Review Xbox 360: Resonance of Fate

Tri-Ace has stepped up again to bring us there next slice of brilliance, resonance of Fate.

Experience a very distinctive journey with Zephyr, Vashyron and Leanne in this eccentric styled RPG and with addictive layered grid maps to unlock, acrobatic gun battles and heaps of original customization Tri-Ace is looking in good stead to resurrect that 90’s JRPG vibe some of us have been pinning for.

Advanced warning to you, the game doesn’t ease you into the natural rhythm of the gameplay and set-up like other titles may. It does show you an interesting intro scene consisting of some obscure but clever hints revolving round the story and just narrowly explaining why the Rof world is the way it is. For a game of this generation it still has a very blunt start, something I haven’t seen in a while and normally associated as a problem with past titles.  It has a very prominent older gothic heritage when you start playing, this and the fact that I experienced a difficulty spike from the start of the game seems to me that RoF’s difficulty of gameplay is aimed and based a little higher than usual for a game of this generation. This doesn’t mean its “Faulty” or “broken” it means you may (heaven forbid) have to search around yourself as everything isn’t spoon fed or shown to you, this is a refurbished revitalized type of RPG from the past, or from the East currently.

I’ve seen certain elements and trends come and go in Video Game series’ and in studios themselves but I didn’t think I’d get these old school visuals and gameplay delivered in a forgotten but familiar structure so soon after the new 22nd century movement of Video Games had arrived and had time to grow. As you start playing RoF you will feel a little lost and probably bemused by the whole set-up of menus and the small town you start in but this will soon pass in the ten minutes you will spend just running around. The style of the architecture is something to notice too, it isn’t all neatly placed and perfect it actually looks like some strange ancient village with steam technology powering towns. You do get the impression the game is from a more realistic direction where magic doesn’t really exist, it’s all about actual things to do and not whimsical journeys into the unknown – you shoot to kill.

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