Press interviews5 min readLast updated: October 20, 2026

Mikael Kasurinen Interview: Every Control Resonant Quote

What Control Resonant’s co-creative director has said in interviews and podcasts since reveal: guidance, RPG design, optional bosses, the sequel’s development and starting from scratch.

Short answer

Mikael Kasurinen, Remedy’s co-creative director on Control Resonant, has said the game deliberately avoids obvious waypoints, leans into RPG design, keeps many of its hardest bosses optional, and does not require Control. Below is each point with the outlet that reported it, so you can check the original.

Mikael Kasurinen on Control Resonant: no yellow paint, action RPG design, optional bosses and a two to three year production
What Kasurinen has said, by topic. Our own summary card, not a game screenshot or promotional image.Diagram by Control Resonant Wiki · Based on: Dexerto · GamingBolt · PCGames · Notebookcheck

Why there is no yellow paint

Speaking on the Dropping Frames podcast (reported by Dexerto on September 29, 2026), Kasurinen explained why Resonant does not mark climbable surfaces or destinations. He called it “a conscious decision” and said it is “so important that the players feel like they’re the ones figuring it out.” Telling players where to go, he argued, means “somebody already decided for you.”

He did not hide the cost: the approach “can feel impenetrable” and is “a bit of a risky thing” that can “alienate a lot of people really quickly.” His bet is that it helps the game “stand the test of time”. If you are the one who got stuck, our mission list and Unknown guide cover the places where routes are easy to miss.

Resonant is an action RPG

At gamescom latam 2026, Kasurinen told GamesRadar that Control began as his wish to make an RPG franchise, and that Remedy had never done dialogue choices before the first game. GamingBolt reported on May 14, 2026 that he wants Resonant described as an action RPG rather than an action-adventure, and that Remedy will “fully commit to it.”

You can see that commitment in the systems the site covers: Artifacts, builds and abilities.

Bosses and difficulty

When fans worried Resonant’s boss fights might turn Souls-like, Kasurinen answered in an interview with MinMaxx (published July 9, 2026): not every Resonant has to be defeated. Many of the toughest are fully optional and can be taken in any order, so players who want a challenge can seek them out and players who prefer the story can skip many of them. He also said some Resonants have a sad backstory that you can uncover.

Remedy has separately pushed back on the label itself; see is Control Resonant a Soulslike? and the boss guide.

How long the sequel took

In a gamescom LATAM interview with Game Developer (reported by Notebookcheck), Kasurinen said work on the sequel began right after Control shipped in 2019, and that early experimentation and testing allowed an official production period of two to three years.

Do you need to play Control first?

Kasurinen put this on the record on PlayStation.Blog in December 2025: “You don’t need to have played the first Control to experience Resonant.” For the full answer, including the in-game recap, read should you play Control first?

Kasurinen interview FAQ

Who is Mikael Kasurinen? Remedy’s co-creative director on Control Resonant, and the voice behind the PlayStation.Blog posts.

Why is there no yellow paint? He called it a conscious decision so players feel like they figured it out themselves, while admitting it is risky.

Are all bosses mandatory? No. Many of the hardest Resonants are optional and can be fought in any order.

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