I don’t normally do this with my reviews, but due to the sheer size of this one, I will list here all the sections I cover, so if you’re only wondering about certain aspects of SRR, feel free to scroll down to the section you want.
StoryShining Resonance Refrain follows the journey of a young man, Yuma, who holds the spirit of the ancient Shining Dragon within him as he faces a host of antagonizing forces including assassins, a villainous religious sect, and a treacherous empire. After being rescued from an empirical prison, he joins forces with a smaller rival kingdom which houses powerful individuals known as Dragoneers and Diva Magicas. Yuma will need all the help he can get against the Empire’s extremely deadly weapons known as Drachomachina, resurrected dragon souls from the ancient past. The story, as is common with JRPGs, throws a lot of terms at you and expects you to learn them on the go. However, it does a decent job at introducing you to them slowly enough that you don’t feel as if you’re drowning. While simple, the story provides a deep, lengthy and at times really dark adventure.
What SRR does wonderfully is tie the connections the player makes through action into an actual game mechanic through the Bond Diagram. While many of them are unlocked throughout the story, interacting with party members continuously unlocks an item called a Trait. In the Bond Diagram, you can assign these Traits to each party member, and assign that person a position on the diagram. Each trait has a certain reaction from other party members. These reactions can be really positive, can be a rival reaction, or can be outright negative. It’s up to you to decide how you want your Bond Diagram layed out, understanding that it has an effect on how your party members interact with each other during combat. It’s a neat system that once again hammers home the theme of connection displayed in all aspects of this game.
As far as the main party members go, most of them are interesting and add a lot to the story. Not all of them are home runs, but that is to be expected with a playable character count of seven. Not everyone is able to get the same amount of screentime, which is okay. Those that don’t exactly carry the main story pop up in side scenes in humorous and otherwise interesting ways, so it’s a creative way to get everyone involved. In the end, the entire cast gels together to make a story worth investing time in and caring about for the full length of your playthrough.
As a side note specifically for this remastered version, the game ships with the Original story mode as well as the new Refrain mode. This Refrain mode compiles downloadable content released in Japan in the months after the game’s launch. It allows you to recruit characters to your party that are not playable in the Original version. While this mode is available from the start, the game advises play through the Original mode first as the recruited characters don’t have an actual story reason for being playable; instead, it’s just meant to be a fun “new game plus-ish” experience.
PresentationFor the most part, the game appears to be a fairly normal-looking JRPG, but the way it tells its story harkens back to vintage RPGs instead of focusing on a cinematic approach. This is most apparent in the way cutscenes unfold. Instead of looking like a directed movie as seen in other modern RPG franchises, SRR presents its cutscenes with characters simply speaking to one another on a static background. The action, such as sword fights, explosions, and battles, are more suggested than shown. It uses timed blackouts and camera shakes to hint at those events.
When it comes to the actual dialogue, much of the writing feels like your standard JRPG. It feels light and almost too happy considering the circumstances within the story. This may be more of a symptom of the genre as a whole instead of an issue with just this title. Where this game does fall a bit short is in the delivery of those dialogue lines. The voice acting isn’t the best in the business, and while it may not be the worst on shelves right now, it’s closer to “forgettable” than “good.” The subpar voice acting is redeemed by one huge benefit: choice. You can download the Japanese voice track for the game, which I know will be a huge plus for a lot of gamers. Another option is to mute the voice acting altogether. While this option does exist in other games, I find many times it’s poorly implemented. Sometimes, you can still faintly hear the voice track, or other times the subtitles don’t label who’s speaking, therefore making it difficult to decipher the speaker when the camera includes multiple characters, or even worse doesn’t focus on the speaker at all. SRR’s simple cutscene presentation mentioned above alleviates all of these fears, however. The game does a beautiful job indicating the speaker alongside the lines, and feels just as natural (and sometimes even more natural) to play without voice acting as to play with it.
The art direction for the game looks really good on the Nintendo Switch. For being a game released in 2014, it’s hard to really tell. Between the quality of the remaster itself and the quality of the port to Switch, it feels at least on par with a certain other JRPG from Monolith Soft. The environments as a whole look crisp and varied. If you’re looking for open world environments, however, this isn’t the title to look at. Most of them are pretty small, and a single area can include three or four loading screens (thankfully, the loading screens are extremely manageable).
One major aspect does make the world feel a bit cramped, and that’s the fact that there is only one main town you work from throughout your playthrough. And as there is no form of fast travel (something I wonder if is a holdover from being an older game), you will find yourself running through the same areas over and over and over again to traverse new lands and progress the story. You can either craft or purchase items to port you back to town, but once in town, you’re responsible for running to your next destination. So combining the smaller areas with multiple loading screens and the one hubtown, the world doesn’t feel as expansive as the map might make it seem in the beginning. Some of these “drawbacks” are countered by the fact that the game does a good job “updating” the areas as you progress in level. Environments scale with you, so every once in a while, you’ll enter a zone you’ve run through a dozen times but all of a sudden, not only will the levels of the monsters be higher, but you also might run into a new mix of monster types. This small touch does go a long way in making the area repetition easier to handle.
QuestingThere are several types of quests in SRR, providing a wealth of content for the player. The main quest takes the player all over the world map, facing various types of bosses and unique enemies. Most of them involve investigating ruins for dragon souls only to find a big bad you have to take down to obtain your goal. It’s run-of-the-mill JRPG questing. The world map is quite specific as to where to go for advancing the story through these quests, so there’s never a chance of getting lost or not knowing where to go.
This luxury does not exist for side quests, however, adding to extra challenge in finding what type of monster to target for drops and where they’re located. In terms of the design of the side quests in general, they could have been a bit more inspired. All of them are kill quests or item fetch quests, either to simply slay a certain amount of enemies, to kill enemies for the items they drop, or to harvest materials from the field. Yes, all of them. There are no other kinds, such as escort, delivery, just quests for the sake of side story; instead, it’s all just going out and killing monsters. The dialogue you get for accepting the quest lacks inspiration just as much as the quest design itself. It gives you no reason to read through the lines since they don’t add to the lore or lives of the characters. On top of this, quests repeat over and over. You do eventually get new side quests thrown in the mix, but you can obtain the same items for the same NPC five, six, or maybe as many times as it takes you to finish the game. And the quest text is the same every time, once again adding to the fact that it’s meaningless dialogue in the long run.
The dungeon-diving in SRR almost comes in the form of quests. You obtain access to them through one of the city’s NPCs. Once you talk to her, you have the ability to choose which dungeon you want to run, and there are several variables you can decide between to determine the types of enemies you will see and their strength. The difficulty of the parameters as you might assume changes the quality of the ultimate reward you’ll receive. The dungeons themselves are simple in design, taking the player through several floors before giving them a boss in the final floor. Before you can advance from one level to another, you might defeat a specific monster that holds the floor’s gate key. While not complex, the dungeons add a nice break of pace from the questing outside the city. As much of the early game feels easy, the encounters within the dungeons might be your first taste of difficult combat, which totally allows you to experience all the combat system has to offer.
CraftingAll of the items you pick up throughout your travels would be useless if you had nothing to do with them. Fortunately, SRR offers a useful, two-pronged crafting system that gives you a reason to go out and grind mobs for certain materials. The first type of item you can craft are the useable kind for your character (health potions, mana potions, buffs, debuffs, town teleportation, etc). These items are so useful throughout the game that it’s imperative you stop by the crafting NPC every once in a while to stock up on these goodies. While you can buy them from the merchant, having the materials to craft them can save you loads of money over the course of your playthrough.
The second kind of craft comes in the form of equippable player boosts. You can attune each characters’ weapons to focus on certain passive abilities. Different attunements provide you with a varying number of Aspects slots. These craftable Aspects give your characters passive boosts and abilities that work to add flavor and customization to each party member. As you play, more and more of these aspects unlock for crafting, so checking back with the NPC often has its rewards. Your ability to match a character’s Aspects with their combat abilities and overall Attunement is a minigame all on its own, ready to be experimented with for hours and hours. Once again, these craftable Aspects are also available from a vendor but at a pretty penny; keeping an eye on what materials are needed for your desired Aspect makes a huge difference in the money department.
CombatMany gamers argue that no matter how good a JRPG story is, it alone cannot necessarily save a game with a weak combat system. At first glance, you might think this a simple action system that allows players to sink back into a comfortable “press A to win.” This cannot be further from the truth, however, as the combat system in Shining Resonance Refrain exemplifies on a micro level the game’s MO of subtle complexity underneath the surface of simplistic harmony. Everything just works in this system, and it fits so well with the tone of the rest of the presentation.
For instance, the obvious motif throughout this title is that of music. The obvious connection here is the aesthetic of weaponized instruments, which looks cool, feels cool, sounds cool - it’s just cool (coming from a lifelong musician). But the connection to music that isn’t readily apparent is the fact that the combat itself is rhythmic. This is not to say this is a rhythm game - don’t misunderstand me. Rather, each attack has its own momentum, requiring you to press the successful attacks just right to keep your attack chain going. Press too early, and your combat flow will break, and your character will pause on the battlefield. Press too late, and the same result will occur, therefore completely destroying any chance of spamming the attack button to kill everything.
You cannot rely on these two attacks alone, however, because the bar below your character model decreases with each action. This is your AP bar. Dashing and using normal and Break Attacks all consume AP which, when drained, prevents you from taking any more of those actions until the bar fills back up after a few seconds. To keep your flow going, you can turn to your Force Abilities. Holding (L) brings up your four Force Abilities, mapped to your four face buttons (these can be customized in the menu). Force Abilities range from extra powerful attacks to magical abilities to defensive abilities to useful buffs, and they use MP instead of AP. By the time you fire off one or two of these attacks, your AP will be back allowing you to return to your basic attack combos if you so desire (your basic attacks restore MP, completing the circular flow of combat). Being able to balance and manage these different types of abilities can lead to fun and useful combinations and combat flows.
On top of all this, throughout combat, you gain points toward a system known as B.A.N.D. (get it?) that allows your party members to act super for a period of time. Each party member can act as the center for the B.A.N.D. sessions and each member has their own passive buffs to provide the party while these sessions last. Once a session has begun, the B.A.N.D. bar in the UI slowly drains. There are certain items that can make the bar drain slower or fill up quicker. It’s not a system that completely transforms a combat encounter, but it’s definitely useful against some of the harder bosses as its passive abilities can become quite powerful.
The title of this game would not be complete without a mechanic known as Resonance, right? Well, it takes place in combat. Depending on the strength of your party members’ Bonds with you, they may Resonate with you in combat, performing a random, sometimes powerful, action. Remember, the strength of your bond can be affected by how much interaction you have with them in town or in camps as well as how you set up your Bond Diagram in the menu. As I said in the beginning of this section, all of the mechanics truly harmonize together to create an impressive, wonderfully complex system.
In the early stages, combat might seem overly simple and easy, but don’t let this get you down. It gets harder over time as enemies get stronger with you. The scaling not only gives enemies more HP, but in some cases, it gives them new abilities. Plus, the more you level up, the more you’ll run into bosses throughout the world that offer a lot more challenge than simple trash mobs. These bosses test your positioning skills as well as your reflexes and combat flow management. Stick out those easy early fights, and you will be in for a combat treat before the end.
PerformanceComing into this review, my biggest concern was going to be how well the Switch could run a game that looks as good as this one. All of my fears were put to bed. The optimization for Shining Resonance Refrain on the Switch is pretty astounding. It runs butter smooth 99% of the time, and only ever stumbles ever so slightly when so many animations and particles fill the screen in the most chaotic fights. Even then, the dip in FPS is slight and not enough to stick out as an issue. Like I said, this was a huge concern for me, and I cannot be happier with its result.
MusicIn a game that is so obviously based around the theme of music, had the actual soundtrack of the game fallen short, it would have ruined the entire feel of the game. This soundtrack does not fall short. I cannot stress this enough. Not only are many of the tracks memorable and moving and perfect tone-setters, but the way that music is implemented is nothing short of astounding. Shining Resonance Refrain does things with its music that I have rarely seen from other RPGs across the board.
First off, its battle themes are varied, distinct, and change contextually. Yes, as with other games, the boss themes are different from the normal battle theme. But here, the battle theme can change based on the map you’re in and change as you progress. I’m not sure if it’s based on story progression or level progression, but the battle music evolves with you. Also, speaking of evolution, the victory tune that plays after each battle changes as you add party members to your group. It’s small elements like this that add a flare and personality to the soundtrack that matches the tone of the world and its inhabitants. It’s like the music is just as much a character as Yuma is.
In addition to those battle music changes, each time you enter B.A.N.D. the music changes along with it. Each character has their own song, and so the tone of your battle can completely change based on who is the center of your B.A.N.D. Putting all these elements together, you never get burned out on battle music like you can in so many other RPGs because it’s always giving you something new to listen to.
While I could talk about the soundtrack in much greater detail, I will leave it to you to simply experience. It’s one of the best out there right now, and I will be finding a way to obtain it as soon as possible.
ConclusionDespite its flaws, Shining Resonance Refrain is a game that’s easy to fall in love with. Whether it’s the connections you make with characters or the mastery you gain of its combat system, it grows on you over time. It’s a title that accomplishes a lot in terms of depth without ever looking too complicated on the surface. Some people might actually look at it and think it’s too simple, but its complexities lie under the surface, waiting for players to tinker and experiment with all it has to offer.
This is a title that, given enough patience and interest, could easily turn into a +100 hour experience, especially if you have your eyes set on the Refrain mode. It’s a game that just feels like everything fits and flows together in a well-crafted, harmonious experience - almost like a piece of music. How about that? In the end, much like a good best friend, Shining Resonance Refrain packs a handful of drawbacks, but exudes enough charm and downright fun to make you enjoy its company anyway.
Great: Must Play.
Good: Worth your time.
OK: Some notable flaws.
A review copy was provided by the publisher.
About Phillip Pinyan
Moderator. Podcaster. Facebook Page Manager. I enjoy playing video games and talking about them. I game primarily on Nintendo Switch, PlayStation 4, and PC.
Nintendo Switch Friend Code: SW-5164-7484-7610 / Twitter: @PhillipNineNine
July 25, 2018 08:20:13 AM
|I've been a little bit diosappointed. I find the paing really slow, the game is really talkative and, a lot of the time, it's for some minor character development that doesn't really add anything. ot a big fan of the story telling, very lackluster.
However the characters seems well written, even if cliché.
For the fighting system, it felt a bit too easy, and not really deep. Like a really tuned down tales of. You just spam attack, and if the monsters are a bit tough, bam, Shining Dragon mode erradicate everything. A shame...
As for the many mechanics of the game, most of them didn't feel really mandatory. You can farm most of what you need through Grimoire (be it exp, gold or materials) and make the main game sections a breeze...
July 10, 2018 11:40:35 AM
|sounds great. i'll eventually pick it up, but not right now, as I've got enough on my backlog...
July 9, 2018 09:25:03 PM
|While the review did leave a good impression on me (it seems like a different take on a Tales game, which I'm all for), I'm a bit worried about all the different systems the RPG offers. I'm not a big fan of a huge number of mechanics in my RPGs, and SRR seems like it has quite a few.|
July 9, 2018 11:28:33 AM
|@jonnydarkfang: I would understand this not jumping straight to the top of your must-have list, but I would suggest it to go on the wish list at least. It's a really fun time and offers a lot of different systems to learn and master.
July 9, 2018 09:39:30 AM
|I played the demo for this but it was far too short to really get a handle on a big RPG like this. The combat felt solid enough though and I was left wondering what would happen storywise so I suppose the demo did its job. Review seems to back up my suspicions of a fairly decent RPG, might get it later on but have others I'd probably pick up first.
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