Resonance of Fate

Are guns the cure for the common JRPG?

Words: on March 16, 2010

While Final Fantasy tries to be progressive by appealing to the masses – simplifying and streamlining to the point where where some series’ fans are feeling left out – Resonance of Fate raises an eyebrow and then heads in completely the opposite direction.

Resonance of Fate is unconcerned with flashy graphics and simple systems and it’s certainly not big on putting a grand story across in hours of uninterrupted cutscenes. Instead, developer Tri-Ace has focused primarily on its battle system and its world. Hungry for a new JRPG? Provided you’re not scared off by complexity, this could be the one to go for.

It’s the most forward-thinking RPG to come out of Japan in years. When Tri-Ace said that its fighting system should appeal as much to RTS fans as it should to RPG heads, they were being honest. A true blend of strategy, action and role-playing, scraps are a genuine pleasure to play. If it weren’t for the difficulty spikes (more on that gripe later) we’d be bold enough to name it the best RPG battle system of the generation. As it is, we’ll rather settle for saying ‘it’s right up there’.

The game begins in Ebel City, a small town situated on level four of the Basel. The Basel itself is the game’s entire world, a monolithic structure with built-in air purification systems, constructed to serve as a human habitat after Earth’s surface is coated with poisonous gas. It’s a beautiful place to kick-start the story: a town built in between whirring gears and flywheels, where rays of sunlight stream through the teeth of the cogs above, filtering down to the cobbled streets in a clockwise pattern of moving prisms. And it’s the one standout moment in a first hour filled with confusion during which you’re hurried through a poorly written battle tutorial and introduced to the daunting overworld.

Resonance of Fate certainly makes no attempt to ease you in gently. Its story deals exclusively in subtleties (we only began to really understand what was going on at around the 15 hour mark) and its systems reveal themselves exclusively to persistent and curious gamers. There’s absolutely no finesse shown in the tutorials either. Though we had wished otherwise, battle mechanics aren’t rolled out one-by-one. You’re handed the entire enchillada from the beginning and are expected to swallow it whole, no questions asked. Which is not really what you need when Resonance’s components are as cryptic as they come.

Through trial, much error and repeated use of the ‘Retry’ button the nuances of the combat begin to reveal themselves. And that’s when it finally hits home. Though its out-of-town visuals may be beyond ugly when compared with the expensively glossy FFXIII environments, beneath the grime sits a core system which feels exceedingly fresh and exciting.

Fighting is all about piling on the regenerating scratch damage with your machine guns, then quickly turning  this into permanent damage with a handgun; not all that dissimilar from the philosophy behind Street Fighter IV’s Focus Attacks. Roaming ranges are limited, but you’re always able to exchange a bezel from your Hero Gauge – essentially your team’s shield meter – to set a path for your character of choice to follow while you go all Jesse Ventura with their weapons. Destroy an enemy’s defensive shields (or kill them outright) and you’ll earn a new bezel to beef the gauge back up.

Outside of battle, movement about the overworld is limited by items known as energy hexes. Essentially jigsaw pieces, these are harvested from slain enemies and plugged into the ground. This then opens up pathways to new elevators dotted about the levels (and in a seemingly scattershot pattern it must be said – the Basel engineers were clearly on something). The mechanic turns out to be an elegant one – neatly preventing wayward exploration by restricting the necessary shapes and colours – and having to carefully pick and choose your routes is more fun than it sounds. A word to the wise though: we wasted all of our hexes opening up an entire floor at the promise of a great secret. All it turned out to be was a measly teleport back to the base, and left us seriously low on path-opening supplies come the next few missions.

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8 Comments
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  • adamw00t

    adamw00t  - 1 year, 5 months ago  - Report

    got this game a couple days ago :O a very good game indeed, kept abusing the hero guage at the begining, only to run into a wall XD, still, i would recomend the game... did anyone mention that if u want to lvl up quicker they should use different weapons? didnt figure tht 1 out till chp 4 or 5...
    and mjemirzian, kinda harsh, it is a complicated game so cut him some slack... to be fair, i think the only downfall there is the story and instruction... also i thought the graphics were amazing, despite the dingy 'dungeons'
  • Fefnirzero

    Fefnirzero  - 1 year, 10 months ago  - Report

    If your not prep-ed strategically speaking, for a fight then you will die unless you mix up your tactics. I started playing from an offensive style, and found you need to focus on cover when it's available and scratch damage. So, "mjemirzian" as the reviewer said there is a mass amount of hidden depth to the game and even the manual and tutorial don't go too deep they are a tad simplistic and serve to teach enough for you to get by.

    You need to experiment and toy with the system to get the best battle results and even grinding can lead to deaths by over abuse of the Hero Actions or a bad attempt at a Tri-Attack. Not everyone plays every damn JRPG in existence and has the seemingly amazing repertoire of gaming skills you seem to boast about. At least they were spot on in their review versus the injustice X-Play gave, so go rip them a knew one because they couldn't even jump to deal damage from above or to get to cover.
  • mjemirzian

    mjemirzian  - 1 year, 11 months ago  - Report

    should be 'has no place'.
  • mjemirzian

    mjemirzian  - 1 year, 11 months ago  - Report

    Pathetic review.

    1. You never have to grind in this game if you are smart and skilled enough. Obviously the reviewer is not.
    2. If you want to dual weild at the start of Ch 6, TAKE OFF SOME CUSTOM COMPONENTS. Your stupidity amazes me.
    3. There are no 'huge difficulty spikes' during the main game. There are some optional fights that are above average, but they are completely avoidable.
    4. Oh boy I'm really going to thank you for mentioning scratch damage leading to direct damage.. that's only the simplest strategy in the entire game.

    Matthew Pellett is bad at video games and have no place reviewing them. Take up a job more suited to you like burger flipping.
  • Amnesiac

    Amnesiac  - 1 year, 11 months ago  - Report

    I'm really glad this turned out well, because it's always had a lot of potential.
  • denyeverything

    denyeverything  - 1 year, 11 months ago  - Report

    better that it was released now and you can get it for cheap later then right?
  • xDxP

    xDxP  - 1 year, 11 months ago  - Report

    Wish this game was scheduled to come out later...my wallet is suffering from bulimia this year xP
  • denyeverything

    denyeverything  - 1 year, 11 months ago  - Report

    grinding = "wandering to hit random boss encounters" or grinding = "do side-missions before the main mission"?

    i know there are random battles (or so i heard) but as long as the grinding is doled out via sidemissions, i usually don't mind.
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