GAME REVIEW: Resonance

Once banished to the “back in the day” wing of the video game hall of fame, adventure games have seen an increase in popularity in the last couple of years due to titles ranging from the evolutionary equivalent (“Heavy Rain“) to the pure point and click (the Telltale collection).

Resonance,” from Wadjeteye Games, is part of the latter. Rather than try to update and gentrify the genre for a new audience, though, the developers have gone the route of nostalgia and created an experience that is artistically and fundamentally similar to the original crop of adventure titles that helped popularize the genre in the early 90s.

“Resonance” is the story of four people (that you control, anyway) who find their lives intertwined by the search for a brilliant scientist’s prototype for a new electrical device that looks to have caused mass destruction in several major cities across the globe. Their reasons for the pursuit are all different, but it becomes clear very quickly that all of them will need each other, not just for their own benefits, but for the greater good as well.

More than any technical aspects like graphics (though the art style is quite good for what it is), the biggest draw of any good adventure title has always been a great story, and that’s why I’m happy to report that “Resonance’s” plot is indeed a great one. It contains all of the twists, turns, and old fashioned intrigue you would expect from such a conspiracy setup, and it constantly manages to move the player and its characters from interesting scenario to interesting scenario with very few lulls. The real driving force of the game’s story is its characters. You control each of them independently and in groups throughout the game, and along the way you really do get a great feel for their unique circumstances and individual motivations behind their journeys. I hate to use the old cop out, but to go into any further detail would ruin the number one reason to play this game.

Unfortunately, the quality writing of the overall plot does not extend to the game’s dialogue. While there are clever lines and quips sprinkled here and there, the actual script seems weak and relies mostly on predictable and heavy-handed lines and poorly-timed jokes. A good part of the title is voice acted, but the performances do little to cover for the weak script. It’s not like any of them are horrific, but you will rarely meet a character that doesn’t come across like they’re reading straight from a script. Considering the great narrative the game is working with, the actual conversations that build it should have been stronger. Maybe I’m spoiled by classic adventure tiles like “Grim Fandango” and “Curse of Monkey Island” having some of the best dialogue bits in gaming, but there is still little here that makes itself memorable.

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