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Resonance

Score: 87%
ESRB: Not Rated
Publisher: Wadjet Eye Games
Developer: xii games
Media: Download/1
Players: 1
Genre: Adventure

Graphics & Sound:

Wadjet Eye Games has put out quite a few interesting retro-looking adventure titles that really help to remind long-time fans of adventure games just how these titles felt, both in visual style and in creativity, back in the 90’s.

Well, Resonance, developed primarily by xii games, is another classic-feeling title that not only succeeds at that goal, but offers quite a few new gameplay experiences to make it stand out, even to those gamers who might not appreciate the low-rez style it has.

There is something truly nostalgic about playing a game that doesn’t rely heavily on the latest and greatest graphics or tries to top the number of polygons that the last big game had (especially for those of us that remember titles like The Dig, Indiana Jones and the Fate of Atlantis or Monkey Island). What’s better is that, even with the lower-detailed visuals, a lot of the characters’ feelings are still portrayed very well.

Resonance’s audio goes a long way in conveying that emotion. Not only is the dialogue and voice-acting rock solid, but the background music feels appropriate to the surroundings and the various ambient sound effects set the scene well. While there is a lot of good story to be had in Resonance, the game’s presentation helps a lot, that is, if you like the retro look, of course.


Gameplay:

Resonance gives you control of four separate characters who end up coming together when a lab accident causes the death of a local scientist.

Ed is the physicist's assistant and he is one of the few people that know what they were working on and, based on a phone call made just before the accident, Ed believes someone is after his boss. Meanwhile, Anna, a woman that rides Ed’s subway train everyday, happens to be that scientist’s niece and when the dying man is brought into the hospital she works at, Anna and Ed hear the physicist’s last words and decide to work together to figure out who is behind the apparent accident and where the research notes and new technology is hidden away.

The third character in the game is Detective Bennet, a street-wise, almost noir-feeling character that gets involved in the case when the lab accident causes citywide blackouts and he is sent to investigate. There, he meets Ed and ends up being one of the people who bring the doctor to Anna’s hospital.

Meanwhile, a famous investigative journalist named Ray happens to be in the hospital while the three talk about what has happened. Curious about what is really going on, he forces himself into the group and decides to help them find the hidden research and learn exactly what caused the explosion.

While each character more or less goes off on their own to work on the case, their paths frequently cross and connect with each other in order to get the full picture. Resonance really has a lot of story to pack in and it does it in a great way. While I’ve played quite a few other games that have you switching between a couple of characters in order to advance different parts of the whole story at different rates, Resonance’s story and structure really lends itself well to a balanced gameplay experience between the four main characters.


Difficulty:

Resonance has some tough puzzles to work through, but the solution never feels ridiculous. I found most of my problems getting past an obstacle was a result of not having picked up the right inventory item. Or, more often than not, the wrong character having the item I’m looking for. Thankfully, it isn’t an issue to hand off items so the right person can do the right job with the right tool.

That being said, there is one very interesting aspect to the game’s design that I both really like and that sometimes caused trouble in learning the information I needed. This aspect would be Resonance’s different, and, quite frankly awesome, dialogue system.


Game Mechanics:

So, what’s so special about Resonance’s dialogue system? Well, for one thing, you can very easily ask any character about anything in the game. You aren’t limited to the specific choices the developers set down for you. That being said, if you go too far outside of what the developers expect, you will get a generic comment about not thinking the person you are talking to will know anything about that subject.

So, how does this work? Well, your "inventory" is divided into three categories. There is your typical inventory list that shows you everything a character is holding, and then there are memories. You have both short-term and long-term memory slots. Long-term memories are major events that happen in the game like a character’s dying words, or a conversation you had with someone. These can even be memories one of the characters bring up on their own. Meanwhile, short-term memories can be filled with the various objects in the world that you can interact with. For instance, when Ed goes up to the lab, he finds a broken window. You can add that broken window to your short-term memory. With these various items in your "inventory," you can then ask any character about one of them.

A good example about this, without trying to reveal one of the puzzles, has Ed needing to talk to an NPC about a valve that doesn’t have a handle. You drag the valve to the short-term memory and go talk to the NPC. You select the valve and he mentions that you need a tool, and that tool is in a specific location. But, of course, it isn’t where he said it was. You can put that location in your short-term memory and talk to him about it some more, but he is pretty insistent that it’s where he thinks it is. In the end, you have to choose one of the long-term memories where that NPC described an event that happened to remind him that he had the tool with him when escaping the building.

This really is a great and comprehensive system that feels both simple and intuitive. The only issue I had with it, which I alluded to in the Difficulty section of this review, was that being able to ask anyone anything doesn't mean you should try and as a result, standard adventure-gaming strategies like "work through all dialogue options" or "talk to everyone about anything you can" falls apart some and you can get a bit lost in attempted conversations.

Quite frankly, that’s a small issue, and it’s one that can be easily discounted given the flexibility the feature gives you. If the game didn’t have a great story and told that story in an interesting way, I would say Resonance was worth trying out the demo just to get a feel for the dialogue system. As it is though, it is worth the purchase.


-J.R. Nip, GameVortex Communications
AKA Chris Meyer

Minimum System Requirements:



Windows XP, Windows Vista, Windows 7 (32 & 64 bit)
 

Test System:



Windows 7 Ultimate, Intel i7 X980 3.33GHz, 12 GB RAM, Radeon HD 5870 Graphics Card, DirectX 9.0c

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