Tuesday 8 November 2011

Resonance of Fate


    Digging back through my collection of games I happened across Resonance of Fate, a game that may or may not have been overlooked, still, I feel that the unique aspects of the game should not go unsaid.

    Resonance of Fate takes us to the 'world' of Basel; a giant clockwork structure which is self contained and self sustaining. Once capable of housing millions Basel is now falling into disrepair from the bottom, where the depths and mines are, to the top, the Chandelier where the ruling elite (the Cardinals) hold residence. The journey, however, begins on level 4, only one tier below that of the Cardinals with the heroes of the tale: Vashyron, Zephyr and Leanne. These three form the team of 'Hunters', who are essentially mercenaries, that lead us through the game. After the initial cut-scene we are plunged straight into the game and directed straight to the hunter's guild where we encounter a short tutorial on how the quest system works and how to traverse the world map. However after this the game leaves the player on their own with only a passing comment as to where the combat tutorial can be found, a tutorial that is greatly needed. However, once armed with the knowledge they require the players can dive straight into the story. A journey which shows us many weird and wonderful characters, creepy yet somehow charming enemies and terrifying bosses, one which also takes us to, literally, the highs and lows of the world as the three Hunters work and discover the truth behind the connection between Basel and it's inhabitants. 

    The story of Resonance of Fate is separated into chapters which break the overall story down rather well. In each chapter there are a number of guild quests to be done alongside the main quest (whose completion will end the chapter) along with a number of Arena fights which can earn the player more money and also arena tokens which can be exchanged for rare, or usually expensive items. Despite being free roam there is no terrain as such when outside of cities, dungeons or certain buildings, however, this works very well with the game's random encounters and also the method by which the world map is uncovered. Unfortunately it can also get tedious as your only indication as to where you are is little more than a marker and as mentioned there is little in the way of scenery except a zoomed out view of Basel. The story itself, whilst often interesting and engrossing can often leave you thinking 'exactly how is this relevant to the plot,' before it simply leaves for the next chapter leaving that question conspicuously unanswered.
    The combat system can be very confusing and as mentioned above there is very little attention drawn to the location of the optional tutorial. That said, the cinematic semi-turn-based battles are truly innovative and fresh. True, your characters can only move one at a time whilst your enemies can all act at once, but that issue is overshadowed when using the Hero Movement system. The system allows one of your characters to run across a straight line (The length and direction of which the player can set) whilst attacking using whatever weapon the character has equipped multiple times. Whilst the attacks are essentially all the same, tending towards tedious with the animations being generated randomly, the power and effects of the attacks are determined by how long the weapon is charged before the trigger is puled and also the position of the character with relevance to the target. The Hero Movement system has one major downside: Jumping. Whilst jumping can hit all parts of an enemy at once it soon becomes laughable as the character remains airborne, performing gravity defying movements, for up to and in excess of thirty seconds. The jumping frequently results in some very annoying moments in which the only female character (always clad in a skirt) remains inverted for an extended period. I don't think I have to spell it out any more than than.
    Damage in combat is split into two varieties scratch and direct. Whilst scratch damage is very powerful it can't be used to finish off an enemy and is only temporary, however, if the enemy is hit even once with a weapon that deals direct damage then all current scratch damage is made permanent and in this way can be used to finish an enemy off quickly. That said, on it's own direct damage is weak and so throughout the game a balance and combination of the two is essential as neither will triumph without the other which can become annoying in chapters where one member of the team will go off on their own. When looking at the customization element, at first it is easy to think that there is very little variation in the way of weaponry as there are only around 10 to 15 weapons in the game, however, when taking a closer look the true extent of weapon customization becomes clear. Each weapon can be customized with a number of interchangeable parts, configured in ways which seem impossible.
    Uncovering the world map is in theory simple but in practice it can prove to be difficult. The map is covered in hexagonal tiles (Hexes) and whilst some are initially available to move across the vast majority of Hexes need to be uncovered, or powered up, using Energy Hexes (a chain of four hexagons in varying shapes). Whilst this may sound simple, some areas can only be accessed by using Energy Hexes of a certain shape, or colour. That only serves to add to the feeling as though you need to grind away as the Energy Hexes you need are often found only on rare enemies.
    Despite the majority of the world being nothing but texture with boundaries the graphics of the came are rather spectacular. Whilst in Ebel city where the heroes live players can see vast clockwork structures, precise and minute movement and wonderful attention to detail in each scene, however after a while the colours begin to seem dull being mostly shades of brown, copper and grey. The dungeons also follow this trend. The foreground is overshadowed by the scenery if no enemies are present and each room is practically the same but with different obstacles. The enemies, though, are in a league of their own. Each one as well detailed as the main characters and by far and away more interesting.
    The voicing too is done rather well and the script, while on occasion it can be painful, is well structured and on the whole neither too revealing or too secretive. The characters also feel to have some real personality thanks to the voice actors; Vashyron feels laid back, Leanne seems fairly innocent, yet ambitious and Zephyr, well no game would be complete without the broody male, would it? It is true that the voices can be a little incomprehensible in battle and some of the comments seem as out of place as the missions but, to be honest, that adds to the charm of the scripting, even if we do have to hear at the start of every battle about how 'Leanne goes both ways'.

    All in all I think Resonance of Fate is a hidden gem of a game with many hours of game-play which feels compelling, even though  as with all JRPGs there is an element of grinding, it doesn't feel like a chore. True there are a few flaws within the game, as in a the key tutorial is tucked away without much acknowledgement and the overall lack of variety within the combat system, however these truly are outweighed by the unique elements, the broad enemy base and the massive customization that can be applied to weapons and as such I would definitely recommend this as a purchase.

Ratings:
Story: 5 of 6 wings
Graphics: 5 of 6 wings
Audio: 5 of 6 wings
Script: 4 of 6 wings

Overall: 5 of 6 wings

Platforms:
Xbox 360, PS3

Certifications:
CERO: B
ESRB: T
PEGI: 16