Resonance Review

Today’s world of the near future is facing great problems. It’s a classic Point-and-Click adventure about revolutionary nuclear technology that aims to create Harmony on earth by enabling unlimited and safe energy resources. It is also about how this Technology could be used for massive evils and perhaps annihilate humanity if seized by the wrong hands. And it’s about Information in the age of communication and how your freedom can be both a curse and a blessing.

As games tend to make it possible, this is also about a group of four normal people who are involved in a global conspiracy and trying to take everything on themselves. Maybe it’s because they’ve learned that they can’t trust anyone except-strangely-each other.

The first surprise of this Indie adventure comes after you have worked introducing each character, when it turns out that you will spend most of the game playing as all four at the same time. They send different people to different places and combine their skills to solve large puzzles with several Threads that extend across the city map.

This means managing not only four separate stocks, but also multiple memory banks. Find an object of interest and in the near future you can draw it as a reference in the short-term memory of the character. The idea is probably to allow a more practical approach to Index Analysis. In practice, years of adventure games with increasingly intuitive interfaces leave a sense of attachment. Examine an object and you can expect relevant information to be automatically available the next time you need it, but in general it’s only when you need it much after in the game – and even then you’ll have to select it manually if you want to call it back.

Meanwhile, only a handful of storylines require full group involvement, and these are usually the weakest moments of the game where multiple characters are packed in one place and they are forced to endlessly switch between them to do what would otherwise have been a fairly simple task. One of the lowest culprits takes you back to the start if you do the last section incorrectly, which I did five times. In the end, it turned out that I had written some information wrong-completely my fault, but I could have done without the added Frustration of playing the little I had trained over and over again.

It is better to send you with only one character, because they are the only ones who have a certain ability or Attribute. Reasonably, the doctor can freely go to the hospital morgue, while only the policeman can access sensitive information about the population of the city. The journalist is the guy with the shady contacts, and the mathematician Ed – about as close as the game of a main character – is the most versed in the laboratory where the resonance technology was developed.

Controlling each character as they run their own business before finally bundling their resources into a larger puzzle is a smart idea that sometimes pays off. But it rust when you realize that you forgot that one character gives an important object to another, and now they are on opposite sides of the city. Resonance does not have the ability to run, and you can not skip walking animations when exiting a scene. Fortunately, the individual locations are small and there is a map that allows you to travel quickly between them.

However, it is the story that is both Resonance’s main attraction and the biggest source of Frustration. It’s often clever, always delightfully presented despite the game’s modest roots, and asks some big questions of you as a player. But he is often guilty of ignoring their answers to these questions. For a game about technologies that could save or finish the planet, Resonance is incredibly weak in its representation of consequence.

For example, there is a Moment when you are asked to make an absolutely huge choice. This is a choice that history has made so far, and it literally amounts to clicking one button or another. I sat down for a few minutes on my computer, weighed my options, and then clicked with the mouse for the moment… just so the game finds a way to make my decision meaningless in seconds.

On many occasions, he offers extraordinary freedom to shape his story, then takes it away from you-either by letting the scene “fail” and thus sending it back to the beginning, or by letting the game play regardless of a decision you made. In its final moments, you are offered the choice between two endings-but the game still can’t resist blocking an extremely powerful third Option, positioning it as a State of failure and having the scene repeat to choose between the choices you are allowed.

Don’t get me wrong, Resonance is an impressive feat for its tiny indie developer: a huge and fascinating adventure game created mostly by one person, full of secrets and problems much bigger than most games that dare to touch you. Remember this and you might be able to forgive his missteps. I could almost. But not quite.

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