When Yuichiro Kitao, program director at Tri-ace was singing praises about Bink Video, a video codec used for games, he mentioned an interesting tidbit about Resonance of Fate.
"End of Eternity (called Resonance of Fate outside of Japan) was our first use of Bink. It’s performance went well beyond our expectations. Bink provided high quality video and audio, used few resources, was simple and easy to integrate, and is well-optimized for multiple platforms. The encoder is very easy to use, and the memory footprint is surprisingly small, resulting in a great performance," Kitao lauded.
"If we hadn’t used BINK, we may well have had to reduce the number of playable characters from three to two, due to resource limitations. Bink really stunned us!"
Battles wouldn’t be the same if Resonance of Fate only had two playable characters. So, thanks Bink Video, I guess! Although, we are puzzled how a video codec made a difference for Resonance of Fate especially because none of the event scenes were pre-rendered cutscenes.