TGS 2009: Hands-on: Resonance of Fate

I got to check out the TGS demo before interviewing its developers, giving me this opportunity to tell you about it. More importantly, though, the experience gave me something to talk to the developers about (more on that later), and in turn I avoided a very awkward social interaction.
Gallery: Resonance of Fate
Resonance of Fate's combat is based on standard charge-and-release mechanics. Targeting an enemy with the A-button (on Xbox 360) brings up a circular reticule with a meter around it. When the meter fills, it means a bullet is "loaded" and you can let go of A to fire. You can load up multiple bullets for a combo, but this takes longer and leaves you open to attack. The speed at which the meter fills, and the power of your attacks, depend on how close you are to the enemy. Importantly, your characters move around the battlefield in real time.
Using another meter, your character unleash a special attack wiht the B-button. You can define a line along which to attack, and then you will begin to run along that line. Each additional press of B until you reach the end of the line will then result in some flashy, often airborne, shooting. You're invincible during this period. It's a unique wrinkle on the normal "limit break" kind of attack, and I appreciated being an agent to what is usually a mid-battle cutscene.
The game occurs on a giant machine that is the only thing keeping one town alive in a post-apocalyptic Earth. Something has gone awry, as is usually the case with giant support systems in any kind of story, and a mutation outbreak has occurred. The creature I fought against was some kind of tentacled monster with gas canisters strapped to it. No idea why, but it was interesting!
The fast pace of the turn-based gameplay of Resonance of Fate seems like it could hold action gamers' attention while still remaining firmly ensconced within the RPG genre. That's just a fancy way of saying it isn't boring.








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Reader Comments (Page 1 of 1)
James MacWico @ Sep 24th 2009 10:06PM
Am I the only one that sees Resonance FO fate on the logo?
James MacWico @ Sep 24th 2009 10:08PM
Sorry, End FO Eternity. The western logo is the proper way..
Zexion_VI @ Sep 24th 2009 10:13PM
I am sort of eh on meter holding... But still looks fun
LegendaryRedass @ Sep 24th 2009 10:16PM
I'm a big fan of "charge and release tactics".
Avatar @ Sep 24th 2009 10:26PM
That's what she said?
WINterfang @ Sep 24th 2009 11:18PM
*skeet skeet skeet*
cylet @ Sep 24th 2009 10:54PM
"Using another meter, your character unleash a special attack wiht the B-button."
With, not wiht.
Anemos @ Sep 25th 2009 12:57AM
Go back to sleep, Snorlax.
Levi @ Sep 25th 2009 6:15PM
YOU DON'T KNOW SHIT ABOUT POKEMON!! SNORLAX IS HELPIN EVERYBAHDY!!
Hodgepodge @ Sep 25th 2009 12:03AM
Machine guns do "scratch damage"?
At least one JRPG developer is being honest about how they portray guns!
(Then again, there isn't a game left on Earth in which being shot can't be patched up right quick with a first aid kit and/or a quick spell).
Kira @ Sep 25th 2009 12:33AM
I approach with cautious optimism....
Anemos @ Sep 25th 2009 12:57AM
and then I put on my robe and wizard hat...
useedems @ Sep 25th 2009 12:36AM
So this is what happens when Japanese developers decide to appeal to the Western market to make more sales eh?
Cautious eye is on this one.
Lekko @ Sep 25th 2009 12:59AM
Go puppy!
RagingStormX @ Sep 25th 2009 9:51AM
I hope they put that demo up on the japanese PSN store soon.....I wanna play too Y_Y
Levi @ Sep 25th 2009 6:15PM
game looks swweeeeeet
Asmerom (PSN: neon6plz) @ Sep 25th 2009 9:33PM
Is Chow Yun-Fat a playable character?