I have heard plenty of people call Resonance of Fate weird. Maybe they mean weird for that tendency of JRPGs towards the outrageously fantastical, or how, even among games notorious for contrived plots, Resonance of Fate stands out as a particularly contorted example of the form.
I offer another possible definition, though. Resonance of Fate is weird for a JRPG because while it has all the elements that should make it a reliably familiar experience, it twists them and adds a lot to the pretty fixed idea of what a Japanese role playing game should be. It's weird in the best way possible, the very definition of offbeat.
Resonance of Fate first came out in a time when JRPGs sorely needed a breath of fresh air. Developer tri-ace had previously completed Star Ocean: The Last Hope, the fifth instalment in its long-running series, and Infinite Undiscovery, an attempt to bring JRPGs to the XBox 360 that couldn't quite decide on what kind of game it wanted to be and ultimately settled on trying to be all of them. Star Ocean didn't exactly burst with innovation, and elsewhere the likes of Keiji Inafune were saying that Japanese game developers were operating behind the times. It seemed like as good a time as ever to try something new.
from Eurogamer.net https://ift.tt/2JeFZ5f
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