Remedy Entertainment’s upcoming sequel to its acclaimed 2019 hit is laying out the mechanics behind its signature “faults” and the movement abilities they unlock, giving players a clearer picture of how exploration will shape the journey to uncover the fate of Jesse Faden. In the forthcoming entry set across a reimagined New York City, faults serve as portals into an abstract dimension that not only advance the central “Search for Jesse” storyline but also hand players new traversal powers as they progress. The developer has shared a detailed breakdown of where these portals appear and which abilities each one grants, marking a significant step toward helping players navigate the game’s vertical, puzzle-driven environments.
At the heart of the system is the idea that faults are more than mere collectibles—they are narrative gateways. Each portal transports Jesse into an abstract world, bringing her one step closer to understanding what transpired to her and, by extension, to the reader. Because completing faults is the primary objective of the “Search for Jesse” main quest, they carry both story weight and practical value. Finishing a fault rewards players with a traversal ability, a category of movement that the studio has described as essential to the game’s exploration design.
A Movement Toolkit Built Into the Narrative
The traversal abilities unlocked through faults are deliberately tied to the obstacles players will encounter throughout the city. As the developer explains, spotting a vision of Jesse while exploring is a reliable signal that a fault lies nearby, so players are encouraged to prioritize these encounters—particularly those who favor exploration. Once unlocked, the abilities let players overcome the game’s signature verticality, including translucent orbs and vertical roads that would otherwise block progress.
The guide currently highlights four faults, each paired with a distinct movement power. The first, the Prologue Fault in Downtown, is unavoidable and introduces players to three foundational abilities: Double-Jump, which allows a second leap midair; Elevate, which lets players hold the jump button to rise higher; and Rush, which boosts sprint speed and can be sustained midair when combined with a sprint jump. The Incursion Fault, located at the bottom of a pit in the Parking Garage of the West Incursion Zone, grants Shift, enabling Jesse to walk along vertical roads and even upside-down buildings. Meanwhile, the Subway Fault at the Railyard Street Station in the Evacuation Zone unlocks Reach, letting players launch themselves toward translucent orbs perched on rooftops and walls.
Faults are portals that take you to an abstract world in Control Resonant, and they get you one step closer to learning what happened to Jesse, the protagonist from Control and your sister.
Remedy Entertainment ![]()
The developer notes that these portals are spread throughout New York City and can be fairly difficult to locate, so awareness of the environment matters. Players are advised to treat any Jesse vision as a top priority, since completing one yields a traversal ability that will prove invaluable when confronting the game’s vertical roads and translucent orbs. The Underpass Fault, found at the end of a tunnel beneath Tubes Island in the northwest corner of the Underpass zone, rounds out the current list, though the studio has indicated more faults remain to be documented.
Looking Ahead
The official guide accompanying this breakdown is explicitly a work in progress, with the developer promising to update it as additional faults and traversal abilities are discovered. For players eager to map the full scope of the system, the studio points to its dedicated resource for Control Resonant, which will continue to expand with each new fault. As the release approaches, expect this fault-and-ability framework to remain central to the experience, blending the game’s puzzle-solving depth with its commitment to rewarding, exploratory movement.
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