Resonance of Fate
Hex appeal.
Blending genres seems like the very best kind of unpredictable fun - and the developer in charge is often the magic ingredient. Take RPGs and gunplay: in the hands of a seasoned Western FPS team like Gearbox, you end up with the twitchy, procedurally-generated madness of Borderlands - a bubbling stew of headshots, loot drops and perks. With tri-Ace in the kitchen, however, you get Resonance of Fate: a JRPG with random battles and bizarrely satisfying turn-based shootouts.
Let's get the story out of the way quickly. Resonance of Fate takes place in a polluted future Earth in which the citizens live in towers clinging to a huge air purifier called Basel. It's a teetering world of social inequality, apparently, and things start to get really shooty when - oops - Basel starts to malfunction. That's enough of that for the time being.
It's fairly standard stuff by the sounds of it, and at first glance the game itself seems entirely traditional. A recent chance to screw around with preview code kicked us off in a town filled with various merchants and wandering NPCs, which gave way to an overworld beyond that where missions are undertaken, trails are blazed, monsters are fought, and - eventually - a dungeon is explored and a boss defeated.
A closer look, however, reveals a game that revels in unexpected design choices and clever detailing. Take the overworld itself. Resonance of Fate unfolds on a series of stacked maps clinging to that central tower, each new level of the game taking you further up into the sky. The maps themselves are built of clusters of gleaming hexes, giving the world a kind of honeycomb tactical RPG look - yet the most tactical element of the overworld appears to centre around how you progress through it.

Gun customisation is surprisingly deep: collecting various components allows you to clip together a bizarre range of weaponry.
At first, almost all of the hexes will be locked, and the only way to unlock new areas is by undertaking various missions. These, along with the game's regular random battles, reward you with differing arrangements of four-hex pieces, a little bit like tetrominoes. You can cash these in by placing them on the map, four hexes at a time, to open up the territory ahead, and the process quickly becomes fairly addictive.
The hex system means that exploration in Resonance of Fate has a pleasant puzzling component. Progress can be quite tricky at times, too, as you'll need to match your hex pieces to the overworld perfectly - with no overhanging or doubling-up.

The NPCs revealed so far often take the form of comical slobs, decked out in T-shirts that struggle to contain huge bellies.
It's with the battle system, however, that Resonance of Fate really makes its mark. Held in a familiar range of instanced mini-arenas, each random encounter pits your team of three gunfighters against a group of bizarre enemies - clown heads on springs and wobbling dartboards pad out an early tutorial section, while later on we're given a bunch of lanky golems and weird pig-headed elves to chew through.
While there are cover and movement options, don't expect a traditional third-person shooter system. Instead each team member has a number of action points, which they can use to move around, select a target and then charge and unleash a series of shots.
This is where things get complex. Different weapons have different effects on the enemies. Handguns and grenades will cause direct damage, which slowly chips away at an opponent's health, while machineguns rapidly deal out scratch damage, which races through the health bar at a much faster rate but won't actually harm the enemy unless converted into direct damage. The idea, in other words, is to get in some heavy scratch damage early on in a turn, then transform it into the direct variety with a couple of slower revolver shots before your enemy's gauge has recharged.
On top of that, once the meter along the bottom of the screen starts to fill characters can perform Hero Actions, balletic on-rails manoeuvres in which you use a cursor to draw a straight path on the map for the character to follow, and then move them along the route, shooting as you go, and pulling off elaborately beautiful moves.
Again, there's more to think about than just selecting a channel that will move you past the maximum number of enemies. By choosing a line that sends a team-member in between his two allies, you earn Resonance Points, which allow you to pull off Tri-Attacks.
Deep breath. For Tri-Attacks, the game locks down the starting positions of the three team-members and allows them to jog around from one point of the triangle to the next, pulling off massive damage as they go. It's rounders with ballistic weaponry, essentially, and setting up the perfect triangle formation for a Tri-Attack means that, when you're performing individual Hero Actions, you'll always be keeping an eye on where your team member ends up, as well as how they get there.

A range of different ammo types add another layer of complexity to the battles.
It sounds needlessly complicated, but the system is actually fairly easy to get to grips with once there's a controller in your hands, and it's a pleasure to explore. Flipping between team members and switching weapons and items is a seamless process, enemies have clear recharge bars that tell you how close they are to shooting back at you, and by the time the game is throwing in complications like multiple body-parts to take out, over-charge attacks, health gauge-breaking, and Smackdown aerial moves, you'll be more than ready to deal with it all.
The result, aided by some genuinely lovely animation and punchy weapon audio, is something that feels both traditional and fresh: the random battles and general structure of levelling, dungeon-crawling, and item upgrading couldn't be more familiar, but the details always have something new to show you.

Dungeons are fully 3D environments, unlike the overworld map. Expect gantries.
Resonance of Fate is rather beautiful, too, its towns riddled with clockwork and red-brick factories, while its overworld's floating arrangements of hexes sit on huge cogs, with massive skyscrapers rising up from them. Characters can be extensively - and insanely - customised, with everything from cat-ear Alice bands to ripped-leather jeans, and the general approach to the art style seems to be mid-nineties boyband with delusions of hard rock credibility and stylings by Liberace. It's not what you'd want to wear on a night out in Colchester, but it's hilarious to mess around with all the same.
The most worrying thing about Resonance of Fate at the moment is that name - a forgettable slice of empty grandeur that may be hard to bring to mind when you're scanning store shelves for something a bit different to play. For a game as intriguing as this to disappear at retail simply because it sounds too much like a dozen other RPGs would be something of a tragedy.
Resonance of Fate is due out for PS3 and Xbox 360 this year.
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Comments (29) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Too right. Sounds very interesting, its a shame its coming out so close to FFXIII, otherwise I'd have got it straight away. Its good that they are trying to take the idea of a JRPG and put a little imagination in.
JRPG's are getting a little stale, I'm even edging towards a little bit of 'meh' for FFXIII, even though I've still pre-ordered it and can't wait to get hold of it.
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I also like the sound of having to be tactical, forcing you to mix different weapons/characters.
As for the story, I'll take it with a pinch of salt, colour me intrigued.
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Because we are totally drowning in Steampunk RPGs!
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I used to think random battles were OK but as I have got older I am less and less tolerant of them due to the number of constraints I have on my time (such as work, kids, wife etc.)
Sometimes it gets to the point were you just want to make a little progress in a game without having to endure the same battle, against the same opponents using the same strategy.
I am on the 4th disc of Lost Odyssey at the moment but cannot bring myself to finish it for that very reason.
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I kid.
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Ahh...I feel fate resonating in me!
Colour my steampunk joy interested.
Getting rid of arbitrary random battles is NOT innovative. To me it is a standard feature change needed since it breaks immersion.
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As for it coming out in the same window as FFXIII, I don't know if I can be called "an average gamer" but I fully intend to purchase both. Living room console JRPGs are rather few and far between in the west these days and Tri-Ace are a developer who (nearly) always goes out of their way to think up some interesting new twists on the formula. Last year's Covenant of the Plume was great. Haven't played Star Ocean The Last Hope, though, but Resonance of Fate looks like a game ready to break out of many JRPG boundaries and I, for one am willing to give it a chance.
Oh, and - random battles? I understand why many people dislike them, and yet, for many games they are the perfect design choice...
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Where did you find the demo?
I have a USA\HK and Jap PSN account, i assume this is on the Jap one but i couldn't see it?
Im down loading some other thing called 'End of Eternity' which looks like an action RPG, but can't find this!
**edit == thanks #24, i am downloading the right demo!!!
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No mention of a local demo - did anyone ask, or regarding a more solid release, um, month, even?
This is a game I'm going to be ordering at earliest opportunity. It looks and sounds great.
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First day purchase for me.
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Oh, that sounds a lot better than the preview suggests, battles as events I can live with. Battles every few seconds when you just want to check the corners of an area for hidden items is what really bugs me, it's punishing you for exploring or merely being curious and taking a look around.
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Do we get to time travel and change history in this?
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They have their place. RPG maps are made to represent huge areas to traverse, with many elements governed by chance and not controller dexterity. Does it really make sense to have the opportunity to kill every living creature in a forest if your goal is just to get to the other side? Should exploring every route for treasure by back-tracking be a reduced-risk affair? Likewise, should it be easy to head back to safety and preserve healing items? Does it make sense that enemies should stay in their own local area and not move into empty spaces? Must every gaming genre test a gamer's reactions and timing, even the ones which are expected to be played over dozens of hours? As it stands, there are fewer games than ever that cater to the gamer that likes to multi-task (eat, chat on phone, babysit, watch the news etc.), or the unfortunate that don't have full use of their hands, as graphic adventures have fallen to the whims of the trigger happy as well.
The turn-based RPG genre has lost its way a bit though. It used to be the case that the graphics representing the countryside, or a dungeon, town etc. were not to scale, so I can certainly see how random encounters don't seem to fit like they used to in the days of chibi sprites. Now we have RPGs where continents are barely any wider than a couple of villages and castles joined together. It makes sense in terms of pretty visuals and story/gameplay pacing, but leaving nothing to the imagination doesn't do the once epic feel of RPG quests any favours. That, and now with all the whooshy effects, choreography, posing and loading delays, a fight that used to be over in seconds is now a noticeably time-consuming setback.
Still, as Cheapshot said, this game may not even have random encounters! The demo certainly didn't. It was one battle per area, no more and no less, with no randomising of enemies. I'm not sure if this hex placing progression system will lend itself to anything I've said above at all. And with that, I'm looking forward to Resonance of Fate. Perhaps more so than the expected familiar gameplay of FFXIII and Mass Effect 2.