Resonance of Fate

I find J-RPGs to be curious beasts. From the outrageous story arcs, to overdramatic dialogue, to the over exaggerated proportions of the characters and their weapons, the games are bewildering. Often I think someone is playing a cruel joke on us Westerners, because even if there is something lost in translation, the Japanese can’t really be into this absolute craziness, could they? Yet time and again, J-RPGs appear with the same iconographic and defining characteristics I must simply concede I do not get them.

Let me give you an example from Resonance of Fate. There’s one cutscene where Vashyron, the game’s lead character, meets with Cardinal Barbarella. From her name, you simply know she’s lusty and well stacked. As she’s telling him she needs the gang to fetch a bottle of wine, he focuses on her heaving bosom and goes into this weird dream world. As he comes out of it he says something like “she’s got luscious grapes whilst we’ve just got raisins” whilst looking at Leanne, the female character of the game, who promptly kicks him in the nuts. All of this just to let you know you need to fetch a bottle of wine as a quest… It’s completely nuts!

As to the rest of the story, I honestly don’t know. It’s quite confusing and easily forgettable. From what I can gather, the world became poisonous, and to regulate living conditions Basel was built. A towering complex of clockwork contraptions, people moved to live around the tower, and the higher up in the tower you lived, the higher your social status. Tied to this is quartz, which allows the people to live free of cancer. However, through this, lives become limited. One of the heroes of the game, Leanne, is special because she didn’t die when she was meant to, and because of this she’s wanted by the Cardinals, the rulers of Basel. The other heroes, Vashyron and Zephyr somehow get caught up in all this.

However, what isn’t confusing nor forgettable is the gameplay. Unlike every other J-RPG, Resonance of Fate doesn’t involve swords, but is a world of guns and bullets. Obviously this makes the usual turn based menu fighting style of most other J-RPGs inadequate for combat, so for the first time in years, something has changed the J-RPG battle system and it will resonate through to other games.

Upon entering a fight, you are given options. You can move and shoot a magazine of bullets into an enemy. This is the basic move and weakest attack, and is used mostly to position your heroes. There is a meter for each character, and when the character moves like this, or takes damage when moving in this way, the meter depletes.

There’s scratch damage and direct damage. Scratch damage is generated by machine guns and certain types of explosives. Scratch damage is best seen as damage to armour. It makes an enemy’s healthbar turn blue, repairs over time, and will be removed by direct damage. Direct damage deals damage directly to a targets health. If a character does direct damage on top of scratch damage, the enemy takes more damage than just taking direct damage. You’ve also got enemies with different strength shields on different parts of their bodies. By positioning your characters properly, you can do the most damage to them.

Beyond this, there are Hero Moves. These moves, initiated with a simple press of a button, will be more familiar to J-RPGs, as you set off where you want to go and who you want to target, and launch into an over-the-top cinematic. This matrix style bullet time event sees round after round of bullet pumped into an enemy. Another meter fills as you move towards your mark, and the more it fills the more power your shots will have. It can be modified by more button presses – pressing X launches the character into the rain down bullets from above, bypassing most shields. Staying on the ground can sometimes work better as you can throw your enemies into the air, and another button press sees you do multiple hits to juggle airborne enemies.

On top of this are Resonance moves. When one character passes in between the other two characters, you get a Resonance Point. Each point allows you to move your characters as one in a Hero move. Moving in a triangular direction, the characters enter bullet time and lay down heavy fire against an enemy. This is often the best way to kill the bigger bosses, although if you want a fight to end quickly you can target the leader of a group and destroy him this way, and the other enemies flee.

All these moves take up Bezels, best described as health tokens. You lose them by being shot, and gain them by killing enemies and during certain Hero Moves. If you lose them by being shot, they shatter, and lie about the battlefield. It’s in your best interests to pick these shards up, otherwise the enemies will, restoring their health. Lose all of your Bezels, and you go into critical condition, where you can’t initiate Hero Moves, take more damage, and generally die and lose the game. You can flee, but if you flee into another fight, you’ll still be at critical condition until you rest.

There is also a destructible cover system, so walking up to a wall will flash an icon, which means you can shoot from this cover. You can be hit through the cover, and the cover itself takes damage and will eventually disappear. This is best used when you’re at critical condition.

In other respects, the game is like a traditional J-RPG. You get mission bites from notice boards, run around towns to see people to get whole missions, and venture onto the world map to complete the missions. It will be very familiar to J-RPG fans, who will probably plant their face in their hand and say “oh no, not this shit again!” Where RoF differs again the world map is made of a locked hexagons grid, meaning you can’t travel anywhere until you make a path across the world. As you play you’ll find or be given Energy Hexes to unlock the map. There are also coloured hexagons, usually surrounding buildings and Stations. Unlock a station, and you can link them and their bonuses to places where you travel and fight.

If it sounds confusing, it is until you play it for a few hours. The more you play, the more you get used to it, and the more it becomes apparent on what you should do in given situations against different enemies. There is a learning curve, but once you get over that, it’s quite an entertaining system. And unlike that other J-RPG to come out recently, Final Fantasy XIII, it won’t take over 25 hours before the game stops babysitting you and let you master the moves on your own.

However, like so many J-RPGs before it, you will have to grind your characters up levels to complete missions. This is my biggest gripe against the game. Why can’t the Japanese take note of RPGs like Mass Effect or Dragon Age, and realise when you unlock an area you should be able to complete those missions without having to grind your characters stats? Even if you play all the side missions in a chapter, there will always remain story missions which you will not be able to complete until you grind your skills up in the arena for 2 or so hours. The game will take about 40 or so hours to complete, but more than a quarter of that will be mindless grinding.

I can kind of understand grinding for weapons and upgrades, and RoF has a fine weapon upgrade system. You can scrap parts for cash or items, then rebuild items and then equip them to your guns. This gives you more damage, greater movement speed, higher rate of fire, and more. However, again I believe games should reward you this stuff for killing big bosses and completing missions, whereas in RoF the best weapons and items are to be found in the completely optional areas, which you have to grind though to get.

Visually the game is fine, but nowhere near as impressive as other J-RPGs on the Xbox. The world has an interesting steampunk vibe with gears and steam pistons and men in dapper hats and women in corsets, but the dungeons you’ll travel in suffer from looking the same drab backgrounds and all too familiar layouts. The character designs are ok, and the collectible and customisable clothing gives obsessives something to collect and dress up their characters. Again, to get the best stuff (and that depends on what you consider “best” in terms of optional clothing), you have to grind for it.

The music score is decent, full of guitars and electro sounds, quite typical for a J-RPG. Unfortunately the same cannot be said of the dialogue. Like many other J-RPGs the barks at the end of the fights make little to no sense and are mind numbingly repetitive, and as I mentioned, the story itself is confusing so any speech is easily forgettable.

Conclusion:
Resonance of Fate’s complex and engaging combat system is refreshing in a universe of clones, and it will be memorable for this alone. The character and weapon customisation is cute, and the world map exploration is quite clever and engaging. However, none of this goes far enough to address the other negative aspects of the game, which are also found in many other J-RPGs. Its story is confusing, the characters trite, and the grinding unacceptable.

Pros:
Fantastic combat mechanic
Interesting map exploration
Cool gun and character customisation

Cons:
Confusing story
Too much grind
Poor characterisation
Repetitive looking world locations

75/100

Tom Clancy’s Splinter Cell: Conviction

I want to get this out of the way to begin with – I think Tom Clancy, or rather those who now write using his name, are horrible, predictable hacks. Every story with the Tom Clancy name is exactly the same. Their premises, characters, themes and outcomes are always so similar it’s hard to discern one title from another. I’ve never been challenged by his works, never tricked by the “twists”, and never, ever thought it could be anything but pure fantasy.

The story in Conviction is so predictable as to be almost irrelevant. It opens with a voice over, telling us in flashback style that Sam has changed, and how his actions are a result of many things. Sam is now out of the game, we’re told, but he gets pulled back in by the machinations of his previous employer, Third Echelon. He’s more jaded, more brutal, and even more badass, but the good characterisation stops with Fisher. The other characters are so transparent that you know exactly who is good and who is bad. The twists and reveals are so trite that you simply don’t care about any of it.

And lastly, I’ve got to say the “flashback” presentation style simply does not work for videogames. After all, if you have someone talking past tense about how Sam did this and that, then it flashes back to you as Sam doing this and that, how can he fail? Sure, you as a player can fail the mission, but story wise you know he succeeds, making the plot holes greater and twists more irrelevant!

But honestly, it’s not like something with Tom Clancy’s name is ever going to be as appreciated as high art. And I think this actually works in Conviction’s favour. No, the story isn’t great, but the game is still enthralling. I want to play through again, not to see if the story will play out differently because I know it won’t, but because the game is simply so damn fun.

Like previous Splinter Cells, it’s all about stealth and shadows. Unlike previous Splinter Cells, the darkness is used to hunt, not hide. In previous Splinter Cells, if any trace of you could be found, if you were seen, or left a body under a light to be discovered by another guard, it would be mission over. And it was frustrating as hell. Chaos Theory and Double Agent went a long way to address this, but they were still games of hide and seek. Conviction turns Sam into a cat like stalker, using the shadows to stalk his enemies, unleash terrible fury upon them, and slinking into the shadows for another round.

When you slip into the shadows, the screen bleeds of colour, leaving you in a black and white world. This is a fantastic way to show when enemies can see you and when they can’t without using on screen meters that clutter your view. Another little nicety that keeps you in the world is there are no PDAs or mobile phones to look at to get mission information. Instead, they’re projected onto the walls as if from an old slide projector. As you walk through them, the beams of light wrap around you. Also, when Sam is having a flashback, instead of taking you out of the game and into a cutscene, the walls around Sam become movie screens, and grainy, black and white images play. These techniques keep you in the game world attached to Sam as a character, and create a feeling of immersion I’ve not experienced since Dead Space.

Sam has a variety of methods to dispatch foes from the darkness. He can simply shoot enemies with his pistol or machine gun, with headshots being the quickest way to take them down. Obviously, unsilenced weapons alert guards to your presence. If you get noticed, an on-screen alert tells you who has seen / heard you and where they are, and a silhouette appears at your last known location. This allows you to set up all kinds of scenarios. Use a flash bang or EMP blast to stun them and escape. Drop a mine as you leave to wipe out any guard who comes near. Drop a few remote mines around the place, and kill them all in one big multikill. Sneak off to other shadows to circle around from behind to do melee kills, or climb walls and posts to hover above the unsuspecting guard and rain death from above.

When you do a hand to hand takedown, you get the ability to Mark and Execute. Depending on your weapon, you can tag up to 4 enemies with the right bumper and then execute them with the Y button. Some of you may think this is a game killer, in that all you have to do is take down a baddie and then Mark and Execute any others. However, there are usually more guards than the number of marks, and if they see their mates fall they will become more alert. Also, marked guards have to be within range of your weapon and in line of sight to be taken down.

All this adds up to a faster, more visceral Splinter Cell, and some people may not like this direction. I for one find it much more appealing – I hated the instant fail levels in the early games. But for those who do want to creep about and not be detected, that’s a perfectly viable option for most levels. You can sneak around and complete objectives without killing any guards, and you’ll be rewarded with in-game points you can spend on upgrading guns and gadgets, as well as the ever popular Xbox achievements.

There are a host of in-game achievements, from completing missions without being seen, to taking enemies down with explosives, and so forth, and it wasn’t until I saw these that I realised the freedom players are allowed to complete the game. You have the tools and abilities to approach the mission in a variety of ways, and are only rarely told to proceed in a certain way to beat the level. It’s a fantastic way to get the player to play through again without waving a big “YOU MUST PLAY AS A SNEAKY GUY NOW!” sign like so many other games attempt to do.

After the short but intense single player campaign, there is Deniable Ops. Playing single or doubling up with another player either locally or online, you can play Hunter, Infiltration, and Last Stand modes against the AI, or Face-Off against other spies. Hunter and Infiltration will have you sneak into various locations and alternatively kill or avoid AI guards. With Last Stand, you protect a generator from hoards of guards trying to destroy it. Face Off is spy vs spy with AI against everyone.

Whilst enjoyable, I never found a partner to play with online that I didn’t previously plan to play with. Admittedly Halo Reach Beta and Red Dead Redemption were both released around the time I was reviewing the game, so it’s understandable no one was online. However, the removal of the critically-acclaimed Spies Vs Mercs mode could have more to do with it. I had some of the best multiplayer experiences with Chaos Theory, and the lack of that type of multiplayer seems to have impacted the Conviction multiplayer experience.

It would be amiss to skip talking about sound. As other Splinter Cell games, the sound is excellent. Footsteps and bullets are great indicators of who is where. There is one part where Sam gets really angry and goes on rampage to the wonderful “Building Steam From A Grain of Salt” by DJ Shadow, and it fits perfectly with the action. Sam Fisher is portrayed excellently by Michael Ironside once again, and his deep, gravelly voice is edged with appropriate anger and brutality this time. Other voice acting for main characters is good, but the barks of the guards, whilst not really repetitive are far too vociferous. If you saw all these bodies lying about with head wounds and broken necks, would you yell out “I’m going to get whoever did this!” and let whoever did know you were coming?

Conclusion:
Splinter Cell Conviction deviates from the original series in quite a substantial way, but keeps its soul is intact. It’s still very much a Splinter Cell game, just faster paced and more streamlined. The immersion in the world is fantastic, and the gameplay enjoyable, despite the rather predictable story. The Multiplayer modes are fun, especially with two people in the same place playing together, although the omission of Spies Vs Mercs mode is, I suspect, a big reason for lack of online players.

Pros:
Excellent immersion using light and colour
All the gadgets and fun of previous Splinter Cells
Great new gameplay ideas such as Mark and Execute which are executed well
Michael Ironside brings even more passion to the lead character
Fun Multiplayer

Cons
The omission of Spies Vs Mercs mode
Not many people playing the online modes
Guards dialogue is a little over the top
Predictable and trite Tom Clancy story.

85/100