrella class for the paranatural enemies — Aberrations are what Dylan fights with the Aberrant weapon, spanning all three factions. The boss tier within them is the Resonants: six zone guardians plus the endgame Hedron.
What damage types beat what? Armor is vulnerable to Blunt damage — the Crush hammer's territory. Hiss shields fall to Sharp damage, the blade and Drill forms. Mold enemies are weak to Fire — the Heat abilities melt them. Match the form to the faction and every fight gets shorter.
What are Aberrations in CONTROL Resonant?
Aberrations are the paranatural enemies fought through CONTROL Resonant — the umbrella class over everything hostile in warped Manhattan. Dylan stops them with the Aberrant weapon and his paranatural abilities. The naming runs two layers: Aberrations as the broad class, Resonants as the boss tier within it — the six zone guardians and the endgame Hedron.
The three enemy factions
| Faction | Description | Answer |
|---|---|---|
| The Hiss | The returning common threat from the first game — corrupted hosts, now visibly mutated even at grunt level | Sharp damage (blade, Drill) for Hiss shields |
| The Mold | The invasive armored faction — fungal forces with plating over their weak points | Fire (Heat abilities melt them), and Blunt strips armor |
| New resonance entities | Monstrous entities born from the new resonance warping Manhattan — the strangest sights in the roster | Situational — read the fight |
Hiss and Mold forces also clash in the open world — letting two enemies damage each other before cleaning up is a legitimate tactic. Hiss Research tracks the roster: the collectible set runs to 23 enemy records, a built-in bestiary checklist as you meet new types.
The weakness table, matched to your weapons
- Armor → Blunt damage. The Crush hammer is the armor-breaker — that's Polygon's utility case for it too.
- Hiss shields → Astral and Sharp damage. The blade and Drill forms; this is why Drill's Weaken matters against tougher Hiss.
- Mold → Fire. The Heat abilities; and on the talents side, Cleansing Rush halves the Mold status ailments that drain you.
This is the mechanical backbone of the form system: the Aberrant's three layers exist so you can re-kit per faction without leaving combat.
Where the Resonants fit
The boss tier is separate — seven major fights (six zone Resonants plus the Hedron), each granting an ability and a trophy, with branching picks like Push or Ground Slam at the Dancer. The Park's Resonant, The Collective, is the Mold faction's representative. Full roster, zone assignments, and rewards are on the Resonants page; the route is in the zone order guide.



