Just finished Resonance. You gotta play it.
I don't think I've played an adventure game of this stripe since *The Shivah*, so I'm a bit out of the loop. Maybe this kind of thing is standard now, but there are things Resonance does that are new to me but very clever.
One thing is you have inventories of not just objects - but memories. Which you can then use in dialog. And you can drag things into your memories to ask people about them later. So the branching-dialog trees that are kind of standard for Monkey Island - which is a pretty boring game mechanic once you strip away the color - sort of like navigating a not-very-interesting maze - becomes as interesting as the meat of adventure games: use the right objects with each other - find the right combinations in the sparsely populated matrix.
You may point out text adventures were doing this back in the dark ages with "ASK MRS. ROBNER ABOUT BLOOD" and, yes, that's true, but it's nice to see graphic adventures catch up.
Another cool thing is you get to control four charaters and switch between them. Each character has their own abilities so often you have to use the right character for the job. Orthogonal unit design applied to adventure games.
The four-character model allows them to build the hint book into the game as well - you have one character ask another character what they think, and they give a clue.
Where it really shines is its story, which is quite good by videogame standards. But I won't spoil that for you.
One thing I will say is each character has or seems to have their own interests and agenda; some of the characters may or may not be what they seem. Even though you, the player, are controlling them, you don't necessarily know what they really want or why they're going along with this adventure. It's a really cool feeling - (a bit like playing a you-have-amnesia story game like Psi*Run or Penny For My Thoughts where the other players are allowed to endow your character with characteristics you may not like) - the characters are you-and-not-you.
Finally, it has a strong female character who is not one of the many offensive tropes. She's a doctor and a person of color. And the game (narrowly) passes the Bechdel test, avoiding the Smurfette trope, by allowing her to converse with a (admittedly rather cliched) receptionist.