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Forums - Gaming - Resonance Of Fate = START of a new RPG Battle System - RPG gamer Preview!!

Beginning of a New Battle System

Resonance of Fate, known as End of Eternity in Japan, certainly earned a spot on everyone's hype list with its intriguing battle system demo at TGS this year. Sega's upcoming tri-Ace title can't help but tantalize RPGamers tired of the same old battles they're used to.

"The graphics looked well polished and the game had a great action movie feel."

Resonance of Fate's battles are turn based, with each character getting a small amount of time to complete all the attacks and movement they'd like to in a turn. When the attack button is pressed, a round gauge appears on top of the targeted enemy. That gauge begins to fill and each time it completes a revolution one bullet appears next to the gauge. The gauge can keep spinning and the bullets keep stacking until the character's turn runs out. When the attack button is pressed again, a number of attacks corresponding to the number of bullets are performed. But if the turn runs out before that button is pressed... well, the player was too slow and gets to mope and try again with their next character.

There is a simple factor that dictates how fast that gauge fills and thus how many attacks can be pulled off in a turn: the distance to an enemy. So it pays to spend some of the limited turn time to move closer to an enemy to enable more attacks later on. But that also puts that character at higher risk to be attacked by those nearby enemies. Thus enters the strategy of Resonance of Fate, where managing distance from enemies and how much of a turn is spent moving or attacking is the key to success or failure.

Such battles could get rather old on their own, so tri-Ace added a rather substantial special attack system. If the special attack button is pressed on a turn, the gauge pauses, and a line comes up to choose the direction for a special attack to be executed in. That direction must cross the paths of the other two party members, making splitting the party up equivalent with giving up special attacks until they are regrouped. After the path is chosen, the same distance-based gauge system is employed to charge up attacks, though the turn time seems to pass much more slowly and attacks can be charged up to one bullet, executed, then charged again, and so forth all with the same character. These attacks have John Woo action movie style execution, with fast drawn pistols, flips, and mad dives through the air, all while doing way more damage than normal.

But like all special attacks, there's a cost. There are badges on the bottom of the screen, and using special attacks depletes these badges. When the badges are empty, not only are special attacks not possible, but enemy damage can cause the entire team to go into a fear state. Panicked characters move slower and need to focus on completing normal attacks and picking up scattered badge pieces on the ground in order to restore themselves or else it'll soon be game over.

As this demo was completely focused on the battle system, there's nothing to report on the story. The graphics looked well polished and the game had a great action movie feel. But even without any story, it's plain to see a need to keep an eye on this title. There are very view games employing strategy in this manner, and it has a shot at causing people to rethink how they approach traditional RPG battles.

http://www.rpgamer.com/games/other/multi/eofeternity/eofeternityimp.html

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the BATTLE SYSTEM sounds PHENOMENOL!

I mean how often do you hear a JRPG not called FF possibly inventing a possible new type of RPG Battle system!

VERY excited for this game!



All hail the KING, Andrespetmonkey

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RoF will be the FF7 for this GEN



@Xxain

no it will not.....RoF isn't called FF13

but its battle system may be more influential than FF13's



All hail the KING, Andrespetmonkey

This battle system hopefully will start to move JRPGs forward again...



Former something....



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well....im not gonna argue with you about this too, FF13 WILL NOT do anything for the genre in turns of evolving it



it may raise the bar on wat a quality JRPG should be this GEN but in no way shape n form evolve it...FF cant do that anymore



Well, pretty much whenever Atlus, Level 5 or Tri-Ace release a game.



Bet with Dr.A.Peter.Nintendo that Super Mario Galaxy 2 won't sell 15 million copies up to six months after it's release, the winner will get Avatar control for a week and signature control for a month.

@Xxain

why can't FF do that anymore

It definetely can

For a game to be genre evolving, it needs to SELL TONS to convince other JRPG devs that this is the "new forumula"......can ROF do that? who knows



All hail the KING, Andrespetmonkey

Ill explain...FF series reached its peak a looong time ago, FF7 represented the new age in FF and genre, and since that past SE has failed to live up to to the standards that they presented in FF7...no matter how good FF8,9,10,11, were..FF7 is continuosly looked on as THE defining FF regardless if we like or not..FF13 existence is made to emulate FF7..SE is goin the FF on big scale...why are they using FF7 as the basis??? because they never passed it.. SE could probably evolve the genre but with a FRESH game...FF and DQ are both old gems that rely on high polish on same formula instead on genre evolveing outlook..and not to mention spirit of Sqaure is gone too.....time to past the torch and tri-Ace gets the 1st try