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[Overlooked Gems] Resonance of Fate | Twinfinite: Video game news, reviews, opinions, and community.Twinfinite: Video game news, reviews, opinions, and community.

[Overlooked Gems] Resonance of Fate

Resonance of Fate‘s launch was hardly illustrious.

Sega’s decision to release it, not as a competitor, but merely as a limited alternative to Final Fantasy XIII, didn’t exude much confidence in publisher and consumer, alike.  Two years on, and the internet is rife with complaints about Final Fantasy XIII; its wildfire notoriety will forever preserve the game as an industry talking point.

That really shouldn’t be the case, because Resonance of Fate is one of the best J-RPGs, this generation.  Where else are you going to find a mix of strategy, John Woo-style gun ballet, and Nolan North playing Nolan North, all in one game?

Everything about RoF rails against the usual conventions, from story to combat.  It’s a title made by some restless spirits, catering for a like-minded audience.

Whilst the plot is obtuse and holistic, it follows the episodic narrative of an anime; sharing more in common with Cowboy Bebop and Samurai Champloo, than your usual “save the universe” fare.  The focus on characters and stand-alone adventures do give way to the bigger picture, but even then, the results are an understated affair.

Background information literally relies on some interesting mise-en-scene, e.g. the clockwork world of Basel is an overbearing representation of time.  It’s another character with its own story to tell; one that is observed through the daily lives of its protagonists – a trio of “hunters” – Vashyron, Zephyr, and Leanne.  From the outset, they’re cogs in the machine, their story is one out of hundreds.

L-R: Vashyron, Leanne, Zephyr - caught in a rare moment of not shooting people

Basel has its own hierarchy, one formed by the worship of a unseen computer; Cardinals give the orders from high above the clouds, the hunters do their dirty work, and everyone else gets worse off, the further you venture down.

Vashyron, and his companions, live a life of risk and reward.  On the middle tier of life, they have to pull off some dangerous odd-jobs to pay the bills.  An ideal place to be for an RPG involving dual-wielding handguns and giant monsters, because plot aside, RoF‘s battles are the real selling point.

It requires your full attention, at every turn.

Level grinding is replaced by weapon customisation, inflicting damage is more than a simple case of attacking, and auto-battles are non-existent through tactical awareness.  One lapse in concentration is all it takes for anybody to get the drop on you.  Still, once you’ve mastered the basics, combat is immensely satisfying as your trio run rings (nay, triangles) around your enemies, pulling off some insane stunts in the process.

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Fights entail large arenas, where you have to send each character in a direction of your choosing.  Activating their Hero Moves,  turns them into invincible, acrobatic killers.  The catch, of course, is that by using these moves, you drain your Hero Gauge, and if you run out, the group lose their abilities.

To keep your Hero Gauge topped up, you have to chip away at weak points or break off pieces of armor.  Easier said than done, but handguns don’t cut it without the assistance of machine guns, and this is where the tactical dimension of Scratch Damage comes into play.

In Layman’s terms, you have to injure your enemies, before delivering the final blow.

Yeah, stuff like this happens on a regular basis...and no, it never gets old.

To keep this up, you have to make the characters cross paths, and create triangles for Tri-Attacks.  The more triangles you make, the more laps of damage you can inflict.  Yet, it’s not a case of watching an glorified auto-attack.  You still have to jump over obstacles, bounce enemies around, and generally stay on the ball.

Even explaining it, here and now, induces a headache.  It would be easier to show you a training video, whilst everyone else took five for lunch.  Unsurprisingly, that was Sega’s PR mentality, too.

Hey, even if gets too much, you can always just spend your hard earned cash on new clothes.

Once you dress Leanne up in the Portland Hipster/Zooey Deschanel look, complete with a noir-ish shoulder holster, many hours will be lost to the outfit menus.  It’s a novel way of bonding with the characters, too; with the looks carrying over to cutscenes.  At least, that’s the excuse.

Yeah, you're basically playing with dolls. Don't remind me, okay?

Resonance of Fate is a true overlooked gem, and luckily, we don’t have to mourn its loss, like so many others.

Whatever your views on the digital domain, it does breath new life into titles that missed the spotlight.  So, it’s quite warming to find Resonance of Fate as a recent addition to Xbox Live’s Games On Demand.  Tri-Ace’s alluring experiment deserves more than to live in the shadow of Square-Enix’s launch counterpart.  Seeing RoF get a second wind, no matter how minor, serves to remind us that there are games out there willing to fight against what is expected of them.

It certainly lives up to the title, even if that wasn’t the original intention.

10 comments on “[Overlooked Gems] Resonance of Fate

  1. If it’s really like a j-rpg with an episodic style like cowboy bebop / champloo, and full production value, it may just fill that void that I was unable to fill with ffxiii.

     
  2. maybe, if the art style weren’t so terrible I would have given it a chance a long time ago. The game looks like it was built on an outdated version of Unreal Engine running off a PS2. I mean, just look at those enemies, you can’t even tell apart their face from its ass.

    Valkyria Chronicles and Tales of Vesperia has been the only JRPG worth a damn this gen on consoles if you ask me.
    Oh, you already played those? Then go back to PS2 or handhelds. >_>

     
    • Yeah, I’ll admit there are moments where it’s clear tri-Ace had a mid-range budget for RoF.

      The locales are mostly one shot panoramas, and you get the feeling that if they had more cash to spare, we would have explored more places, and seen them in-depth. The battles look fine to me, though.

      As for the art-style, I love the steampunk/quasi-religious look and the emphasis on time. The trio’s hometown has some ridiculous detail to it, too. Enemies designs are a little weak, but they really came alive with the boss fights.

       
  3. The Battle system is the biggest flaw of the game. If they make a sequel I hope they make a new battle system or at least make the original EASIER to use.

     
    • The battle system is a tough nut to crack, and it’s one of those ideas that will make or break a RPG in the first few hours.

      Though, I do believe if you stick with it, by messing around in the Arena for an hour or so, you’ll have an “Eureka!” moment. After that, it’s a case of upgrading and working out your moves…and that’s when the game becomes really fun.

       
  4. I kinda considered it the Dark Souls of JRPGs. There is very little room for error but it makes things a bit more interesting and taxing.

     
  5. This is the best Jrpg this generation. It has a steep learning curve with the battle system but it is soo rewarding when you really understand how to use it.

    The characters are great! They really have some good chemistry going on, and the humour of some of the cut scenes (all we have is raisins) is excellent!

    I’m so annoyed that Sega threw away a really good chance of making decent sales with their bad advertising campaign and timing. I really hope they do a sequal to this game and if you haven’t bought it already, DO! You wont regret it

     
    • The next time you’ll see the Resonance of Fate characters is if they decide to localize the NamcoxCapcomxSega Project Cross Zone for the 3DS which I hope they do.

       

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