The first Control was, structurally, a third-person shooter that happened to have telekinesis attached. The Service Weapon did most of the work, and throwing furniture was the flourish. Resonance appears to invert that completely.
What has been shown is fast, close-range and combo-driven, with juggling, dashing and at least one very large hammer. The most common comparison people reached for on seeing it was Devil May Cry; the second most common was Prototype. Neither of those is a description anyone would have applied to the first game. Remedy has kept the movement that made Control feel good, the dashing and the flight, and rebuilt what you do once you arrive.
This is a defensible change. Combat was never the reason people loved Control, and a studio that noticed its own weakness and rebuilt around it deserves some credit for nerve. The gameplay shown at the later State of Play was also a visible step up from the reveal footage, which suggests the direction is coming together rather than falling apart.
The risk is straightforward. Remedy has never made a combo-heavy action game, and that genre is unforgiving. It lives or dies on frame-level feel, on how attacks connect and cancel, on a hundred details that studios spend years learning. Being good at atmosphere does not transfer. This is the part of the game we would most want to hold a controller before judging, and the part we can say least about.