Adventure games are a difficult entity. Not only to
publishers and gamers due to their lack of selling power and replayability, but
even when they’re really good, you can only gush so much about them without
ruining things. Giving examples is hard, and plot revelation is a bit of a
minefield. The better the story, the more you want to write about it, so the
more you have to fight it. That's been the case more than once with a Wadjet
Eye point-and-clicker, and
Resonance is no exception.
There’s no getting away from the fact that a lot of games
that are published under the Wadjet Eye banner recall the heyday of the
adventure genre in the 1990s. Of course, this era is the yardstick by which all
adventure games are measured, and on the evidence of what’s been put out in the years since, will
continue to be so for some time. Many of this publisher’s titles go beyond that
comparison, though, and are often directly comparable to specific titles.
Resonance, as well as
Gemini Rue before and
Primordia since, all appear to be
disciples of
Beneath A Steel Sky, as
if the year was 1995 and 320x240 window resolution was still considered to be
acceptable. All three titles share the Amiga classic’s themes of dystopia and
advanced technology, as well as moral quandaries. That’s not to say that each
game tries to emulate
Beneath A Steel Sky
in too literal a sense, as each title has its own distinctive style and visual palette
within similar graphic confines. The ancestor’s classic images of skyscrapers
and futuristic industry are most readily seen in
Gemini Rue, but the similarity is partially dispelled by the latter’s intertwining
dual story thread, which often steps away from the generic sci-fi facility.
Indeed, the beginning of the game almost evokes film noir, with the lead
character in a coat, seeking shelter from the rain on a dark night outside some
gates. The level of futurism is in fact evocative of
Dreamweb at such times, answering the unasked question of what that
title would have looked like if it wasn’t presented in plan view. While
Primordia is presented mostly in
shades closely resembling black,
Resonance
is a little more tangible. Its palette ironically paints a pleasant enough
modern city, set perhaps an envisaged decade ahead of the 2012 release date.
The steel-and-glass of modern architecture is spliced with the crumbling brick
foundations of less affluent boroughs and stereotypically-cast public
transport. Dystopia is merely a looming concept that grows in stature as the
game progresses, rather than a way of life for the inhabitants.
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Your line-up is the cop, the scientist,
the nurse and the reporter |
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A noirish introduction for the
old-fashioned detective |
There’s more to the controls than informing you that
pointing and clicking is involved. To get the most important feature out of the
way, the answer to the question dripping off of the tip of the tongue of every gamer discussing
this aspect of the genre is “Yes, there is dragging, not just pointing and
clicking”. To buck the trend and cover all of the trivial points first, one of
the weaknesses is not being able to change your destination once you’ve
clicked, and another is the freeze when clicking to move on in a long walk.
This, in a game with such a short visible travel zone and high level of panning
for an adventure title, means frequent, metronomic clicking to a greater
extreme than most adventure games. You could let Guybrush Threepwood cover a
decent distance over five seconds with one click in
The Secret Of Monkey Island, but you’re clicking about ten times as
often here.
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The inventory is still the mainstay
of the genre |
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Memories and objects outside of
inventory are used in the same way |
The real meat and bones of the controls recalls another
classic title, and pushes forth a concept that’s new to me. The four
characters, initially playing through standalone paths, quickly converge as the
plot thickens, and your roving band of non-misfits is pressed into
Maniac Mansion-style teamwork, although
the need to swap around inventory items and make use of “special abilities” of
certain characters (such as the policeman being a bit stronger and a bit dumber
than the particle physicist) is kept fairly low-key. What I found novel was the
concept of long-term and short-term memory banks. This was a real double-edged
sword in what it gave to the gameplay. Particularly with short-term memory, you
can’t just learn something by examining a scenery-bound object and then go
and chat to someone and have it appear as an extra dialogue option, so filling
up your short-term memory with stuff is a slightly annoying habit that you need
to get into. You then drag what you want to discuss with someone from your bank
either onto that person, or into a box above the dialogue options at a
convenient time, and it’s usually at this point where the character decides
upon discretion. On the other hand, particularly with long-term memories, the
process takes figuring out tasks out of the character’s hands and places more
of it with the player, which serves to deepen the level of puzzling you have to
do. The lack of narrative leaps made without direct input from the player makes
the game more immersive in a non-atmospheric way, and makes you feel a lot more
satisfied when finding solutions. The memories also provide good ways of
providing helpful titbits and preserving key points without making you feel
like you’re having a hint system rammed down your throat or like you’re playing
a game that’s too easy.
The story itself is a captivating one, with threads starting
off loose, quickly intertwining and winding up very taut, and suddenly
splintering off again. There is no perfect satisfactory ending, which will
infuriate some players. But, more so than in films or books, the important parts
of the story in adventure games are sometimes the points that you control
rather than cutscenes provided as a reward for solving puzzles. This is
Resonance to a tee, as most of the story
unfolds in the middle of the gameplay. This is about enjoying the ride more
than reaching the end.
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Bennet can keep his cool inches away
from his stake-out target |
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The job flusters him a bit more
when murder and science are about |
Your four characters, set in the supposedly grim but very
generic-looking Aventine City, are Tolstoy “Ed” Eddings, a bespectacled dweeb
of a mathematician, Detective Winston Bennet, a hardboiled cop with emotional
and physical baggage, Anna Castellanos, an inwardly disturbed nurse, and a
well-connected freelance journalist Raymond “Ray” Abbot, who is continuously
derided as a blogger, which as we all know is the worst kind of person, let alone writer. We start with Ed going to visit his superior, Dr Javier “Javi”
Morales at his laboratory to discuss some potentially dangerous new technology.
A blackout occurs, and a very peculiar explosion at the laboratory stands as
the key driving event for most of the game. The four characters are drawn in
one by one by the death of Dr Morales, each by an apparent sense of vocational duty,
although we are aware by this point that Anna is a relative of Morales. The
game goes forth with the four characters seeking answers about the technology
that caused the explosion, with each character using their social status to get
access to different areas (such as Bennet being allowed access to the Police
Administration headquarters on account of being a police detective). Some
one-frame puzzles that you get in the cheap-and-nasty puzzle titles of the day
do appear, but they’re nothing more than the occasional break from the
dialogue-driven puzzles that move most of the game forward. A gamut of plot
twists is pretty much a requirement, but
Resonance
doesn’t disappoint, and all but the very sharp and the very lucky will be caught
surprised a couple of times. The characters are not fully developed, but this
serves the purpose of keeping us guessing and focused on the story itself.
There are a few silly sides like a score count and Steam achievements, but they’re
not in your face and you don’t have to care about them other than worrying that
you’re near the end.
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Bennet can take one other character
up to interrogation in police HQ |
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The hospital is more open, but only
Anna can gain access to certain floors |
The overall tone is pretty serious, far more so than
Beneath A Steel Sky. The slight humour
involved usually revolves around the reporter’s output being a blog, the
occasional sexist lapse of the aging detective, and a receptionist’s dating
exploits. It’s actually quite refreshing in a way, as almost all
point-and-click games (and indeed many outside the genre) are compelled to
refer to rubber chickens, the “death” of the genre, or some other not-so-subtle
nod to veterans of
the LucasArts 1990s titles that still seemingly form a large part of the target audience of
today’s independent point-and-click publishers.
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The narrative compels you with
a magnetic force |
The game asks us to make a simple scientific leap of fiction
that’s easily digestible to the point where we can openly accept it as a
driving force for the entire plot. In a game that isn’t set deep into the
future or the fantastic, that’s quite an achievement.
Resonance breaks very little new ground despite the memory
mechanics, but in spite of the obvious heritage (as shown by the sheer number
of older game titles referred to in this review), it still feels fresh. What we lack in gameplay
or graphical creativity, we get back in pure narrative, and this prioritisation
shows in other Wadjet Eye titles like
Gemini
Rue and even the very different-looking
Emerald
City Confidential. Like a good book, you can put
Resonance down when you’re done with it and feel satisfied. It’s a
gripping story that’s well told, not just a game with a plot that boasts being
playable and challenging, and that’s what defines most of the best adventure
games.