Monday, July 19, 2010

Pleasant restrictions

I do not much care for labels like 'old school' and 'new school.' They are tools of the pretentious used to avoid being exposed to new, old or possibly challenging things. Knowing this, I still must describe the look and feel of Resonance of Fate as decidedly old school. It looks like what Final Fantasy VII might have been with better hardware; the backgrounds aren't pre-rendered, but there is no freedom in them either. It is nice to not have to manage the camera along with everything else. The obscurity of the combat, along with most other game mechanics, is also a throw back. Intentional or not, it adds a layer of forced discover missing from most other modern titles. Another three or so hours in and I am still enjoying myself, though a few chinks in the combat have begun to show. It is very, very difficult to salvage a battle after being pushed to the edge of defeat. After losing all of your hero points to either wasteful hero attacks or getting hit to often your offensive capability is so weakened that even running away is no longer an option. The characters limp around the battlefield, firing off a few pathetic rounds, looking back at you and cursing you for sucking so much. There is depth here that I do not understand yet, things that will assuredly keep me from dying as often, but until then I am quite relived that any lost battle can be re-attempted for a few measly coins.

Watch this:



Now go get your money ready. Don't whine about it being too short or two expensive. Do hem and haw about it being nothing than more than the platformer that Poe would have made. Just buy the game, reward this teams creativity. They are certainly less full of themselves than those douchbags (douchbag?) who made Braid, and their game looks to be better for it.

1 comment:

  1. Oh God, yes, someone else who thinks Braid is nothing but a monument to Blow's self-importance. Thank you.

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