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  <title>jack</title>
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  <description>jack - Dreamwidth Studios</description>
  <lastBuildDate>Tue, 04 Sep 2012 13:10:26 GMT</lastBuildDate>
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  <pubDate>Tue, 04 Sep 2012 13:10:26 GMT</pubDate>
  <title>Resonance</title>
  <link>https://jack.dreamwidth.org/781067.html</link>
  <description>I finished Resonance.&lt;br /&gt;&lt;br /&gt;The plot is very interesting. I somewhat apologise for my previous review: what I said was probably still right, but it was somewhat unfair on the game, because the later plot is really interesting, but I happened to be annoyed by the bit in the demo because it was similar to too many other games and I&apos;d got bored of it.&lt;br /&gt;&lt;br /&gt;It avoids several cliches I feared were coming and does quite interesting things instead. It develops the relationships between the characters very well, with a number of scary developments that work surprisingly well. In a mostly-linear game where you play all the characters it&apos;s hard for the characters to have any meaningful developments other than &quot;we work together&quot;, but it does it very well. I felt it could have taken it further, but honestly, it did a good job where basically no other games do anything at all, so it wins there :)&lt;br /&gt;&lt;br /&gt;Several of the puzzles are pretty good, including comparatively free-form puzzles where you have to do things like &quot;type in a PIN&quot; or &quot;choose a door to kick down&quot; and the interface supports doing any one, but you have to work out for yourself what the correct one is.&lt;br /&gt;&lt;br /&gt;I also like the way they handle dangerous situations. Most of the time, you just automatically don&apos;t walk of cliffs, etc, but if you&apos;re somewhere you might plausibly get killed or otherwise lose, if you get it wrong, the game rewinds to the beginning of the scene. I&apos;ve seen this occasionally, but I like it a lot (it&apos;s like a restricted version of my &quot;undo&quot; adventure game) because it doesn&apos;t keep breaking immersion to make you reload from save every time you make a mistake, but nor does it break the suspense by making the dangerous thing infinitely postponed.&lt;br /&gt;&lt;br /&gt;Several puzzles throughout the game did annoy me someone for being too &quot;interfacey&quot;. After the first few scenes, I got the hang of the style so I didn&apos;t have any problems figuring out what to do, but I was still sometimes annoyed by knowing what to do, but not being sure how to communicate it, or having an interface element thrust on me for doing something I hadn&apos;t yet realised I might want to do. (I suspect some of the gratuitous dialog boxes were forced on the developer by the engine.)&lt;br /&gt;&lt;br /&gt;But on balance, I enjoyed it.&lt;br /&gt;&lt;br /&gt;&lt;img src=&quot;https://www.dreamwidth.org/tools/commentcount?user=jack&amp;ditemid=781067&quot; width=&quot;30&quot; height=&quot;12&quot; alt=&quot;comment count unavailable&quot; style=&quot;vertical-align: middle;&quot;/&gt; comments</description>
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  <category>review</category>
  <category>game</category>
  <category>resonance</category>
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