Combat Basics
CONTROL Resonant is melee-first, and there is no block or parry — defense is dodge timing and movement. Lean into the execution-Dominance loop: build stun on enemies with aggressive pressure, then cash out with executions and ability-driven finishers rather than trading hits. Match your Aberrant form to the faction you are fighting: the heavy form bashes through armored targets, the sharp form slices lighter ones, and fire abilities melt Mold plating. You will carry a few forms and powers into every fight, so learn to weave abilities into melee strings instead of playing at range.
Progression
Zone Level is the spine. Zone activity — missions, World Feats, doors, Resonant kills — feeds Zone Levels, which pay out the Talent Points that buy your passives. Technique Points are the spendable ability currency; one comes with the pre-order bonus, so day-one buyers start with something already banked. Ability picks are one-per-run decisions, but a Reset Item undoes one category each, so early choices are not permanent.
Exploration
Faults grant traversal powers — Shift from the Incursion Fault, Reach from the Subway Fault — so do the Jesse Sightings missions early; several story beats and the Dancer fight are gated behind them. Unlock Fast Travel Doors while scouting, because backtracking is inevitable and door-to-door travel is the only way around. The Park is optional, but it holds its own Resonant, ability, and trophy, so skipping it means leaving power on the table.
Comfort Settings
Assist Mode offers 7 settings with no trophy lock, and keybindings are fully rebindable — set both to your comfort level before the prologue's first boss rather than after. Steam lists no timed inputs and adjustable difficulty, so the stylish-action feel survives at slower reaction speeds.
Nothing Is Missable
Nothing is permanently missable — after the story, free-roam lets you sweep up collectibles, faults, and optional Resonants. The combat guide covers the mechanics in depth once you are up and running.



