Summary
Written by a model from the transcript; not yet reviewed.
This episode of Triple Click is dedicated to a deep-dive discussion on Control Resonance, the open-world action sequel from Remedy Entertainment, alongside brief looks at Final Fantasy Resonance, Lanterns, and Star Wars: Galactic Racer. The hosts debate the merits of Control Resonance: Kirk and Maddie praise its stunning visual artistry, fluid melee combat system, gravity-shifting mechanics, and the emotional resonance of playing as Dylan Faden. Jason, on the other hand, expresses frustration with the open-world shift, enemy sponginess, and feeling disconnected from the new protagonist compared to Jesse Faden. The conversation explores how the game breaks away from the original while maintaining Remedy's signature surreal atmosphere and complex lore.
- Players struggling with enemy difficulty and health sponginess in Control Resonance can adjust the challenge via accessibility presets and difficulty sliders. 35:22
- Unlocking side traversal abilities like gravity shifting transforms Control Resonance into a true Metroidvania experience. 26:10
- Final Fantasy Resonance adapts a mobile gacha game into a traditional, turn-free console JRPG with 60 FPS performance on the Steam Deck. 51:17
- Star Wars: Galactic Racer integrates a rogue-like run structure into a sci-fi racing game to create high-stakes tension. 1:07:57
Chapters
- 0:13Show Intro and Episode Announcement
Hosts introduce the episode and announce the focus on Control Resonance.
- 3:21Review of Control 1’s Ending and Lore
Hosts recap Control 1’s conclusion and set up context for the sequel.
- 7:50Maddie’s First Impressions of Control Resonance
Maddie shares her initial enjoyment and contrasts the game’s feel to Control 1.
- 10:18Jason’s Mixed Feelings and Combat Critique
Jason discusses his struggles with combat and the open‑world design.
- 16:00Combat System Depth and Player Progression
Discussion of the complex melee system, upgrades, and learning curve.
- 27:22Gameplay Mechanics: Abilities and Traversal
The hosts detail Dylan’s new gravity‑shifting mechanics and platforming.
- 30:07Side Quests, Humor, and World Design
Hosts highlight the game’s side quests, humor, and open‑world structure.
- 44:23Control Resonant Sound Design and Creative Direction
Hosts discuss the music, sound design, and creative team behind Control Resonant, highlighting its departure from Remedy’s usual style.
- 48:33Break and Transition to New Topics
The hosts pause the Control segment and prepare to shift to other game and media discussions.
- 50:43Final Fantasy Resonance Overview and Gameplay Mechanics
Kirk explains the story, combat system, and nostalgic elements of Final Fantasy Resonance, a 2D turn‑based JRPG based on Brave Exvius.
- 57:22Lanterns: A Metaphorical Superhero Series
Matty shares insights on the TV show Lanterns, its themes of racial inequality, and the performance of Aaron Pierre.
- 1:03:27Star Wars: Galactic Racer Review and Design Analysis
Jason rants about the sci‑fi racing game, its rogue‑like structure, and the fun of its Star Wars setting.
Highlights
- 4:02
Control Resonance Mechanicsinsight
Kirk explains that Control Resonance shifts from a third-person shooter to a character action melee fighting game where players control Dylan Faden, the brother of Jesse Faden.
- 10:18
Bouncing Off The Sequeldebate
Jason explains why he is struggling to engage with Control Resonance, pointing out that he hates the open-world design, finds the combat frustratingly button-mashy, and misses Jesse Faden.
- 14:23
Visual Masterpiece Engineinsight
Kirk praises Remedy's Northlight Engine for delivering incredible psychedelic visuals, patterned repetition sequences, and fractal patterns in an open-world Manhattan.
- 27:22
Gravity Shifting Gameplaystrategy
Kirk describes how unlocking gravity-shifting abilities changes the game entirely, allowing players to walk on walls and ceilings during chaotic 360-degree boss fights.
- 29:45
Dylan's Trauma And Redemptioninsight
Maddie highlights Dylan's compelling character arc, noting how he wrestles with the guilt of the 500 people he accidentally killed while possessed by the hiss.
- 51:07
Final Fantasy Resonance Overviewdata
Jason introduces Final Fantasy Resonance as a traditional HD-2D turn-based console JRPG adaptation of the mobile game Brave Exvius without microtransactions.
- 1:07:57
Roguelike Racing Stakesinsight
Kirk details how Star Wars: Galactic Racer uses a rogue-like tournament structure where crashes have real consequences, creating genuine tension missing from other racers.
Quotes
“the street, which have beautiful art in them, like on the walls, all of which is different.”
Kirk Hamilton · 14:05 “I think my struggle with it is really a large part of what you identified”
Jason Schreier · 10:32 “I love this game. I'm enjoying it so much.”
Unnamed speaker · 7:50 “And I would say, like, artistic idea of this game.”
Kirk Hamilton · 27:36 “The invincibility frames given from a dodge are like crazy long, where you're just like fully face dodging through attacks.”
Kirk Hamilton · 39:16 “The music is really good and it's all original. Combat system is really cool and it's just a lot of fun to play.”
Jason Schreier · 53:57
Sponsored segments
- maximumfun.org/join 1:14–1:23
- Maximum Fun 48:56–50:33
- Maximum Fun 1:15:40–1:15:54
About this episode
The Triple Click gang FINALLY delivers on a long-overdue threat and does an episode about Control Resonant. They talk about the ups and downs of Remedy's new action game, how long it takes to click with the combat, and how many of the side content shouldn't actually be side content.
Transcript
15,578 words · 8 speakers
Speaker names marked are inferred from speaking time and the show’s known hosts — they are not voice-verified.
Topics
- Control
- Hiss
- Remedy
- Oldest House
- Wolverine
- Watchmen
- Federal Bureau of Control
- Lanterns
- Control Resonance
- Manhattan
Page updated · transcript and summary are machine-generated