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8.9 out of 10


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Reviews and Problems with Resonance

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Overall 6

Resonance Review

20 August 2012
  • Summary: Resonance shakes up what players know about the divergence of dialog and inventory systems in adventure games, cleverly yet clumsily uniting the two in the midst of a sometimes-elegant, sometimes tedious, multi-character sci-fi mystery. The game, for all its unique and adventurous design, stumbles over itself in ways that could easily have been avoided in order to deliver a more engaging and enjoyable experience.
  • Pros: Intriguing sci-fi narrative, Strong voice acting and character interaction, Innovative integration of environment into dialog
  • Cons: Cumbersome management of memory and inventory across four characters, Innovative, but impractical
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Overall 5

Expert Review

12 July 2012
  • Summary: Adventure game specialist Wadjet Eye burst onto the indie gaming scene last year with its engaging game Gemini Rue , which received rightful praise for its creative design. Unfortunately, Wadjet Eye's follow-up effort, Resonance, isn't in the same class in terms of writing, puzzles, and fun. This is a shame because Resonance includes some promising innovations to gameplay for graphic adventures.
  • Pros: Some clever puzzles, Innovative "memory" system, Good music
  • Cons: Poorly conceived and written, Puzzles are often contrived or confusing
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Overall 10


Adventure Classic Gaming
19 June 2012
  • Excerpt: Vince "Twelve" Wesselmann of xii games first entered the indie game scene in 2005 with his freeware adventure game called Anna, competing in the "One Room, One Week" AGS (Adventure Game Studio) competition. He followed up in 2006 with another freeware adventure game called What Linus Bruckman Sees When His Eyes Are Closed. After receiving critical acclaims for both of these titles, Wesselmann began work in 2007 on his first commercial adventure game—Resonance.
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Overall 6

Resonance PC Review

10 July 2012
  • Excerpt: Broken down to essentials, adventure games are fairly simple machineries, having more in common with pure UI design than the abstract notion of physicality of traditional video games. Two components need to work – puzzles and story – and if you nail both you immediately have something brilliant on your hands. No need to tweak the elusive feel of a jumping mechanic, no need to fine tune the sensation of feedback from an assault rifle.
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