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Thursday, October 1, 2026

Final Fantasy Resonance

An adaptation of the mobile gacha game Brave Exvius, Resonance reworks it into a more traditional Final Fantasy experience, complete with mechanics resembling the series' classic job system and a vastly upgraded presentation.  But does Resonance strike a chord with long-time series fans, or does it fail to escape its mobile cash-grab trappings?


Brave Exvius was a game I didn't actually play (in part because it threatened to eat up every last bit of space in my phone's storage during the installation process), and it's since been delisted and shut down so I can't really say much about it from firsthand experience.  I can, however, see that it got a divided reception among fans and critics for its mobile game tropes, though it did fare considerably better than another infamous Final Fantasy title in that regard.  Resonance apparently makes few changes to the core plot of Exvius, though it drastically reworks the mechanics to something more in the vein of the '90s Final Fantasy games and, of course, utilizes Square Enix's trademark HD-2D style to deliver some gorgeous spritework blended with 3D environments and effects; something they've used in many other IPs, but ironically it took nearly a decade to be fully implemented in a Final Fantasy title. 

Resonance is definitely aimed at appeasing long-time fans of the franchise, returning to turn-based battles, having familiar elements like crystals, airships and amnesiac protagonists as part of the storyline, and even having something resembling a class system in the form of "Visions".  While each character you recruit is built as a pre-fab archetype, they can freely equip Visions to learn new skills and gain permanent boosts to their core stats without restriction.  Of course it is to your benefit to equip Visions that will complement their base class and its stats, but there's no restrictions on this; and it is definitely beneficial to teach everyone staple skills like Cure, Esuna and Counter Attack.  Skills are earned by gaining a resource called MRP through battles, and once a character's Vision levels up they will permanently add it to their repertoire.  However, if they swap to another Vision and wish to retain the use of learned skills, they must allocate another resource called AP to them; it most closely resembles Final Fantasy 9's equipment-centered skill system. Visions manifest as characters from Final Fantasy games of the past, ranging from FF1's Warrior of Light to White and Black Mages and, as you can see in the screenshot below, popular characters like Rydia, Cloud, Aerith, Terra and even Sora from Kingdom Hearts all put in appearances too.  One nice feature is that you can check the status screen to see a full list skills each character will learn, as well as those each Vision will provide when leveled up, so you can plan out your builds well in advance.

Combat is pretty basic turn-based action, though per franchise standards it remains well-paced, with few overly long and tedious battles and the ability to speed up animations so you can get through mundane fights faster.  There are a few twists though, seemingly inspired by the SMT/Persona franchises.  Each enemy on the field has a Stagger meter alongside their health bar; any attack lowers it, but specific abilities and elemental weaknesses will drop it faster.  When an enemy's meter is depleted they get Staggered, giving the character who depleted the meter another free action at the end of the round.  Staggering all enemies results in a Sweeping Stagger, which not only gives your entire team an extra action, but can be followed up with a special move from one of your equipped Visions - often a powerful multi-hit attack, though there are also healing and buffering effects among them.  But while they are quite powerful, they're not necessarily an instant victory, especially on the higher difficulty levels.

One earns bonuses for fighting efficiently too, gaining extra experience, money or MRP for fulfilling certain conditions in a fight.  Winning a fight without taking damage awards bonus experience, getting an Overkill (landing another attack after depleting an enemy's health during bonus turns) awards extra money, and managing to stagger the last enemy on the field and kill them off before they recover awards extra MRP.  These are quite fun to try for and definitely make farming points and upgrading characters and Visions more captivating than simple grinding.  A collectible arises in the form of "tablet shards" that award various treasures when you gather enough and turn them in; not dissimilar to the Mini Medals in the Dragon Quest games.  Characters also gain full points and MRP even if they're KO'd during a fight, which is quite nice; and even those who want to do solo run challenges or whatever else have an option to remove party members from the lineup entirely.

So, while Resonance still clearly shows some traces of its origins as a mobile game with its overall linear structure, short dungeons and flashy visuals, it's very clearly undergone a major overhaul to become an experience inspired by classic Final Fantasy.  It tells a solid story of its own with several familiar series elements, and mixes in enough fan service in the form of past characters, musical cues and, of course, the series' long-recurring summoned monsters to feel like a solid homage to the franchise.  Of course, it's aided by a top-notch presentation, with well-written characters and dialog, well-acted voiceover and an implementation of HD-2D that actually feels like a solid blend of 2D and 3D elements, blending detailed, well-animated sprite-based characters with 3D environments and effects.  It reminds me a lot of the recent Dragon Quest remakes, effectively paying homage to the classic games while also puttying up some of the cracks in their design and adding in a few fresh ideas without disrupting the original games' charm and balance.  If you're one of those fans that's long been seeking a return to the polsihed and addictive design of '90s era Final Fantasy, this is one you may want to give a chance.  I was certainly pleasantly surprised by it.

 

Developer: Lancarse, Square Enix
Publisher: Square Enix
Platform: Windows, XBox Series, PlayStation 5, Switch 2
Released: 2026
Recommended Platform: The game seems to run with the same fidelity and visual quality on all platforms, though if you're a fan of physical media and dislike Game Key Cards you may wish to avoid the Switch 2 version.

Saturday, September 19, 2026

Fuzzical Fighter

Fuzzical Fighter is an odd case.  Presenting itself at first as a Dragon Quest-esque fantasy RPG and even starting you in a town with a castle and a few shops and an inn, it's actually mostly a side-scrolling shmup.  The shops mostly serve as a means to upgrade your ship, powering up its weapons, HP, MP (which fuels special attacks) and even allowing something called "Fuzzy Mode" which is effectively an autopilot.  I suggest never actually purchasing or using Fuzzy Mode, however, since it's much more of a hindrance than a help.  The inn also serves as your means to actually access the shooting segments of the game, which is an odd decision.  In the shmup segments defeating enemies earns you gold that you can spend on future upgrades, albeit very slowly - every enemy defeated gives a tiny pittance of gold, and purchasing upgrades and access to new levels can cost hundreds or even thousands.  That of course means replaying stages many, many times to grind money, which isn't particularly fun; especially as the levels are quite long, lacking in challenge and very monotonous.  The visuals and music are decent (if nothing remarkable), but it's not particularly good in either facet - a rather bland and monotonous shmup and a tedious old-school RPG experience combine to make a game that's just not much of anything.  Maybe worth a quick look for fans of quirky 8-bit games, but only a quick look - it's not interesting or fun enough to be worth spending any great degree of time on.


Developer: Make Software
Publisher: Sigma Enterprises
Released: 1991
Platform: Famicom

Xexyz

Xexyz is an interesting game for fans of hybrid action-RPG titles, or just historical Atlus games before they became known for publishing niche RPGs and later for pandering to fame-chasing narcissists with  no morals and zero knowledge of or curiosity for the social issues they allegedly care so strongly about.  Xexyz is a bit of Zelda II, a bit of Rygar and a bit of sidescrolling shmup all rolled into one package.  Taking place a sidescrolling perspective, you begin on foot (with somewhat stiff movement and jumping) and travel about an overworld of sorts, entering every door you come across to see what they do.  Some let you gamble for prize money, some let you fight a miniboss to get some quick cash, and others contain NPCs that may give you clues (sometimes for a price) or health or weapon upgrades.  Many of these are of dubious value though, like a ball that you throw downward at a 45 degree angle which bounces; I generally just stuck to the standard forward-shot (also aimable upward) that you begin the game with.  Separate from that are simple upgrades for your current weapon that give them more range or more simultaneous shots, and for 20 Balls (the game's currency) these are almost always worth getting.  Other doors give mobility powerups like "Foot Wing" that let you slow jump higher your descent after a jump.  Taking too many hits will take these away though, forcing you to buy or find them again.

The other half of the game consists of scrolling shoot-em-up segments where your character hops into a mecha or ship or slimply a floating platform and blasts their way through enemies and ultimately the stage boss.  These are somewhat tedious to play though owing to the awkward setup.  Each is broken up into several segments ending with one of two doors to go through; choose the right one and you move on to the next one, choose the wrong one and the current section repeats.  Not really sure why they did this, as it effectively just wastes your time rather than adding any extra challenge.  Per NES standards you also fire only one bullet per press of the button and can't hold it to continuously fire, so I would suggest bringing an autofire controller unless you really like to mash continuously.

The game has no password system or save feature, instead giving you three lives and unlimited continues.  Continuing just puts you back at the start of the current section you're in, so with a little practice you can basically brute-force your way through the game.

Xexyz is a relatively ambitious game for its time for its blend of gameplay styles, but ultimately is still steeped in dated and annoying early NES game tropes.  Thankfully the puzzles and stages never get overly frustrating or cryptic, but they're still pretty mindless to make your way through.  Overall not a bad way to spend a retro gaming afternoon, but if you want a more fun 'vania-shmup Hybrid on the NES that still holds up exceptionally well, I'd say check out The Guardian Legend.


Developer: Atlus
Publisher: Hudson Soft
Released: 1989
Platform: NES