Maybe that will be perceived as an exaggeration to some, but this sort of stuff can be pretty confusing for me. To help clarify matters for some who have had trouble grasping the intricacies of the combat in Resonance of Fate, SEGA community manager Aaron Webber is here to guide you through it.
Watching the way combat is supposed to be done makes the game seem really appealing to me. I know that I wouldn't play it, but I've been trying to convince my friends to give it a look because I'm selfish and want to watch it played without having to go through that myself.
Resonance of Fate - New Battle Tutorial [YouTube]
Conrad Zimmerman is Destructoid's News Editor and home to the busiest mustache in the gaming press. An amateur historian and pop culture fanatic, Conrad possesses a nearly limitless wealth of videogame factoids and a passion for the power of games to teach, inspire and entertain. He enjoys reading, writing and turning things which should be fun into work.
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Its combat system is uniquely HK style but bloody complexed, that it can become a annoying at times (and I wasn't even playing, just watching). Besides that I was so suprised to see it plays like an old school FF game, and has next to no dialogue just text. Tough to stomach in space year 2010. Jrpg fans will no doubt love it anyway.
If you fancy of dose of a different jrpg, suck on this Square titty. I'll buy something else.
I can't stop playing this.
mjemirzian: Play some more of it, you obviously didn't get that far. There's a pretty amazing amount of depth to the combat system and a good variety of enemy configurations that require the use of that depth.
matrixdude171: How about you play the game before making stupid comments? Or perhaps you shouldn't since you probably aren't smart enough to play it.
Unfortunately, I can't stand the whole "buy really expensive clothes, contact lenses, and hair dye for no reason at all". Also I don't get a lot of the humor, or Jhumor as it were.
Also, by the time I stopped playing the game it wasn't so much "press x to win" as it was more like this...
"first character moves across the map to the left at a 45 degree angle. this character should be using scratch damage. now, the second character moves across the map to the right at a 45 degree angle, creating a triangle around the enemies position. then you press triangle to resonance attack the shit out of them. afterwards, simply take turns killing off the rest" oh yeah, and hit x a lot. if you time your button presses and you jump accordingly, you can easily smackdown someone to death in one jump.
not much so much complexity... it's more like basic geometry.
overall, the game was sort of up in the air (no pun intended).
Also, I talked with Aaron Webber for about 30+ minutes at PAX'09. He's an awesome guy, and seems just like any one of us here. Go SEGA!
Hell, the "He's Good In The Dark" video is bloody hilarious.
The game is fun, but I find it similar to chewing on leather. I have this incredible urge to level grind until I've filled out all the maps I have available to me, but I hate level grinding. And some of the side-quests you get every chapter can be annoying and makes me not want to complete them all.
Some of the battles can be kind of brutal too, but it only costs a few hundred monies to retry (it gets more expensive as you go) and if you don't bother with purchasing clothes you ALWAYS have plenty of money.
Battles don't always go the same either. Some enemies (lizard things mostly so far from my experience) tend to carry barrels on their head that you have to shoot off with direct damage before you can hurt them. Or some enemies carry explosives around on them that you can shoot and cause to explode, good area effect attack if you've already scratched someone up good.
The damage works exactly like in Dissidia: Final Fantasy, if you've played that.
yeah, it's not really a strategy rpg which is the only major disappointment i have with the title.
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