I Will Now Attempt To Explain A Battle System

Ladies and gentlemen of Kotaku, children of all ages. I will now attempt to explain to you the battle system in Sega and Tri-Ace's upcoming role-playing game Resonance of Fate. Drumroll please. (And let me know if I lose you.)

Resonance of Fate, fine people, is a role-playing game set in a fantasy future. Imagine a mile-high beanstalk of a tower, with leaves of terrain sprouting from the stalk. This terrain represents the neighbourhoods of this world, The Machine. Each leaf is a neighbourhood of hexagons full of towns and battle zones. These are the places where you may have an adventure. The higher you go, the richer the society you will find. Observe the day and night cycle. Observe the realistic outfits. No cloaks here. Just jeans. Leather coats. The Sega man says, there are no spoiled-teenager stories being told. This is political intrigue and the adventure of some people who find that they cannot die.

Across this terrain you will fight, and you will fight only with gun. Your party of three has no swords, no magic and no beasts to summon. It has pistols, machine guns and grenades.

Your fights will be random battles. They will occur in confined battle instances, three of your party against some enemies.

You will take turns in combat, as you do any classic Japanese RPG. You will use guns that you've modified, having bolted on larger clips and special scopes.

Your combat turns will be on a timer, kind of like, the Sega man says, Valkyria Chronicles. The further you walk toward the enemy, the more your move meter will be drained. Once you stop moving and begin the attack, the rest of the meter will drain. As it drains your targeting reticule over the enemy will sort of spin. With each turn it will gain more potential power. As you press a button, you will unleash your gunshots.

But, wait! You will be able to do special Resonance Attacks. These will involve aiming a beaded line toward the enemy and starting the assault. Your character will run and you will be able to press a button to make him shoot as he runs. Each Resonance Attack will cost a jewel from the meter at the bottom of your screen.

You will want to intersect the path of the other members of your party. This will earn you Resonance Points.

Strategy twist: With enough Resonance Points, you will be able to do special Resonance Attacks called Tri Attacks. These will allow you to aim one character at the enemy and have all three of your characters commence the attack. Pressing the action button will fire shots during the attack rush.

Pay attention, because you can do and take two kinds of damage: Scratch Damage. Direct Damage. Machine guns do Scratch Damage. It knocks an enemy health bar down but leaves behind blue on that bar. This damage is temporary and will be healed over time. Only pistols do direct damage, which knocks the blue away and hurts the enemy. The damage you take will all be Scratch Damage. When you lose a full health bar of it, you lose a jewel from your jewel meter. When you are down to your final jewel, your character will die. Except! Only in the context of battle. The battle will re-start. In the context of the story, your character cannot die.

This is how a JRPG does turn based battles with guns. It is, fine Kotaku readers, hard to explain. You would even miss some of it were you to see it with the naked idea. But it does seem daring, complex and the Sega man was having fun.

For my next trick, I will stick my head in the mouth of a lion.

Look for Resonance of Fate on the Xbox 360 and PS3 in late March. It's out already in Japan. Maybe someone there can explain the parts of the battle system that you didn't understand here.


Comments

    Sounds rather interesting. Is there going to be a demo of some sorts? This game looks promising, but I think I'd still like to try before I buy.

      Theres a demo on the JAP PSN store. It's called 'End of Eternity' in Japan though.

    Sounds simple enough
    Valkyria Chronicles style movement, timer for attacking
    Two types of Damages- Scratch and Direct
    Two types of Specials moves- Resonance Attacks and Tri Attacks

    Just a little correction with regards to the terms, in case some want to search for further details.

    The "Resonance Attacks" describe here should be "Invincible Actions". During this phase, you are as the name states, invincible to all attacks unless you run straight into the enemy or obstacle" which causes you to stop. The number of these actions you can do, is limited by the I.S. Gauge (Invisible State Gauge), "move meter" which is described here.

    When this gauge is used up, all characters will be in a "Danger State" where all damage taken will be direct instead of scratch.

    "Tri-Attacks" described here is known as "Resonance Action". When at least 2 Invincible actions intersected (denoted by a blue path), the Resonance Action can be utilised on the next move.

    I haven't played Valkyria Chronicles but it sounds similar to Eternal Sonata, what with time to move/attack and having multiple specials. They aren't like each other, but it sounds like there are similar points.

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