We recently sat down with Resonance of Fate's director, Takayuki Suguro, and its producer Mitsuhiro Shimano, to find out more on this intriguing tri-Ace title.
IGN AU: Tell us a little about the world that Resonance of Fate is set in.
Takayuki Suguro:
There are three main characters in the game, and they're kind of in the middle class of this world. Usually, if you're not living on the upper levels, you'll never have a connection with the Cardinals, however, these three protagonists somehow find a way to talk to them, and [as a result] are given missions to accomplish…
What's also interesting in the story is that the tower of Bazel, which people believe is just controlling the environment, also has the ability to control the peoples' fate. How they live and how they die is also being controlled… [in this world] every character has their own fate, but the Cardinals' fates and everybody else's fates start to blend in and be mixed up, and there's going to be a lot of conflicts between the lower, upper and middle class, and that's where… the story gets much more interesting... and becomes a bit more fast-paced.
IGN AU: So are the main characters mercenaries taking missions from the Cardinals, or are they trying to affect social change, or are they simply trying to work out what's going on?
Takayuki Suguro:
IGN AU: Is the entire game set in the tower?
Takayuki Suguro:
IGN AU: This is a long way from a typical fantasy RPG. Is it refreshing to make something that's a bit more real world and gritty?
Takayuki Suguro:
IGN AU: Could you tell us a little about how the battle system works? What are its main hooks? Is it real-time or turn-based?
Takayuki Suguro:
IGN AU: With the focus on guns, how much scope is there to upgrade them?
Takayuki Suguro:
IGN AU: Given that focus, how do you ensure that the combat stays compelling? In a traditional fantasy RPG, for instance, you might summon some huge monster to do battle for you, so how do you ramp things up here without magic and more over-the-top elements?
Takayuki Suguro:
Out of the skills we've revealed so far, there's one which is a blast up and smack down. When you blast up an enemy, the enemy stays in the air, and you're able to jump over it and shoot it downward, which comes with added damage when it hits the ground. Now in the beginning, the blast up doesn't really lift as high as you want [it] to, but as you get stronger you can lift enemies higher, you can lift the heavier guys a little bit higher, and it adds a little bit more time and a little bit more damage as you progress.
IGN AU: The team has mentioned that it's interested in more complex characters; in characters with shades of grey. How does that influence your path through the game? Is it linear, or is there more to it?
Takayuki Suguro:
IGN AU: tri-Ace has been a big supporter of the Xbox 360. What appeals to the studio about the system? And is its support a reflection of a growing importance in making games for a global audience?
Takayuki Suguro:
IGN AU: Do you think that the Xbox 360 is gaining momentum in Japan?
Takayuki Suguro:
Mitsuhiro Shimano: I would like to add, however, that the tri-Ace developed games for 360 have been quite successful, even in the Japanese market, so I'm confident that this title will do quite well on both 360 and PS3.
Takayuki Suguro: It would be great to make a title that's successful worldwide, but that doesn't mean that we'd make a game specifically for the Western market. We believe that whatever is fun is fun throughout the world.
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12:00 am PDT October 13, 2009