Resonance of Fate
Resonance of Fate is a role-playing video game developed by tri-Ace and published by Sega for the PlayStation 3 and Xbox 360. It was released in January 2010 in Japan and March 2010 in Western territories. The game uses a fast-paced strategic combat system revolving around different types of firearms and combination moves between the three playable characters. A 4K/HD remaster was released worldwide for PlayStation 4 and Microsoft Windows on October 18th, 2018.
Resonance of Fate
The game was developed using an in-house multi-platform proprietary engine called ASKA (tri-Ace Superlative Knowledge-based Architecture), developed by a team led by Gotanda. The engine was in development since 2005 and was used for three different games in tandem: "Resonance of Fate", "Infinite Undiscovery" and "". While the staff were satisfied with its performance, it had to be customized for this game's specific needs. The engine employs multiple advanced graphics and lighting techniques, including high-dynamic-range rendering, and multiple layered shader tools to manage graphical layers and shadow effects. Motion blur effects were implemented using techniques similar to those of the second-generation CryEngine. Creating realistic blurring during camera movement was complicated by graphical inconsistencies generated by ASKA's structure. A separate graphics buffer system was designed to address the issue. Environments and characters employ a relatively low number of polygons in order to free up resources to render the main cast, whose character models use at least four times as many polygons as models in the PlayStation 2 era. The main characters' faces use 40 bones for facial movement and their hair use 250. This enables more detailed facial expressions compared to the "doll"-like facial movements of earlier video game characters. Character hair uses additional shaders and layered textures to give it a lifelike appearance and behavior. The physics simulation was similar to that used for "", but improved and expanded to suit the new hardware's capacity. There were minor differences between the graphical effects and performances of the Xbox 360 and PlayStation 3 titles. Shadow and blurring effects were more sophisticated on 360. The estimated frame rate of 30fps was identical across both versions. The team managed to fit all the game's content onto a single disc for both versions while keeping load times short. This was due to the staff not wanting players to know when they had reached the halfway point, prolonging the sense of adventure.