Interview of Resonance (XBOX)
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UK RELEASE: N/A (Cancelled)  | NORDIC RELEASE: N/A (Cancelled) |  US RELEASE: N/A (Cancelled)
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  Interview of: Resonance | By: Justin Fenico
04 Mar-2004
 

What is this mysterious game know as Resonance. For that matter, what or who the hell is a Resonance? A game shrouded by mystery, I began to ask questions to find out what dark secrets this game holds.

  QUESTIONS  
Q: First let’s find out who’s responsible for these answers. What is your current role on the project and how did you find you way to NeoCell?

A: I am a game/level designer on Resonance. The main focus of my job is to create backgrounds and layouts of the world and to script most of the game events. Before Neocell Factory, I was working as a game designer on the Vircom title Blackmoon Chronicles: Winds of War, a MMORPG. After the company closed its gaming division, a few other designers and I decided to start a new project of our own. The producer, who was the lead designer on Blackmoon, had many contacts in the gaming industry and pretty soon we had enough manpower to launch our own studio, Neocell Factory.

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Q: Resonance has been said that it is an epic battle between science and religion. Care to give us on how this will branch out into the storyline?

A: The kingdom where the storyline takes place is still at the beginning of the age of reason. Discoveries, sciences and new technologies are just starting to reappear in this part of the world that is still in a diplomatic turmoil. The clash between science and religion is building up but is not the main focus of the storyline. The aspect of the storyline we’ve focused on is the battle between spiritual beliefs and reason, the past refusing to let the future taking its place in the world.

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Q: Where does the main plot lie in Resonance? Sure her mother and father are both dead preceding the start of the game but what purpose does Faye have in the game?

A: Faye has both a noble and a wild heritage. Her father was of noble blood and close to the king while her mother was gifted with powers of witchcraft. After her parents’ death, Faye was raised at the king’s court and became a constable. Her noble traits helped her with the diplomatic aspect of her work while her witch heritage gave her that special edge that allowed her to surpass all in the art of intuition. This dual heritage made her the perfect candidate for resolving the most nefarious crimes in the kingdom. At the beginning of the game, she is sent to a dark county to investigate the king’s son disappearance and to resolve some mysterious conspiracy. The story begins with her arriving in the village of Hollowglade where without knowing she embarks into a journey of fear and terror.

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Q: What exactly is the “Resonance”?

A: The Resonance is… Uh Oh!!!! The producer is coming at me with a chainsaw… Ahhhh!!!

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Q: Up until now there’s been a cloak around our heroine’s unique powers. Is there any possibility of shedding some light on these or at least giving us of how powerful she can become in the later stages of the game? That being said, how are her powers learned

A: Faye learns her first power early in the game, at a key moment during the storyline. After that, she gains a new power every few levels. During the course of the game, Faye will be able to learn up to seven out of fifteen powers. Faye’s powers can fit in three different categories. The player will be able to choose which power he wants to learn, either specializing in a specific category or going for more diversity. We want the player to be able to shape his Faye the way he wants to, and to use his creativity to find new and interesting ways to combine Faye’s powers and achieve unexpected results.

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Q: It seems that in the trailer you can see Faye’s power having both a light (Angel Wings) and dark effect (Blade coming out of arm). Anything that you can add?

A: Faye is marked with duality. She is both a fighter and a witch, noble and wild at the same time. I think that this duality makes her character very interesting and special.

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Q: Since you’re trying to blend RPG/Survival Horror/Action into Resonance’s gameplay, what type of games have you looked at? It must be a challenge to blend all of these pieces into something that’s never really been done before.

A: From pre-production to now, we’ve played through a wide variety of games and movies to get a good library of references. Among these were: Resident Evil (movie & game), Silent Hill, Eternal Darkness, KOTOR, Neverwinter Nights, Morrowind, Legacy of Kain, Soul Reaver, Pirates of the Caribbean(movie & game), Aliens VS Predators, Alien Quadrilogy(movie) , Half-Life, Soul Calibur, The Ring(movie), Session 9(movie) is just a short list of the games and movies we’ve looked at. It really was a big challenge to blend all these styles together but somehow we’ve done it.

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Q: Of course it goes without saying Survival Horror games are there to make gamers pee there pants and run home to mommy. How is Resonance stacking up against the other big names (Resident Evil, Silent Hill)? What exactly is being done to put fright into the game?

A: We wanted to do something different than the traditional tricks used in many survival-horror games that rely on static camera angles to scare players. We thought of a few other tricks that will make the game just as scary but without being frustrating to the player because he can’t see what his character can see. One of many things we developed that is scary as hell is the Resonance itself… Through this feature, fear is created interactively instead of being imposed by restrictions like in other games. Overall we are creating a game where the creatures, the powers, the storyline and the levels are here to set a creepy mood that will keep the player at the edge of his seat.

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Q: X-box live support is something you’re considering. What, if anything will gamers be able to download?

A: As every developer out there, we had a lot of ideas to begin with, but little time and resources to make them a reality. We came to a point where we had a hard choice to make: either having Xbox live support or putting more content and features in the game. We thought about the players and felt that the best course of action would be to offer content that everyone could enjoy, not just the players that have an internet connection and an Xbox live account. We had great ideas for Xbox live support and features and we definitively want to make them a reality in a future game.

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Q: Coming along for a Winter 04 release, what has been your most satisfying time in creating Resonance?

A: Since my favorite pastime is creating worlds for pen & paper RPGs, I think my favorite time was creating the world background and drawing the maps of the world and levels. But I must admit that I’m also pretty fond of scripting events.

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RPG, Action, Survival Horror, and all of those games that have been used for references! Hopefully the lads at Neocell Factory can master this trifecta and give us a game no one has ever seen or played. We'll have to stay tuned to find out.
 
  SCREENSHOTS
Click to enlarge this screenshot of Resonance (XBOX)
Click to enlarge this screenshot of Resonance (XBOX)
Click to enlarge this screenshot of Resonance (XBOX)
Click to enlarge this screenshot of Resonance (XBOX)
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