- Combat
- Melee with the shape-changing Aberrant, plus supernatural abilities won from bosses. No parry.
- Structure
- Large separate zones of Manhattan with main quests, World Quests and side activities; a hub called the Gap for loadouts.
- Difficulty
- Assist Mode with sliders that make it easier or harder, changeable at any time, and no trophies locked behind it (Remedy).
- Growth
- No character level: zones level up, and Dylan grows through Talents, artifacts, upgrade crates and the abilities each Resonant gives.
The combat loop, in Remedy's words
Hit with the Aberrant
Melee hits refill the resource that powers Dylan's abilities, which the PlayStation Blog's hands-on calls Power (Remedy's Miika Huttunen, PlayStation Blog, 4 March).
Stun with an ability
Supernatural abilities stun enemies — shields, projectile barrages, or an ally assembled from junk lying around are the examples given. Remedy's Thomas Puha names two: Barrage, a projectile attack, and the Volatile Anomaly, a summoned ally that can be thrown and detonated.
Execute
A stunned enemy can be executed, and executions can be chained; the PlayStation Blog's hands-on puts it on L3 on PS5.
Hit harder
Executions temporarily raise melee damage, which feeds back into the first step (Huttunen).
The Aberrant
Getting around
- Shift: walk up walls and through Gravity Anomalies. It comes from the first Jesse Sighting, The Incursion Fault, and the West Incursion Zone's Resonant cannot be reached without it.
- Reach: a grapple for gravity-defying spaces, from The Subway Fault.
- A higher jump by holding the button, an air dash, and a double-tap speed dash that leaves an afterimage (PlayStation Blog, 18 September). An Automatic Rush option in the settings makes sprinting a single press.
- Fast travel through 32 doors across the seven zones, which Remedy's Thomas Puha calls almost instant on PS5.
- Power Core Stations: some doors and elevators need a charge carried from one, on a timer that Assist Mode can stretch since update 1.4.0.
- Traversal abilities follow the story and do not carry into New Game Plus (Mohov, April).
Structure: zones, quests and the Gap
Progression
- Three pillars, per Remedy: supernatural combat abilities from Resonants, Aberrant weapon forms, and Talents that strengthen how they combine (Huttunen, March).
- Six ability slots; the sixth opens with the Resonant Token from Pope's Research.
- Health and Power Upgrades come from special containers, each worth a third of an upgrade; the six Secret Hideouts and the six Testing Facilities hold one each.
- Source and upgrade materials pay for the Aberrant forms and their upgrades. They drop from enemies and containers and come from World Events; Talent Points are separate, and come from raising Zone levels and finishing side stories, not from kills.
- To farm Source, start a Hold the Line or Firebreak World Event, kill the Heavy enemies — they carry the Source and materials — then let the crate or the officer fall. The failed event resets with its enemies back, ready to repeat.
- Artifacts are crafted in the Gap and raise Aberrant Strength. Three slots, with a fourth in New Game Plus (Mohov, April); the Untapped ones come as quest rewards.
- Remedy says outright that not everything can be unlocked in a single playthrough.
Assist Mode, option by option
| Option | What it changes |
|---|---|
| Enemy Aggression | How often enemies attack |
| Perfect Dodge Window | How wide the timing window for a perfect dodge is |
| Enemy Projectile Speed | How fast incoming projectiles travel |
| Incoming Damage | Damage Dylan takes |
| Outgoing Damage | Damage Dylan deals |
| Outgoing Falter | How quickly enemies' posture breaks |
| Power Recovery Speed | How fast the ability resource recharges |
| Enhanced Melee Magnetizing | How forgiving melee positioning is |
| Immortality | Dylan cannot die |
| One-Hit Kills | Enemies die in one hit |
| One-Hit Falters | Enemies falter in one hit |
| Power Core Charge Duration | A 100–300% multiplier on how long a Power Core charge lasts (added in update 1.4.0) |
What Assist Mode is for
New Game Plus
What reviewers said about how it plays
- The combat is where they split. IGN (8/10) found the stylish action sound but the RPG layer shallower than it looks and the later hours tedious. Push Square (8/10) says it shines in the first half and turns repetitive as enemy health grows and upgrades dry up. PC Gamer (76) summed it up as too many hours of middling combat.
- VGC (5/5) says the genre change pays off, with the reservation that some open-world activities repeat towards the end and big fights can get crowded.
- Kotaku praises the encounter design and calls it the most demanding game Remedy has made, but finds some dialogue too clever by half and the puzzles uneven.
- Eurogamer (3/5) argues that leaving the Oldest House cost some of what made the first game special.