In a review of Control Resonant, Engadget highlights Remedy's decision to implement an Assist Mode rather than a traditional difficulty setting. The mode offers three presets—roughly easy, high-risk, and low-risk—alongside granular sliders for damage output, player damage, falter damage, projectile speed, and enemy aggression. This approach lets players tailor the experience to their preferences without forcing a one-size-fits-all casual mode on everyone.

The reviewer notes that the early game was a slog until a Day 1 patch flattened the difficulty curve, and that certain late-game encounters, particularly those involving mold-based enemies, remained punishing. Assist Mode proved useful in post-game content, where small adjustments to falter damage and power recovery made the player feel powerful against rare Apex monsters. However, the author also acknowledges that such flexibility can strip away challenge and delight, raising questions about how streamers and purists will engage with a game that can be tuned so readily.

Remedy's approach reflects a broader industry trend toward accessibility and player choice, but it also creates tension between broad appeal and hardcore credibility. The review suggests that while Assist Mode may help more players see the credits, it also changes the nature of the challenge—a trade-off that will likely spark debate among the game's community.