Why Control Resonant's Confusing Levels Are Good for Open-World Design

A feature argues that Control Resonant's confusing level design benefits open-world games by encouraging exploration without excessive handholding. The author contrasts it with Marvel's Wolverine, which has drawn criticism for guiding players too directly. The piece discusses how level design quality is more nuanced than subjective difficulty.
Josh Cotts, GameRant's lead features and lists editor, gave Control Resonant a 9/10 and said he navigated it without guides or online help. He frames the disagreement as a broader question about where helpful design ends and excessive guidance begins.
The discussion follows Marvel's Wolverine, which some criticized for a blue objective trail. Meanwhile, an X user, @ZanarGaming, called Control Resonant's layout annoying, sharing footage of gravitational shifts after Dylan gains the Shift ability—an ability reviewers had praised.
The debate could influence how players, critics, and designers talk about exploration versus guidance in games. It may shape expectations for open-world titles, especially among those who value discovery over explicit directions. Developers might weigh accessibility and clarity against the satisfaction of self-directed navigation. The discussion could also affect review discourse, as audiences may become more attentive to whether level design supports curiosity or frustration.