Thursday, July 22, 2010

Resonance of Fate

In the world of gaming, to make a good video game a person must look at the aspects of games from both a player and developer standpoint. We will discuss the gameplay of Resonance of Fate from both the perspectives of gamer and designer. Precisely speaking, our goal is to look into the combative and non-combative gameplay to judge what is enjoyable and what may be changed. It is time to decide this games fate.

Fate starts us off with a great cutscene that doesn’t necessarily have much to do with the plot. It explains why two of the three members are together in the party but seems to have seemingly nothing to do with the plot. Gamers start in the small steam-punk village of Ebel City as the leader of the team. Vashyron, Zephyr, and Leilana are mercenaries for hire who fix problems in the tower they live on.

Out of combat exploring the world with these characters is easily done. Players move with the left thumb stick and talk to there surroundings be it item or person with the A button. The buttons stay consistent with A always being the initiate button while B serves to cancels commands. The Y button opens the party menu. The shoulder buttons cycle through characters on the screen which means the player can explore as there favorite character. All together exploring and managing the party isn’t overly complicated.

However, combat in this game is complicated. Players must learn through a 11 step tutorial to learn how to fly across the battle field with guns blazing madly. The combat is complicated but the buttons are simple. Without becoming to involved, all the face buttons have a simple function as well as the shoulder buttons as well. The left thumb-stick controls character movement and the right thumb-stick moves the camera. The gamer will have an easy time with the interface though the health bars may be confusing at first. With little time spent in the game Resonance of Fate’s combat interface will be easy to pick up.

The other very simplified part of Resonance of Fate is exploring the world. The gamer puts down hexagons to electrify the locales around them. Once done, if anything is underneath the newly powered panel something like treasure or a entire city at some point may pop up. It was a clever way the developers could have the players both explore and feel like they are getting to become apart of the world around them. There always seems like a grand ambition as one plays the game.

The developer Tri-Ace must have known the ambition behind there game would confuse players. Even though the world seems intricate yet somehow vast, the simple controls actually enhance the experience. Inside combat, the controls are simple enough to grasp too. Because the gameplay is complicated and strategic, controls aren’t complex. If they were, the gamer would be simultaneously be thinking of strategy and then how to perform it on the controller.

Controller or not the gameplay can become far more complex at times. Regardless though, this game is fun. Gamers will analyze battles up and down then act according to there plan. Developers made it for the players who like to think and players will do just that.

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