Shapeshifting melee

the Aberrant

The Aberrant is Dylan Faden's shapeshifting melee weapon in CONTROL Resonant, and it is the close-range identity of the sequel rather than a sidearm you holster for a pistol. Steam names two forms: a two-handed hammer for bone-crunching blows and dual-wielded blades for swift precision. Gameplay news treats melee as the sequel's combat identity, not a backup when guns run dry. The comparison below is those two records side by side with one official combat image — not a generic weapons grid, because Remedy has not published a third named form. Learn the shift, then take it into warped Manhattan and into New Game+ where Aberrant upgrades persist.

Dylan Faden swinging melee weapons in Manhattan
Gameplay trailer still: close-range Aberrant combat.

two-handed hammer

bone-crunching blows

the Aberrant

dual-wielded blades

swift precision

the Aberrant

The Aberrant is a shapeshifting melee weapon. Steam names the two-handed hammer and dual-wielded blades forms, and those are the only forms listed in the store combat copy.

Hammer and blades, one weapon

Steam combat copy does not present a sword rack. It presents one named object — the Aberrant — that changes shape in Dylan's hands. The two-handed hammer is the bone-crunching side. The dual-wielded blades are the swift-precision side. Both rows share the same weapon field on purpose. If a guide lists starting pistols or a Service Weapon analog as Dylan's main kit, that is leftover CONTROL language, not the sequel's published melee identity.

The making-of for the Aberrant Hammer and the official gameplay trailer are the motion references. They show Dylan in Manhattan, not in a Bureau firing range. Use them to read range and tempo: hammer for committed hits, blades for faster cuts. Elemental abilities and environment use are mentioned on the store page beside the weapon, so the city itself is part of the kit — gravity planes, debris, and Hiss-red space are not decoration around a melee minigame.

Why melee sits in front of Resonants

Official gameplay news says the subtitle exists because Resonants are the biggest, toughest enemies Dylan faces. A shapeshifting melee weapon is the published answer to that class, not a flavor item you swap off for a rifle. The Hiss and the Mold still occupy the streets, but Resonants are the reason the Aberrant is on the box. Plan boss-scale fights around form choice instead of around an unpublished ammo economy or a Service Weapon reprint.

Assist Mode can change how those fights feel without locking trophies. Incoming Damage, Outgoing Falter, Perfect Dodge Window, and Enhanced Melee Magnetizing all sit on independent sliders. If the hammer's recovery is eating you, that is a slider problem as much as a form problem. New Game+ later carries Aberrant upgrades forward and lets you stack same-Resonant abilities, so the weapon you learn on September 24 is the melee weapon you keep into a second warped Manhattan run.

What is not a third form

Observer guides have started listing early tools and pickup weapons. Those lists are not a first-party Aberrant roster. Until Remedy names another form with the same clarity as hammer and blades, the Aberrant record stops at two. The gameplay trailer and the hammer making-of remain the official moving pictures; they do not quietly add a whip, a gun-arm, or a Service Weapon reprint.

If you came here from CONTROL muscle memory, unlearn the Service Weapon as the default verb. Dylan's published verb is melee, with paranatural assists and a city that folds. Read Manhattan next for how gravity anomalies change the floor you slam people through, then Assist Mode if you need the dodge window wider before a Resonant.

Enhanced Melee Magnetizing is the Assist Mode slider that admits the sequel is built around connecting those hammer and blade hits. Outgoing Falter is how fast posture breaks, which is the other half of a melee identity. Neither slider invents a third Aberrant form. They only retune the two Steam actually named.

Upgrades persist into New Game+

New Game+ carries Aberrant upgrades with combat abilities, Talents, Artifacts, and health upgrades. The hammer and blades you learned on the first run are the same weapon with more work behind them. Same-Resonant ability stacking on the second run is built for the class that made melee the sequel's identity, not for a hidden gun tree.

The making-of for the Aberrant Hammer is the official look at how that form was built as a physical object. It does not add stats. It does confirm Remedy treated the hammer as a real prop-and-animation problem, which matches Steam putting bone-crunching blows in the store sentence. The gameplay trailer on this page is the motion reference; the two-form comparison stays the record.

New Game+ keeps Aberrant upgrades with Talents, Artifacts, and health upgrades. Same-Resonant stacking on the second run is built for that boss class, so the melee identity you learn on September 24 is the melee identity you restack.

Sources