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The main thing I missed is the lobby text chat.
Man I totally forgot about that, been playing R2 too much I guess.
Yep, lobby text chat needs to return.
I understand folks want those features, but I think Insomniac is trying to do what users have asked for all along, integrating the PSN into their game. Everyone knocked the PS3 early on because the games felt like individual experiences, and now when they tie it into the PSN, people want the individual experience back.
I don't get it, lol.
In-game friendlist of RFOM was awesome, and I would still prefer it if I had an option. Still, it's understandable that they moved to PSN friendlist with in-game XMB. Plus it has some advantages.
Arwin, I'm not sure what you are talking about wrt R2, but if you are by any chance talking about a separate friendlist, it's like not gonna happen in R2.
Sony and Insomniac should do a post-mortem. The in-game XMB mechanism may need some more refinement.
tha_con
12-Feb-2009, 14:04
What I liked about the R:FOM lobby was that you could build up a list of friends that didn't have to fill your PSN list for no apparent reason. There were heaps of "buddies" I enjoyed playing Resistance with, but didn't want to add them to my PSN friends list.
I get that, but the thing people hammered on most with R1 and the PS3 in general was that the friends list wasn't integrated, PSN felt disjointed from the game, etc. It was the general consensus on forums, and from reviewers. Insomniac can't win if they try, because doing what fans wanted has only gotten them in trouble with R2, and it shows.
You're right. I was one of those that hammered it at first for it, but after playing the R2, I do feel different about it now. My PSN friends list is slowly expanding and having seperate friends list per games is a plus. If Sony expands the XMB to allow for easy grouping of friends, I might think differently about it.
PS: tha_con, sorry we haven't been able to play R2 together yet. To be honest, I never bothered playing it and am not sure if I'm willing to get into it now that KillZone is coming out by the end of the month. By then, my online play will be nicely divided up between that and CoD5... although I might make an effort to join you for a game in R2 if I get the time and catch you online... :)
tha_con
12-Feb-2009, 14:39
haha, yea, no worries man. I'm in the Army, and right now I'm away from home (and my wonderful internet connection that I miss so much). Where I'm at now, I do have internet, but my connectivity is essentially limited to signing into the PSN, and comparing Trophies...bleh. On the bright side, I suppose it's helped me get some more juice out of games I already own snagging up trophies I never really wanted to get, lol.
Just got this, it's pretty awesome.
The game looks amazing can't believe the upgrade in grahics from the 1st. And the water looks so good easy the best I ever saw and would say the best graphics effect in 2008.
You're right. I was one of those that hammered it at first for it, but after playing the R2, I do feel different about it now. My PSN friends list is slowly expanding and having seperate friends list per games is a plus. If Sony expands the XMB to allow for easy grouping of friends, I might think differently about it.
Yeah, that's why sometimes we say: You should sell what people need rather than what people (think they) want. One can usually paint a compelling scenario if the need is real (but hidden/ignored).
PS: tha_con, sorry we haven't been able to play R2 together yet. To be honest, I never bothered playing it and am not sure if I'm willing to get into it now that KillZone is coming out by the end of the month. By then, my online play will be nicely divided up between that and CoD5... although I might make an effort to join you for a game in R2 if I get the time and catch you online... :)
I have tried large clan and the experience impressed me.
Now I am experimenting with "one-night-stands" in multiplayer. Basically, get into 1-2 quick games with a friend and then run away (because I work and play at the same time). :)
I play competitive more often these days. Am at level 23.
I have fine tuned my weapon mix too. ^_^
* Marksman for all purpose (I seem to get better kills with it).
* Auger for certain maps (especially Core Control)
* FarEye for large maps and large skirmishes, to disrupt and clean up the battlefield.
I use the SnakeEye Berserk exclusively.
The bloods and guts is awesome in this!
Just had like the best kill ever. I tossed a grenade and saw them blow to bits and was looking at the guts sliding down the wall and said wow, then all of a sudden a part dropped from the ceiling right in front of me:twisted:
tha_con
13-Mar-2009, 15:56
*bump*
So, I'm able to play online again, and I'm curious who on B3D still plays this. I'm currently in the process of getting my clan off the ground (Project Abraham) and I'm looking to recruit some members. Lemme know folks :)
BoardBonobo
13-Mar-2009, 16:54
I'm in. Haven't really done much R2 online though.
tha_con
13-Mar-2009, 17:09
I'm in. Haven't really done much R2 online though.
Cool man! Do you know how to send in Applications through the Clan Menu? I currently can't send out clan invites properly, don't know why :(
Gimme a month or so. I'd like to level up as much as possible in KZ2. Will probably alternate between both R2 and KZ2 as I see them getting patched to godly. :)
I should have more play time by then. Right now, I hardly get any sleep.
Wasn't there another patch coming before K2? :/
tha_con
13-Mar-2009, 17:33
Wasn't there another patch coming before K2? :/
Well, there was one person at Insomniac who gave a rough time frame of the expected release. Personally, I think it'll be another 2 weeks before we even hear an announcement. Probably once the Insomniacs return from their Cruise :lol:
I'd expect the upcoming patch and DLC to hit around the same time, and it'll add a fair amount of content.
SonComet
13-Mar-2009, 23:22
Any single player content?
tha_con
14-Mar-2009, 11:52
Any single player content?
I think it's unlikely that we'll see any single player content, though I wouldn't mind it in the slightest.
I think we'll certainly see some areas of the game make it into Co-op, hopefully areas like San Fran, Louisiana, Idaho, etc. Though personally, I'd really like to see some new areas, and I really REALLY want a good snow area. SNOW!
Side note: If any of you want to join in on some games, or my clan, can you try to apply through the clan application menu? I cannot send out clan invites, I seem to be one in about a million with this problem, lol.
tha_con
17-Mar-2009, 15:09
Hey guy's, we're putting together some good games on Thursday, trying to get a good group of people interested in playing.
If any of you guy's are interested in playing, shoot me a friend invite, or apply to the clan (Project Abraham, tag is [P-A] ). We'll probably start around 6pm CST and play for quite some time after that.
Any takers?
6pm CST is 4pm PST. No dice for me (Working hours). I may hop on a good 3 hours later. Will apply for the clan membership though.
tha_con
17-Mar-2009, 15:19
6pm CST is 4pm PST. No dice for me (Working hours). I may hop on a good 3 hours later. Will apply for the clan membership though.
That's okay, I plan to play for quite some time after that!
We'll be rotating between Competitive and Co-op games, and ocasionally doing some friendly custom games as well (that way we don't have to be uptight about ranked matches all night long!).
I'm not sure I'll be able to play anything at that time, but if I can, it will probably be R2. Unfortunately I don't really like large parties except for custom games.
tha_con
17-Mar-2009, 17:32
I'm not sure I'll be able to play anything at that time, but if I can, it will probably be R2. Unfortunately I don't really like large parties except for custom games.
Usually I try to keep the party to a minimum of 10 players, as I feel a 10 on 10 match is much more managble than 30 on 30.
Hopefully we see you online man! Maybe if you have fun you can join the clan :twisted:
My Clan thread is up on MyRes, and I plan to make it pretty good...of course it's because I love this game.
Usually I try to keep the party to a minimum of 10 players, as I feel a 10 on 10 match is much more managble than 30 on 30.
When I'm playing ranked I try to keep the party max of 5 players, preferable 2-3 as above that it becomes unfair to the other side most of the time. :) Admittedly though I prefer small games.
Hopefully we see you online man! Maybe if you have fun you can join the clan :twisted:
I will try, but I'm not looking for a new clan for ranked matches for various reasons. An active gb clan may be different though. My old clan stopped playing gb because it is truly ridiculous. I hope new patch adds clan tournament support (ala KZ2) in addition to spectator mode (which is why I was asking earlier).
My Clan thread is up on MyRes, and I plan to make it pretty good...of course it's because I love this game.
I don't follow myres unfortunately. why don't you add me on psn?
tha_con
17-Mar-2009, 22:23
When I'm playing ranked I try to keep the party max of 5 players, preferable 2-3 as above that it becomes unfair to the other side most of the time. :) Admittedly though I prefer small games.
I will try, but I'm not looking for a new clan for ranked matches for various reasons. An active gb clan may be different though. My old clan stopped playing gb because it is truly ridiculous. I hope new patch adds clan tournament support (ala KZ2) in addition to spectator mode (which is why I was asking earlier).
I don't follow myres unfortunately. why don't you add me on psn?
For sure man, what is your PSN ID?
BTW, I don't really post much on MyRes either, but I do lurk a lot, and have a fairly decent clan thread (Link Here (http://beta-forums.myresistance.net/resistance/board/message?board.id=11&message.id=584071&jump=true#M584071)).
Once I get enough members (who are good enough) I plan to actively become involved in both GameBattles, and Clan Battles via MyRes (Link Here (http://beta-forums.myresistance.net/resistance/board?board.id=15)).
It takes time to set up a good clan, but if you're still looking around or playing R2 sometime down the road, we'll still be here :)
For sure man, what is your PSN ID?
betan (I now shocking).
Is yours same as b3d as well?
edit: if anyone else wants to add me, please send another message with b3d id in case it's different since I don't read friendship requests, instead simply delete them.
BTW, I don't really post much on MyRes either, but I do lurk a lot, and have a fairly decent clan thread (Link Here (http://beta-forums.myresistance.net/resistance/board/message?board.id=11&message.id=584071&jump=true#M584071)).
Once I get enough members (who are good enough) I plan to actively become involved in both GameBattles, and Clan Battles via MyRes (Link Here (http://beta-forums.myresistance.net/resistance/board?board.id=15)).
It takes time to set up a good clan, but if you're still looking around or playing R2 sometime down the road, we'll still be here :)
Yeah it takes time I image. I noticed though if you have good players it's way easier to find other good players to join. I was a captain (or whatever it is called), unfortunately though we had fairly strict k/d requirement (2.0) which I find ridiculous since there are many supreme commanders with lower k/ds, but still play better than man of those second accounts.
Anyway I created a fake clan just to reserve the name I love. Now of course I cannot really join a clan until I can transfer the leadership to a "physical" friend who has R2.
tha_con
18-Mar-2009, 16:05
betan (I now shocking).
Is yours same as b3d as well?
edit: if anyone else wants to add me, please send another message with b3d id in case it's different since I don't read friendship requests, instead simply delete them.
Yeah it takes time I image. I noticed though if you have good players it's way easier to find other good players to join. I was a captain (or whatever it is called), unfortunately though we had fairly strict k/d requirement (2.0) which I find ridiculous since there are many supreme commanders with lower k/ds, but still play better than man of those second accounts.
Anyway I created a fake clan just to reserve the name I love. Now of course I cannot really join a clan until I can transfer the leadership to a "physical" friend who has R2.
Yea, I plan to do a lot of things with my Clan. I'm going to included a multitude of Leader Boards which will be updated bi-weekly, I already have a Clubhouse set up in Playstation Home (though it probably won't house all members of my clan) and I eventually want to get to the point where we can have internal tournaments and a "Rank" system among the clan members.
Wasn't there another patch coming before K2? :/
Insomniac will say more next week: http://beta-forums.myresistance.net/resistance/board/message?board.id=21&thread.id=97195
Those who frequent the MyResistance.net messageboards know quite well that the phrase "very soon" has become synonymous with my posts regarding Resistance 2's upcoming downloadable content and patch. Thankfully, my choice of words are about to change-on March 25, we'll finally reveal all the info regarding these ever-popular forum topics. In addition to posting the details here, Insomniac Multiplayer Designer Jake Biegel will discuss the DLC and patch at the PlayStation Blogger's lounge at the Game Developers Conference.
So be on the lookout for that coverage very soon...err, on March 25.
tha_con
19-Mar-2009, 21:52
James said it best.
"Be excited, be be excited".
Awesome.
So, Clan night is still up for tonight. Starting around 6pm CST (one hour!) and we'll be playing for a while. Hopefully I can see some of you guy's online, it'd be awesome to have some fun!
Bah... I may not be able to jump in today. Still too much work to go through. Didn't sleep last night too.
Am very happy to hear news from jstevenson.
tha_con
20-Mar-2009, 04:04
Good games tonight Betan, you're REALLY good. I had a lot of fun man, we should definitely look into playing some more, if you had fun that is :P
Sometimes I felt like I was holding the team back, lol, but we did pretty good overall. Thanks again for playing man!
Good games tonight Betan, you're REALLY good. I had a lot of fun man, we should definitely look into playing some more, if you had fun that is :P
Sometimes I felt like I was holding the team back, lol, but we did pretty good overall. Thanks again for playing man!
No holding back man, it was awesome. We won most of the matches except vs clan matches where we were significantly outpowered and one CC where we had no coordination at all. They were still good matches. I don't know what's up with you and carbine though. :) I strongly recommend you get used to it for CC assault.
Anyway, I will be playing R2 as long as R2 matchmaking works (or decent custom matches with enough non-random people are also fine). I'm pretty much done with KZ2. As I said I prefer small games thus small parties. Have to say though, you were pretty consistent at finding my least favorite maps (especially for CC). :|
BTW, the coop round I was in was pretty hectic too, I don't remember last time I had so much difficulty in coop, so all good. It was also the first time I saw stalker move.:shock:
Needless to say, soldier rocks (shamelessly reminding you our earlier discussion :twisted:).
Is Carbine the best weapon for Core Control assault ? I usually use Marksman, Auger or FarEye for Core Control games.
Is Carbine the best weapon for Core Control assault ? I usually use Marksman, Auger or FarEye for Core Control games.
In my opinion, Auger (or Wraith or even Bullseye) is good for defense, Marksman is great for midfield, Fareye is good for getting (defense) kills. :)
I know a girl with pretty good k/d who only plays CC and Skirmish just for easy sniping. :| Fortunately these people are way fewer than some other game.
Also obviously it's map dependent as I wouldn't use Marksman or Fareye in Subway for example.
The thing about carbine is it's pretty decent short-medium range weapon, making it suitable for both defense and offense (which is very important when you are playing serious matches with few players and you have to take position based on your spawn point, thus without knowing your role in advance).
The reason it shines particularly however is because of the 40z. Often players stay back to fill up berserks and pick up 40mms for really strong assault.
edit: Rossmore is also very strong defensive weapon in a map like Subway.
What is the name for the 40mm berserk ? I usually stick to SnakeEye.
My Carbine skill stinks. I get more kills from Marksman and Auger. Like you said, FarEye is great for Core Control in some maps.
What is the name for the 40mm berserk ?
That would be proto ammo but I was talking about any berserk (ironheart, invisibility, ring of life, radar/rage) and picking up 40mm from dropped secondary ammo boxes.
I usually stick to SnakeEye.
I don't think either Laark nor SnakeEye are worthy berserks as they take a lot of time to fill and requires proximity of the opponents for good number of kills.
Clearly it's a deadly berserk when the other side has it, but they can do better with less obvious choices.
For me, the good thing about Laark is that if you are really lucky, you can get up to 10 kills with both shots which refills your berserk, but the match should be very crowded in a corridor heavy map like Chicago (for TDM).
Still I'd prefer ring of life, proto ammo, invisibility, advanced radar and ironheart or even overload over it any day.
SnakeEye/LAARK berserk is most useful in Core Control or Skirmish because the gauge fills up noticeably faster.
I didn't know about the 40mm trick. I should try Carbine someday.
tha_con
20-Mar-2009, 20:02
http://www.escapistmagazine.com/forums/read/375.97294
Hey guy's, take a second to vote for Insomniac, they deserve it!
Betan - Yea man, I really need to work on my Carbine skills, I'm just terrible with it. Seems the only weapons I can be competitive with at this point are the Bullseye, Marksman, and the Auger (depending on game type).
Funny.. when we played on Saturday, I was my most successful with the carbine...
but honestly, I just can't like the carbine in R2.. it was great in RFOM, but it just lost its appeal in R2 somehow... :/
tha_con
23-Mar-2009, 18:25
In R2 it's long range accuracy was greatly reduced, because they introduced the marksman. The Carbine is fantastic in small 10 player games with close maps (the Mexico map comes to mind) but I still feel that the Bullseye is a better weapon all around in close combat.
That's pretty much what I stick to almost exclusively.
I can't figure out what they changed in Carbine. It seems more "floaty" in R2. It's a formidable weapon with 40mm though.
My problem is I can't seem to pick up any 40mm :oops: so I switched to Marksman, which is nice for mid-long range shot. In short range skirmish, the ALT fire usually allows me to kill the opponent together with me. ^_^
tha_con
23-Mar-2009, 23:41
I like that 40mm's are a bit more rare. It seems in Core Control and Skirmish teams will often play defense for a while to get some 40mm and then rush the other team.
The Marksman is really useful if you plan on doing an assault in Skirmish, generally have 2 players in the back field using marksman's to take out a few enemies for the front linesmen who are going to capture the beacon. THen have them rush the beacon and try to take out enemies (or drop some of their health) before they get to your team.
tha_con
24-Mar-2009, 04:01
Some patch and DLC Info:
New Maps (Idaho is one of them!)
New Skins (Female Skins and Rachel Parker, Ravager, Cloven)
New Game Modes (Meltdown is back, with Super Human Co-op)
Password Enabled Custom Games
2nd PSN Login for Split Screen
Super Human Co-op no longer has auto revive, XP bonus, etc
When can we see it? MARCH 26TH.
The DLC details are here:
http://gdc.gamespot.com/video/6206601/
New maps, I am happy, unless its just competetive maps, then I will be disappointed. Want new Co-op maps :)
I am more keen in the tuning and balance. Wondering if some of the R1 weapon feels will come back.
tha_con
24-Mar-2009, 13:26
The new maps should carry over both modes :)
I'm a little sad that there's no increased level cap for co-op :(
I think we'll see increased headshot damage, and quite a few other weapon tweaks.
DrJay24
24-Mar-2009, 15:25
What is Super Human Co-op? I always wanted a way to play 2 player co-op, but you really need all three classes. Just adding some friendly bots to help would be a great option even if you make it unranked.
tha_con
24-Mar-2009, 16:24
Super-Human Co-op is essentially the same thing as Co-Op, with a few tweaks.
The biggest one is that you no longer "auto-revive". If you die, a team mate MUST revive you to bring you back. This means you have to stick together, and you have to use team work, more now than ever.
Also, the difficulty has been ramped up. To reward players for playing, you get an XP boost when you play Super Human Co-op, so now you can power level low level classes quickly :)
No bots thought.
Technically, a Medic and a Spec Ops can get through an entire Co-op map with hard work. I've done it before. It takes a lot of time though.
LordNerevar
24-Mar-2009, 21:14
I've done 2 players Spec Ops/Soldier combinations.
It's hard and requires fast killing and spec ops' focus on getting soldier resupplied with ammo, because keeping health is absolutely vital when there's no medic around.
tha_con
24-Mar-2009, 22:51
From Bryan Intihar:
This isn't all the info about the DLC and patch. Everything will be revealed tomorrow :)
Excited!
I wouldn't call any combination of two player coop difficult. Granted, it's easy to loose the round but enemies are leveled down significantly meaning easy kills.
Also personally I would prefer specops/soldier combo for two reasons. First playing medic is terribly boring with few players. Second specops can stay back in safety and revive soldier when needed possibly using orbs and/or invisibility often. In fact specops is probably the best class to play solo either, but that's not really fun.
I've done 2 players Spec Ops/Soldier combinations.
It's hard and requires fast killing and spec ops' focus on getting soldier resupplied with ammo, because keeping health is absolutely vital when there's no medic around.
Which level ? I have done it once but we failed near the very end.
You can toggle between Medic and Spec Ops in-between death anyway. 2P is manageable for some maps (Requires serious patience). However I have doubt a 2 player team can complete the hill-top battle in higher difficulty. I think the protect-an-Engineer level may be difficult too.
EDIT: betan, are you sure they will dumb down the enemies at higher difficulty for 2P ? What happens if the game was 8P and then 6 quit ?
tha_con
25-Mar-2009, 01:39
They don't dumb down enemies, but they have significantly less health.
EDIT: betan, are you sure they will dumb down the enemies at higher difficulty for 2P ?
what do you mean by higher difficulty?
Apart from that I'm inclined to say yes.
What happens if the game was 8P and then 6 quit ?
IIRC, the _next_ objective will be of the "2P kind".
what do you mean by higher difficulty?
Apart from that I'm inclined to say yes.
Sorry, I meant higher player level.
Info on the patch from Insomniac
http://beta.myresistance.net/en-us/newsArticle?id=245&newsid=65&sortType=recent
Looks like no coop maps :(
tha_con
25-Mar-2009, 16:25
Can you quote and post? I last checked this morning, and Bryan said full into would not be revealed until 3pm CST (which is still quite a few hours away).
I hadn't seen any confirmation / denial of co-op maps. Sorry for all the questions, just curious! :)
Here it is:
The DLC comes in two forms: new competitive multiplayer maps and character skins. The Aftermath Map Pack features three new battlefields, two set in Twin Falls (Aftermath and Pit Stop) and another in Orick (Outpost). All of the maps support 20-player Deathmatch and Team Deathmatch, while Outpost also lets you play 20-player Core Control. The Aftermath Map Pack will be available for download through the PlayStation Store for $5.99.
We also have six new competitive multiplayer character skins. In addition to our usual band of brothers (of the human, Cloven, and Chimeran variety), we even have two selections for our female R2 players. You can download the following skins through the PlayStation Store for $0.99 each: Rachael Parker, Female Soldier, Ravager, Cloven (Retribution model), Ranger Variation, and Black Ops Variation.
Then we have patch 1.50, or what some on the MyResistance.net forums have been calling the “the big patch.” And it definitely lives up to that nickname—it’s quite substantial. Once you install the patch (the download prompt will come up automatically once you start R2), you’ll now be treated to:
Meltdown Mode: We’ve read the message-board comments. We’ve seen the online petition. You want it? You got it! Patch 1.50 brings back Meltdown, the popular Resistance: Fall of Man multiplayer mode in which each team attempts to gain control of the map by capturing beacons.
Superhuman Co-op Mode: Does your eight-man Specter squad possess the skills to survive this all-new difficulty? It features stronger enemies and disables auto-respawning (only another squadmate can revive you), but dishes out bigger rewards (double the Grey Tech and XP per round).
Second PSN Login Support: Your fellow couch potato can now save their character’s multiplayer progress, thanks to the added option to log in with two unique PSN accounts.
But that’s really just the beginning of patch 1.50’s offerings:
XP balance adjustments for competitive mode
Announcements screen
Failsafe save support
Password protected custom games
Added ability to “Report” player
Teams switch sides between Core Control rounds
Players now automatically go to staging after every competitive or cooperative game (regame)
Localization updates
Various stat fixes
Collision fixes on Bryce Canyon and Holar Tower cooperative levels
New leaderboards
Map fixes for competitive Chicago level
Games with Friends and Clan members in them are now highlighted in the “Find Game” screen
Limited late joining has been added to ranked games
Deathmatch spawning has been improved
Players can’t earn progress towards Berserks when they are dead
Reduced sprint speed of core carrier in Core Control games
Cooperative XP bonuses have been increased by 30%
Cooperative games respawn time is now 20 seconds
Players keep their grenades if they get revived in a cooperative game
Players now have a “Join Game” option for players on their friends list
A player’s own name is now in white in the obituary text
New Medals
Savant – Come in first place 30 times in ranked matches (Comp)
Hero – Come in first place 60 times in ranked matches (Comp)
Legend – Come in first place 100 times in ranked matches (Comp)
Tools of Destruction – Score 100 kills with every single weapon (Comp)
Master Strategist – Score 100 kills with full health (Comp)
Arch Rival – Kill 500 rival squad members (Comp)
Full Honors – Take each class to max level (Coop)
Prophet – Revive 500 players (Coop)
Secret Agent – Obtain all spec ops upgrades (Coop)
Surgeon General – Obtain all medic upgrades (Coop)
Specter Elite – Obtain all soldier upgrades (Coop)
Like a Surgeon - 100 Splicer Kills (Comp)
Shake N' Bake - 100 Pulse Cannon Kills (Comp)
New Ribbons
Quickdraw – Get the first kill of the round (Comp)
Manic Medic – Heal for 1000 points within 3 seconds (Coop)
Solid Solider – Absorb 500 points of damage within a few seconds with your force barrier (Global)
Specter Survivor – Survive an objective without dying (Coop)
Specter Medic – Revive 2 or more allies within a few seconds (Coop)
Hail Mary – Throw ammo and hit your target from at least 10 meters away (Coop)
Quick and Painless – Score 3 headshots kills in a row (Global)
tha_con
25-Mar-2009, 18:13
Aw poo...hopefully some new CO-op maps are in the works on the side :( Super human is nice, but I'd like something extremely substantial for Co-op.
I'm thinking more weapons, higher level cap, new berserks, etc. This is why WoW is so successful, and I really think Insomniac needs to persue this model of new missions, new items, higher level cap.
And now the link is not valid anymore, hmmm
LordNerevar
25-Mar-2009, 22:55
Which level ? I have done it once but we failed near the very end.
I'm pretty sure i didn't have titanium barells at that point, and if i remember correctly, titanium barells are awarded at level 21.
Not sure about the spec op, though...
1.50 patch is up in EU, downloading it now, its a 304MB update.
tha_con
26-Mar-2009, 15:02
Downloaded the patch this morning, and had some issues with connectivity and what not. I couldn't access any clan options, stats, ranked games, etc. Trying to access the Allies tab gave no response, and for some odd reason, there was a "pause" every 3 seconds (very noticable when looking at the smoke in the BG or scrolling text at the bottom).
Hoping this was just a network issue.
Insomniac is releasing some of their source code for all to use:
http://blog.us.playstation.com/2009/03/26/gdc-09-attention-future-developers-insomniacs-got-your-back/
Nocturnal is really about giving back to the industry. We know that we’re here because we learned from those that came before us and we have a responsibility to give back in turn. We take that responsibility very seriously and so we’ve worked hard to make sure we’ve added regularly to both our research documentation and source code over the last year. Just about every two weeks we release something new with the hope that we can help someone out there. Even when studios decide not to use our code or research directly, we know that we’ve at least been able to inspire conversation and discussion about our approaches within other studios. And getting people communicating and debating ideas is always a good thing!
Today, we’re adding something that I think is very neat to the Nocturnal code base. We’re very proud of the research we did and the final effect of the water system used in Resistance 2 and as of today both that code and documentation that describes the techniques in detail is available on nocturnal.insomniacgames.com - free to use for any purpose. I can only hope that one of you out there will take that and improve on it! (And you know if you want to share those improvements back with the community in turn, that would be awesome!)
tha_con
26-Mar-2009, 19:39
So, Clan games going on tonight (Project Abraham). This week's game may be a bit larger with some more folks in the group (looking for a group between 5 and 10 players, hopefully). If it's under 8, we'll play some co-op (on the new Super Human, of course). If it's over 8, we'll probably stick to competitive most of the night until the group size drops down.
Around 5pm CST some of us will be in the Project Abraham Clubhouse (In Playstation Home), just talking and waiting for folks to gather up for games, instead of starting everything off early like we did last time (had some folks waiting to get in the party, but games took so long they left :().
Thanks for keeping up. I'm making provision for more gameplay time, but it may take 1 or 2 more months for me to redirect some of the activities.
EDIT: I'm already a member of your clubhouse right ? I vaguely recall I requested to join long ago.
tha_con
27-Mar-2009, 03:19
I think I accepted you into the Clubhouse, will check again tonight!
I'm really annoyed by the new small TDM score limit. 160 was way high but with 40 you don't have much time to do anything like "down but not out" moments. Games end too quickly.
One of the reasons I didn't prefer 60 player matches is now true for 10 player too.
I feel like crying. :(
tha_con
27-Mar-2009, 04:14
I agree, don't know what that was all about...
I'm going to have to make a thread on MyRes. Being the biggest R2 fanboy, hopefully me complaining will gain some attention.
Hmph... they should say more in their release notes. I prefer the developers to do whatever they want in general, but some explanations would be helpful. tha_con, you can drop jstevenson a PM on GAF if you want to.
RenegadeRocks
27-Mar-2009, 07:33
Players now automatically go to staging after every competitive or cooperative game (regame)
This was very much required. I would play co-op with some people and as soon as the match ended, they were all gone. No way to get the pack together again.
This was very much required. I would play co-op with some people and as soon as the match ended, they were all gone. No way to get the pack together again.
Now we just need them to add the possibility to change map when we are staging again.
RenegadeRocks
27-Mar-2009, 08:30
WHA ? you mean the same map HAS to be plaed? Whats the use of staging then?
At least I did not see anyway to change the map
Now we just need them to add the possibility to change map when we are staging again.
Add map voting like KZ2. It's a wonderful feature.
tha_con
27-Mar-2009, 18:04
I'm going to make a huge post on MyRes talking about things I like / dislike, etc, will copy and paste here later. I think some changes were made that didn't need to be, and some are still not made.
Still love the game though :)
Also, I'm ashamed to say...I bought stuff in Playstation Home :( I'm part of the problem now, but I got the SRPA outfit...Yikes!
What's SRPA ? I'm proud to say I have not bought anything in Home yet :-P
tha_con
27-Mar-2009, 21:04
The BlackOps guys in Resistance 2 (like the outfit that Hale wears).
tha_con
30-Mar-2009, 17:00
Hopefully stat servers get fixed and go back online so I can see if they are the cause of my problem.
I think I accepted you into the Clubhouse, will check again tonight!
It's my fault. I accepted your invitation last week. It was sitting in my Home in-tray, which is separate from the XMB inbox.
minimoke
05-Apr-2009, 00:37
I can't believe the map pack is a 800MB+ download for 3 maps!
Ha, I bought all of them, including the skins but haven't got around to try them yet.
Went into the clubhouse and found out that tha_con's scheduled time is every Thursday 6:30pm CST (if I remember correctly). I will try to join in this coming Thursday.
Found the R2 GDC presentations. Posted them here: http://forum.beyond3d.com/showpost.php?p=1284387&postcount=121
EDIT: Most interesting to me is the first and last presentations because they give a reasonably detailed overview of the entire flow. You can see the impact/result of the physics system best in a large R2 co-op levels.
The slides on prelighting is interesting too (comparing to KZ2 deferred rendering).
Akumajou
10-Apr-2009, 16:15
Found the R2 GDC presentations. Posted them here: http://forum.beyond3d.com/showpost.php?p=1284387&postcount=121
EDIT: Most interesting to me is the first and last presentations because they give a reasonably detailed overview of the entire flow. You can see the impact/result of the physics system best in a large R2 co-op levels.
The slides on prelighting is interesting too (comparing to KZ2 deferred rendering).
Very interesting to me as well, it really shows how dedicated Insomniac Games is to learning how to handle CellBE spus, thanks patsu.
I think I accepted you into the Clubhouse, will check again tonight!
Whelp, I'll try to join you tonight for a few games -- if you're still around. I have not played since they patched the game. Will be rather rusty.
tha_con
23-Apr-2009, 19:34
Sounds good man! There are some problems that popped up after the Patch was released (mostly server related issues) and some others that are pretty bad (for instance, I am unable to access my allies menu!).
That said, I've always had my party open to all friends and clan members, so feel free to join our party if you see me playing it :)
Btw, tuna (PSN id: tuna74) was in the chatroom and requested to join your club too.
What's with Insomniac rolling out broken patches ? Guess I will find out tonight.
tha_con
23-Apr-2009, 21:25
Well, the patch isn't really broken, it was tested internally to great measure, but the problems came from a combination of things.
My problem is specifically related to the vulgarity filter and the clan name. For whatever reason (as some of you know) my SN is censored by Sony in many places, this causes problems when combined with my Clan Name, apparently, and has disabled the allies menu for me.
It only effected a small percentage of people who have the "right" (or in my case, wrong) combination of PSN ID and CLan Name / Tag.
Did you file a bug report at the official Resistance site ?
tha_con
23-Apr-2009, 22:45
Did you file a bug report at the official Resistance site ?
lol, I did more than that :P I spoke with Bryan Intihar about it, but they're getting it worked out. The info I got was from JSD (another IG Staff Member).
I stinks, but I'm a pretty patient guy, and honestly, this downtime is what has let me discover LittleBigPlanet in a whole new light...almost like a "sign" of sorts!
Oh that's right, I forgot you visited Insomniac during their community event. I was wondering how you get to know them :)
Need 2 Know
24-Apr-2009, 14:45
Quick Question -
What is the Stats for some of the other B3D Forum Users in Resistance 2
Here is mine: PSN - gazsix
CO-OP:
Level 30 in all 3 Classes
Obtained All the Medals
Obtained All Ribbons
Competitive:
Currently Level 22
Ranked Matches - Only need another 4 Medals
Ranked Matches - Obtained All Ribbons
Don't really play Unranked Matches in Competitive
Campaign:
Completed on All Levels
Trophies 37 out of 39
I am level 24 on competitive, but my co-op levels are all pretty low (lower than 10 I think).
tha_con's clan members have higher co-op levels than me because when I teamed with them, the Stalker walked all the way up the lumber mill to attack us. Too bad we couldn't complete the 2 co-op battles yesterday. :) We were very close though.
Need 2 Know
24-Apr-2009, 16:42
I am level 24 on competitive, but my co-op levels are all pretty low (lower than 10 I think).
tha_con's clan members have higher co-op levels than me because when I teamed with them, the Stalker walked all the way up the lumber mill to attack us. Too bad we couldn't complete the 2 co-op battles yesterday. :) We were very close though.
I actually prefer the Stalker to walk , before the Patch it was too easy to Kill them but I know a trick to do when ur a lvl 30 soldier to kill the stalker easy :roll:
How ?
We were playing superhuman co-op. Dead soldiers won't auto-recover unless someone revives them. It was easy for an ambush, or a massive boss attack to wipe us out -- if we weren't spread out and paying attention. :)
Need 2 Know
24-Apr-2009, 16:54
How ?
We were playing superhuman co-op. Dead soldiers won't auto-recover unless someone revive them. It was easy for an ambush, or a massive boss attack to wipe us out -- if we weren't spread out and paying attention. :)
I cant tell you on here as I really dont wanna type it all out :lol: but you have to be in crouch mode and at a certain angle with the soldier with a lvl30 Spec Ops right behind him. This will work in Superhuman and in Normal
ic. What magic can a level 30 SpecOp do ? ^_^
We were lined up yesterday behind 2 soldiers' shields , and I guess we moved a little too much. When the Stalker suddenly charged all the way up. The shield couldn't cover the missile fire well enough.
Do you have to run down and attack it from behind (Like lower level Stalker fight) ?
ic. What magic can a level 30 SpecOp do ? ^_^
No magic that I am aware of, but you are able to keep the Soldiers quite well supplied with ammo/shield. And if you got the prototype ammo berserk, you'll give them some extra punch for the quicker kills.
tha_con
25-Apr-2009, 21:07
As a level 30 Spec Ops soldier, you can really put the hurt on a Stalker by using invisibility to go behind him and shoot him in his core. It'll do a LOT of damage, and really help out the team. The downside is, you need an additional level 30 spec ops soldier to stay back with the soldiers/ medics to keep everyone else in play.
Hm.. okay, it's probably the special ammo then. A relatively low level SpecOps already has cloaking (I do). A level 30 SpecOp's invisibility last longer ?
Lucid_Dreamer
26-Apr-2009, 09:18
As a level 30 Spec Ops soldier, you can really put the hurt on a Stalker by using invisibility to go behind him and shoot him in his core. It'll do a LOT of damage, and really help out the team. The downside is, you need an additional level 30 spec ops soldier to stay back with the soldiers/ medics to keep everyone else in play.
Even if you're invisible, the Stalker's rockets will find you.:smile: When you get hit, you are visible to them for that instance.
Hm.. okay, it's probably the special ammo then. A relatively low level SpecOps already has cloaking (I do). A level 30 SpecOp's invisibility last longer ?
No. IF you purchase the helmet, THEN any berserk you choose (with a time limit) lasts longer. You can't purchase the helmet until you are level 30.
just finished the single player. I had a good time.
RenegadeRocks
26-Apr-2009, 16:02
Don't kill me guys but I am trading my copy of R2 for Battlefield Bad Company :( !
Really want to play that game, had loved the demo..............and I am just not able to get cool co-op session like you guys due to lack of time and co-ordination with local players. And in any case, have never put R2 in my ps3 ever since I got Killzone 2.
I feel knida bad, coz I still have my copy of resistance 1 , as I just Love that game, but R2 did not cling to me that much.
Hoping I will be forgiven........................!
Ha, it's your decision ! No need for forgiveness >_<
Even if you're invisible, the Stalker's rockets will find you.:smile: When you get hit, you are visible to them for that instance.
I didn't know that. Must have been lucky when I dashed behind the Stalker previously.
No. IF you purchase the helmet, THEN any berserk you choose (with a time limit) lasts longer. You can't purchase the helmet until you are level 30.
Thanks, I remember the helmet now.
RenegadeRocks
26-Apr-2009, 16:24
Ha, it's your decision ! No need for forgiveness >_<
I know, I was just feeling bad :cry: for letting R2 go without trying it out more !
and ur recent posts make me feel even bad, coz u guys are enjoying it so much :mad: !
tha_con
28-Apr-2009, 21:44
I can't be wrong simply because that's opinion on these things, yours may vary.
The reason I say you are wrong is because you lump pre-prodcution together with actual development time. You say Insomniac worked on Resistance 2 for "two years". The reality is, a small handful of people did pre-production, generating some concept art, bounced around gameplay ideas, and started the design foundation for co-op and competitive.
They had about 18 months of actual "development time". During which, a portion of their Dev team was also working on Quest For Booty.
Also, you say the gameplay modes were "watered down". I can think of many more games that have "watered down" modes. Like the Darkness, Chronicles of Riddick, Condemned, Fable II, GTA IV, etc. These are all games in which the Online Multi-player component is not as robust as the single player component.
In Resistance 2, the Competitive and Co-operative both have a great amount of progression and difference to be more than "watered down additions".
I can do nothing but attribute such statements to a lack of time spent with the game, or just a self fulfilling prophecy (you don't think you'll like it, so you don't).
Cornsnake
28-Apr-2009, 22:18
Those 2 years were about comparing the Insomniac took on R2 and Naughty Dog has for Uncharted 2. Maybe it wasn't 2 years, but it's a similar time frame. But I'll leave Uncharted out of this from now on.
I was comparing R2 to Rfom, not any other games.
The SP was 2 to 3 hours shorter, it has a few less gun with half of them being redesigned versions of the old ones, and there is a negligible difference between Normal, Hard and Superhuman. So IMO, it was watered down.
The Co-op is very nice, no complains here.
Competitive suffered the most IMO. With only standard deathmatch, core control and skirmish available, and fewer options to customize your game. It falls well short of Rfom. Besides that, it has (had) countless bugs and glitches, most of which were already known during the beta, which should only have been a matter of time to fix. I know all MP games have problems on day 1, but usually not this many. Insomniac has quite a track record for delivering highly polished games, but R2 wasn't one of them.
The basic problem was they changed the game fundamentally. If they have 2 years to build on top of what they had for R1, they might be able to grow it further instead of restarting the game. e.g., Uncharted 2 seems to reuse many Uncharted gameplay and visual elements.
Then on top of the restart, they managed to implement 3 different game modes within the short timeframe. The Co-op is refreshing and completely different, so there is little comparison here. The competitive and SP got compared with the first game to death :) Still, those are insane amount of work they stuffed into 2 years. I agree they lack polish in some areas, but the game is enjoyable once you're in it. The disconnects during match making are annoying though. Once you're in the battles, the game is usually rock solid.
Cornsnake
29-Apr-2009, 15:52
All I'm really saying is, if they were a bit less ambitious, they might have found the time to make the rest of the game truly shine.
tha_con
29-Apr-2009, 16:03
No one is arguing that more time could have resulted in more polish. What I am arguing is the point that the game modes were "watered down" when the reality is that there were aspects of two game modes that recieved fundamental changes.
I don't think it's fair to the developers to say that they "watered things down" just because they made changes to some gameplay elements between modes. Regardless of polish or time, they still put a lot of effort into this title.
Cornsnake
29-Apr-2009, 16:27
Like I said, both the SP and Competitive modes have less content then they had in Rfom. Instead Insomniac focused on redesigning much of the SP, adding huge bosses and such. A completely new Co-op mode, and Skirmish was the main focus for Competitive. I'm not questioning wether they put enough effort into it, clearly they have. It's just because the had different priorities that some things came out better then others.
I hope Insomniac releases one of those articles again where the look back on the development of R2, just like they did for Rfom and R&C ToD. It's going to be interesting to see what they thought went well and what didn't during development. And how close it is to what they had envisioned.
I think tha_con disgrees with the use of "watered down" and "both the SP and Competitive modes have less content then they had in Rfom".
In some areas, R2 is fundamentally different from R1, or even has more content than RFOM. e.g., The MP maps are way bigger, there are more SP bosses and mini-bosses. In other areas, it has lesser. I am not sure if Insomniac had enough time to do RFOM to begin with. So it may not be a good yardstick for a "regular" development game (It's a launch game afterall)
Cornsnake
29-Apr-2009, 18:29
I wasn't using Rfom as an example of "regular" game development, I was simply using it as a basis as to what to expect of R2. And I found it offers less in some areas and more in others or new areas.
I can think of a few more things to call that, but shouldn't really matter what I call it.
Yeah, either way http://forum.beyond3d.com/showpost.php?p=1290054&postcount=2108 is still valid.
Shifty Geezer
29-Apr-2009, 19:34
I wasn't using Rfom as an example of "regular" game development, I was simply using it as a basis as to what to expect of R2. And I found it offers less in some areas and more in others or new areas.
I can think of a few more things to call that, but shouldn't really matter what I call it.
It shouldn't, but it does. Words have connotations, even (unwanted) implied, which is often a cause of misunderstanding.
I think a good parallel here is FIFA. Every year EA add features, but also remove some, so we end up with a game that has advanced, yet ends up lacking in same areas. We miss the chance to create your own team that starts in the playground with jumpers for goalposts, and ends up topping the Preimership with the FA Cup on the mantlepiece. I don't know what word or phrase clearly describes that. I wouldn't say 'watered down' though as that suggests the whole thing is weaker than before. Whatever it is, I don't think it's particularly uncommon. A game series changes, whether for the better or worse being a matter of taste. FFXII is very different from earlier FF's. RE5 is criticised for being too far removed from earlier RE's. If someone is looking for 'more of the same' than a change for 'something along the same lines' can be viewed as worse, while those wanting/open to something different may consider the changes an improvement.
Having not played R2, my contributions to this thread stop at the theoretical ;)
Cornsnake
29-Apr-2009, 19:54
Sure things can change. But usually whenever a developer is asked whether or not a new mode in their game is going to effect the other modes, the standard answer is no. Even if the game if still in development, and they're not entirely sure how it will turn out. But I guess that's all PR talk.
tha_con
29-Apr-2009, 20:55
How exactly do you think that the other modes effected eachother? I'm not certain that's a factual statement at all, in the case of R2.
I doubt them taking on an Online Co-op or bigger Competitive multiplayer mode had a negative impact.
The negative impact game from a short development cycle. Your comments from before talk about things that were "missing" from R2 that were in R1. Those are changes, not sacrifices due to other modes.
Cornsnake
29-Apr-2009, 21:17
I'm tired of going around in circles over this. If what I said before wasn't enough, then we'll just have agree to disagree.
tha_con
29-Apr-2009, 21:36
I don't think we're necessarily going in circles.
This is something you haven't brought up before. You're saying that you think the "whole kitchen sink" is reason for the, in your opinion, downgrades.
I'm just trying to clarify your stance, and discuss it. I'm not trying to attack you or upset you. I've closely followed the development of Resistance 2, and talked about it at length with a lot of the staff at IG.
It's probably the ONLY game I feel I can talk about comfortably and generally know what I'm talking about.
Sorry if I offended you.
Cornsnake
29-Apr-2009, 22:21
You haven't offended me. It's just that I think we're going end up disagreeing anyway, (which is ok) and if we haven't been going around in circles yet, we'll probably be there soon.
All I was trying to say was, IMO, making the many changes to the SP and Competitive modes and adding Co-op, resulted in a slightly downgraded SP and heavily downgraded Competitive modes and a great new Co-op mode. Overall I would rate R2 below Rfom, even though their experience on PS3 and a larger development team should have allowed them to improve upon Rfom. My guess is they would have been able to do so if they hadn't taken on so much work upon themselves.
If were going around in circles, I guess I'm part of the problem too.:lol:
The idea that R2 competitive is downgraded, and heavily at that must be a joke.
It's changed a lot obviously. You may not like those changes, and welcome not to do so, but calling them downgrade is quite funny, especially when the game does so much more.
Cornsnake
30-Apr-2009, 08:46
I just think that because of their ambition, they ran out of time to do everything they wanted. Anyone who believes it hasn't been downgraded, please explain me the following.
Why is there so little difference in the difficulty settings in the SP? Normal and Hard are about the same, Superhuman just replaces the regular hybrids with advanced hybrids carrying the Bullseye mark 2. As soon as you kill one you pick up that Bullseye keeping things from becoming anymore difficult. Why is are there no rewards for multiple play through's? Which are quite common in Insomniac games. No extra weapons, no multiplayer skins, ect.
Why was the beta delayed? Why weren't the many of the known bugs and glitches fixed during the beta? Why were there so few options to customize your games? Rfom has had more options to start with, and even more were requested by the community, and later provided by Insomniac. 1 hit kill game were especially popular, yet not available for R2. Why is Skirmish the only new gamemode next to DTM and CC? Dropping Assault, Breach, Conversion and Meltdown. Why was it lacking fine tuning? In Skirmish you would respawn all over the place, instead of with your squad. The grenade indicator didn't work properly. Again these were things known during the beta.
I just think that because of their ambition, they ran out of time to do everything they wanted. Anyone who believes it hasn't been downgraded, please explain me the following.
Why is there so little difference in the difficulty settings in the SP? Normal and Hard are about the same, Superhuman just replaces the regular hybrids with advanced hybrids carrying the Bullseye mark 2. As soon as you kill one you pick up that Bullseye keeping things from becoming anymore difficult. Why is are there no rewards for multiple play through's? Which are quite common in Insomniac games. No extra weapons, no multiplayer skins, ect.
Are those the marks of slight downgrade you speak of? OK I give you those, now can you tell me, in good conscious, they'd created less assets for SP compared to RFOM? There weren't any kind of textures in RFOM mind you. Geometry, vegetation and lighting also clearly improved. Most of the cutscenes in RFOM was nothing but moving pictures. What about voice acting?
Personally RFOM SP was much better in many ways, and it might have very well suffered from the size of R2, but that's not why I objected your first comments about so called dumped down modes of R2.
Why was the beta delayed?
Is this a sign of downgrade as well?
Why weren't the many of the known bugs and glitches fixed during the beta?
No idea what you are talking about. I haven't encountered any significant, gameplay breaking or cheater haven bug. The early days of R2 matchmaking suffered from heavy load, which may be difficult to fix during the beta. And the solution was not client side anyway.
Why were there so few options to customize your games? Rfom has had more options to start with, and even more were requested by the community, and later provided by Insomniac. 1 hit kill game were especially popular, yet not available for R2.
Obviously absence of 1 hit kill option has nothing to do with lack of time or man power, rather a conscious decision (possibly to promote berserks).
Why is Skirmish the only new gamemode next to DTM and CC? Dropping Assault, Breach, Conversion and Meltdown.
First, Skirmish incorporates both zone mode and assassination modes. Insomniac quite unsuccessfully tried to promote the new mode above all others, so that's why the other zone modes weren't available from day one.
Plus Assault and Breach was not in RFOM originally. Neither was Conversion and that wouldn't make sense in R2 anyway. Still R2 provided a number of lives setting from day one, which covers Conversion's limited life mechanics and more.
Why was it lacking fine tuning? In Skirmish you would respawn all over the place, instead of with your squad.
And what makes you think those instances were results of a bug or lack of fine tuning?
The grenade indicator didn't work properly. Again these were things known during the beta.
Again don't know what you are talking about. Indicator not indicating properly only happens when the thrower is on a laggy connection. One hit kill mechanics are difficult to predict and correct under lag, making all lag hiding business difficult.
So what about the RFOM bugs? Mall has been taken off the ranked games many times because they couldn't fix the glitch. Snow map (sorry RFOM, I forgot the name) had another forbidden place/invincibility glitch which was still there a year after the release.
There is also apparent issues of Chimera vs Chimera and Chimera vs Human.
Anyway, it seems to me, R2 MP is more successful despite much bigger competition on consoles now. RFOM online pretty much died after COD4, while R2 is holding its ground against COD4, COD5 and KZ2.
tha_con
30-Apr-2009, 16:48
Why is there so little difference in the difficulty settings in the SP? Normal and Hard are about the same, Superhuman just replaces the regular hybrids with advanced hybrids carrying the Bullseye mark 2. As soon as you kill one you pick up that Bullseye keeping things from becoming anymore difficult.
I played RFOM extensively, and the AI never became more advanced, nor did it do much to really become "harder" outside of enemies dealing more damage, and you dealing less.
I also played R2 extensively in SP, and some Chimera do have different behaviors on different difficulty settins (specifically the Ravagers and Steel Heads).
Why is are there no rewards for multiple play through's? Which are quite common in Insomniac games. No extra weapons, no multiplayer skins, ect.
Actually, there were rewards. You unlocked Arcade mode, new difficulty, Super Hybrids, different rendering modes, etc. Not to mention trophies, and experience that tied into the ranking system.
Why was the beta delayed? Why weren't the many of the known bugs and glitches fixed during the beta? [/QUOTE]
The beta was delayed to better accomodate a larger user base. There were also some issues that Insomniac wanted to iron out prior to it's release (things that were present during the private beta that were fixed in the public beta).
Also, I'm curious as to what "known bugs" you're talking about. I've played the game a LOT (being in the Private Beta, Public beta, etc) and I recall a lot of things that were fixed, but not many that were left untouched.
Why were there so few options to customize your games? Rfom has had more options to start with, and even more were requested by the community, and later provided by Insomniac. 1 hit kill game were especially popular, yet not available for R2.
1 Hit Kill was removed as a design choice to improve the quality of unranked matches. Insomniac wants the unranked matches to maintain their competitive edge and playability. As you may well know, 1HK was DOMINANT in Unranked Servers on RFOM. It was nearly impossible to find any rooms that were not 1HK. The soultion to this was to remove this option entirely, which has made unranked matches much much more varied (more maps, more game modes, more players).
Why is Skirmish the only new gamemode next to DTM and CC? Dropping Assault, Breach, Conversion and Meltdown.
Meltdown is in R2. Assault was not in the game to start, it was added later via a patch. Breach and Conversion were dropped, but replaced with Skirmish. I assume this boils down to Skirmish requiring more time to make, given it's complex nature.
Why was it lacking fine tuning? In Skirmish you would respawn all over the place, instead of with your squad.
In Skirmish mode you have always been able to spawn on your team mates. Pressing L1 / R1 will cycle through players. If said player is in a fire fight, you will not spawn on him, you will spawn within your entire teams controlled area. You never spawn in random places.
The grenade indicator didn't work properly. Again these were things known during the beta.
This is an issue of latency and player connection. There is really little that Insomniac can do to improve this, but they are still trying, and it is considerably better now than it was during the beta (waaaay better). It even improved with patch 1.50. It still happens, but again, it's not something Insomniac can just snap their fingers to fix. This also happens in CoD titles, except in those games the indicator will pop up, you'll run, then you'll think you're clear, and die. Latency owns us all.
Cornsnake
30-Apr-2009, 17:56
In Rfom's SP the difference between difficulty was, you could take less damage, chimera took more, there were more chimera, and they were more strategicly placed, they were also smarter/more aggressive. This made Superhuman a very good challenge, where as R2's Superhuman is pretty easy for what's suppose to be a difficult settling.
R2 Competitive bugs, there should still a huge list of them somewhere on myres which I'm not going to dig up. I've encountered many bugs myself, which were anywhere between being a minor nuance and making the game unplayable.
Seeing as we're likely going to disagree on the details, let me ask this. Would you say R2 lives up to Insomniac's standards of delivering high quality carefully fine tuned games? I would say they fell just short of that because they set themselves too ambitious goals.
tha_con
30-Apr-2009, 19:54
In Rfom's SP the difference between difficulty was, you could take less damage, chimera took more, there were more chimera, and they were more strategicly placed, they were also smarter/more aggressive. This made Superhuman a very good challenge, where as R2's Superhuman is pretty easy for what's suppose to be a difficult settling.
R2 Competitive bugs, there should still a huge list of them somewhere on myres which I'm not going to dig up. I've encountered many bugs myself, which were anywhere between being a minor nuance and making the game unplayable.
Seeing as we're likely going to disagree on the details, let me ask this. Would you say R2 lives up to Insomniac's standards of delivering high quality carefully fine tuned games? I would say they fell just short of that because they set themselves too ambitious goals.
You must have played a different RFOM. The placement of the chimera is no different, at all. They are always in the exact same spots. The differences in their AI are extremely minor. Essentially on Superhuman, they charge in to kill you after you hit their trigger points. The reason tehy can do this is because they take more damage, so going into open cover is easier to do. The differences aren't very significant at all.
I'm extremely active on MyRes, and the list of Bugs isn't that long. The list of "complaints" however, is more extensive. I'm still curious to know what bugs you're experiencing, as the general term "bugs" is entirely too broad.
Lastly, I think R2 was a victim of development timelines rather than being over ambitious.
The ambitions that Insomniac Games had for this game were entirely achievable, and they did a great job with the alloted time. However, they did not have the time to polish things to the level that they have done other games in the past. You have to remember, this was their first time doing Co-op, and they did it BIG (in an extremely fresh manner). Selling that short is ridiculous.
Again, it had nothing to do with their ambitions or choices, and had everything to do with the time. Insomniac is perfectly capable of delivering on their promises, and they did, however, as is the case with each and every game that is ever released, more time could have done them well.
Unfortunately, the team still working on R2 is smaller than the original team, because those members have moved on to Ratchet and Clank: ACiT.
Would you say R2 lives up to Insomniac's standards of delivering high quality carefully fine tuned games?
I don't think R2 in any significant way deviated from what Insomniac had delivered before it.
In fact for what it is, I would consider R2 Insomniac's biggest achievement ever, by far.
Fine tuning you say? R1 MP had more obvious examples of imbalance than R2. Some were corrected in patches, only to be replaced by others.
Needless to say, R2 has some pretty poor design decisions including a few unacceptable ones since R1 had them right. Indeed I'm sure some are just "cheap and lazy" decisions purely based on resource constraints. Some others are soulless, copycat decisions because people think they were cool in other games.
In the end, I'd argue most of the wrongs of R2 have nothing to do with time or capability but with Insomniac's perception in the community and maybe lack of confidence to some extend.
Still, I don't think R2 is any lesser than Insomniacs previous efforts or even other games out there what seem to be universally accepted as superior as a whole package.
Hey the_con, thanks for the quick game. I don't get to play much these days. Thank god it's nearly Friday. Who are your clan mates ? I saw about 10 in our party last time. Are they people in your unit ?
I am close to getting my medic to lvl30 now, I hope that Insomniac comes with a coop update soon if not this game is probably going to be rested for awhile.
Need 2 Know
08-May-2009, 09:24
I am close to getting my medic to lvl30 now, I hope that Insomniac comes with a coop update soon if not this game is probably going to be rested for awhile.
What about the other 2, the Spec Ops and Soldier. I am on R2 all the time if anybody wants to join in. I play CO-OP and Competitive.
psn id - gazsix, here is my stats:
CO-OP:
Level 30 in all 3 Classes
Obtained All the Medals
Obtained All Ribbons
Competitive:
Currently Level 24
Ranked Matches - Only need another 4 Medals
Ranked Matches - Obtained All Ribbons
Campaign:
Completed on All Levels
Trophies 37 out of 39
What about the other 2, the Spec Ops and Soldier.
Already lvl 30 :) I do not play competitive and campaign does not really draw me into playing it again. When I reach the lvl30 medic I guess I will miss the survive 300 coop mission medal and the 30 stalker kills medal.
Need 2 Know
08-May-2009, 14:46
Already lvl 30 :) I do not play competitive and campaign does not really draw me into playing it again. When I reach the lvl30 medic I guess I will miss the survive 300 coop mission medal and the 30 stalker kills medal.
this medal took me ages to get but was will worth it, I am now focusing on the 10000 kills to get my last trophy, only 1000 more to go.
Cheezdoodles
08-May-2009, 14:55
OK I give you those, now can you tell me, in good conscious, they'd created less assets for SP compared to RFOM? There weren't any kind of textures in RFOM mind you. .
What are you talking about? there are obviously textures in RFOM, as there is in any 3d game ?
Without textures, the game would look like this:
http://prodimages.flatpyramid.net/watermarked_thumbnail.aspx?img=sellerproducts%2F12 2%2Fprodimages%2F9850-uwolf_1.jpg
Already lvl 30 :) I do not play competitive and campaign does not really draw me into playing it again. When I reach the lvl30 medic I guess I will miss the survive 300 coop mission medal and the 30 stalker kills medal.
I used to play co-op exclusively. The competitive is pretty good once you get used to the gun dynamics. After that I played much more competitive than co-op.
I am not as good now though, usually ends up in the bottom half.
I have found competitive type of games more of being random carnage and not much fun, that is why I love coop in R2, since there is a bit more structure to it.
Ah, the team deathmatch encounters are random. But if you have a strong clan, they would have their favorite playing style and strategy (Each will find their own role).
For objective games, the structure is there. Again, a clan would have their favorite order and attack pattern.
For combo-objective games like Skimish, it's more fluidal and abrupt because you'd be ordered to run from objective to objective. :)
I am curious about tha_con's clan because they seem pretty tight (colleagues ?). There are plenty of opportunities to figure out a clan strategy tailored to each player's strengths and weaknesses.
tha_con
08-May-2009, 18:40
I don't know everyone in my clan personally, but we try to keep everyone pretty tight knit. I make good use of PS Home, MyResistance, and the PSN Chat Rooms to hang out with everyone in the clan and get to know them better. Last night was kind of a bust because most of the folks were busy, but we usually have 10 or more people in our party, which makes for great nights. We had one REALLY close game last night, we lost by one kill. Those are the absolute best matches, IMO. I love them a lot.
Hopefully you'll be able to play with us next thursday! Maybe I'll see some other B3D members too!
I don't know everyone in my clan personally, but we try to keep everyone pretty tight knit. I make good use of PS Home, MyResistance, and the PSN Chat Rooms to hang out with everyone in the clan and get to know them better. Last night was kind of a bust because most of the folks were busy, but we usually have 10 or more people in our party, which makes for great nights. We had one REALLY close game last night, we lost by one kill. Those are the absolute best matches, IMO. I love them a lot.
Yap, I was in that fight and I contributed to the loss :twisted: (I was 2 short of a balance kill/death).
10 - 12 is nice. We used to have 20+ in RFOM. That was overpowering because some opponents would quit in the lobby when they saw such a large clan. :lol:
Who are the top 5 players in your clan ? Man, I was so rusty last night I had to test which buttons are for aim, run, throw grenade, on the spot.
Hopefully you'll be able to play with us next thursday! Maybe I'll see some other B3D members too!
I'll definitely try ! Next week should be fine. I'd be travelling again the week after.
Shifty Geezer
08-May-2009, 19:49
Man, I was so rusty last night that I had to test which buttons are for aim, run, throw grenade, on the spot.That's always embarrasing in any game. Nothing instils your comrades with confidence quite like a grenade to their face first thing into a level because you hit the wrong button :oops: :mrgreen:
:lol: Shuddup ! Bring your rifle to the clan next time (if you own R2 that is).
Need 2 Know
08-May-2009, 20:17
:lol: Shuddup ! Bring your rifle to the clan next time (if you own R2 that is).
somebody add me to their psn - gazsix, i wanna see what this clan is all about:lol:
I just sent you a Friend Request. So you can join the party if I'm around. Best is to send a Friend Request to tha_con yourself. That way you can join his game regardless of whether you're in his clan or not.
What are you talking about? there are obviously textures in RFOM, as there is in any 3d game ?
Without textures, the game would look like this:
http://prodimages.flatpyramid.net/watermarked_thumbnail.aspx?img=sellerproducts%2F12 2%2Fprodimages%2F9850-uwolf_1.jpg
...along with games with mono colored textures, though I'm not exactly comfortable excluding various forms of bump mapping from texturing.
Which reminds me, did you know that dogs are color blind?
OK,did you know that it is a myth that dogs are color blind?
Maybe you were joking, maybe it was me who was joking... God knows now.
I wonder, if you would still wonder if I'd added "worth mentioning" somewhere in that sentence of mine you quoted?
Need 2 Know
13-May-2009, 23:21
I like it
--Access to Allies menu has been fixed
--You can now launch Resistance 2 from Home
--Added "Send Message" to the player interaction menu
--"Ring of Life" Berserk energy is depleted upon activation
--The DLC multiplayer map "Outpost" is now listed under "Northern Orick" instead of "Southern Orick"
--Added coop Superhuman mode text to the "Create Game" screen
--Added re-game time to the ticker
--Meltdown leaderboard has been fixed
--You can now earn a "Field Medic" ribbon" by healing the other split-screen player
--Players will no longer be awarded the "Collector" ribbon while dead
--Any XP and Gray Tech earned in offline cooperative games will be retained when the player goes online (this will help address any stats issues some of you experienced after the release of the previous patch)
LINK (http://beta-forums.myresistance.net/resistance/board/message?board.id=29&thread.id=39220&view=by_date_ascending&page=1)
I like it
--Access to Allies menu has been fixed
What was the problem with Allies menu ?
And you ran away from me when I joined your party the other day ! :-P
tha_con
14-May-2009, 00:11
FINALLY.
*throws in R2*
RIP Ring of Life.
Gonna miss you.
Need 2 Know
14-May-2009, 16:28
What was the problem with Allies menu ?
And you ran away from me when I joined your party the other day ! :-P
Sorry chum, the guy who was party leader went offline then I ended up with some random guys just playing away Co-Op:grin:
tha_con
14-May-2009, 16:59
Tonight we'll be kicking off our Clan Night again, hopefully I can catch some of you guy's online!
With the addition of the new patch I will FINALLY be able to manage my Clan and organize everything, which should make the turnout much much better! Probably going to get a "rotation" going on this time.
Custom DM
Ranked TDM
Ranked Meltdown
Co-op
Super Human Co-op
*Rinse Repeat*
It'll keep the night fresh instead of playing the same stuff over and over again. Hopefully match making issues have been ironed out!
*sigh* I won't be able to join tonight. Flying off early morning and clearing last minute work before I leave. :(
Need 2 Know
01-Jul-2009, 09:20
Should post in the R2 thread. What are your regular playing hours ?
I am usually on between 4PM til 11PM (GMT), i usually play Skirmish as I can knock up about 30 to 40 kills but a Large T.D is what can get you about 50+ kills
4pm - 11pm GMT is 9am PST - 4pm PST (Well within my office hours) T_T
Need 2 Know
01-Jul-2009, 11:45
4pm - 11pm GMT is 9am PST - 4pm PST (Well within my office hours) T_T
No problems, sure if you see me on send me an invite and then we can out and own them all :lol:
A girl recreated the R2 Marksman rifle in real life:
http://www.gamingunion.net/news/amazing-resistance-2-marksman-recreated-by-fan--235.h
Highly detailed, Hyokenseisou's Marksman features a working scope, detachable ammo clip, an ammo counter that lights up, and a laser guide.
RenegadeRocks
16-Jul-2009, 15:30
Ya ! Saw that a few days back ! Cool it looks ! :cool:
On the other hand, I have started missing my copy of R2 :( ! Sometimes I feel like playing it again !
tha_con
16-Jul-2009, 17:07
You should have never gotten rid of it :P
I refuse to part with any of my games, because I always go back to play them, eventually.
RenegadeRocks
16-Jul-2009, 18:06
You should have never gotten rid of it :P
I refuse to part with any of my games, because I always go back to play them, eventually.
I , too, don't trade my games, but I decided to quit to my job a few months back, and since then have moved back into my family, so, its difficult to buy games often :( , since I don't have a regular source of income these days(trying to setup my own thing)! So, I got swayed by my desire to play Bad Company, and traded R2. Bad Company is a very fine game, but sometimes I miss Chicago these days ! Well, Looks liek i'll just have to wait for Resistance 3 :wink: or maybe try to get someone to trade his R2 for my Bad Company :D !
RenegadeRocks
22-Jul-2009, 03:45
Generating Resistance: Insomniac Games Interview
One of the key PlayStation 3 franchises that's made a splash since the console launched is Resistance - although the orginal caused some controversy over the setting of part of the game (inside a cathedral in the UK), the fuss did no harm to sales, and the sequel late last year also sold well.
But independent developer Insomniac - also working on Ratchet & Clank: A Crack in Time - has no intention of shying away from the busy pre-Christmas release schedule, as the company's director of marketing and communications, Ryan Schneider explains here.
Q: It's been an interesting few years for Insomniac - looking back at Resistance 2, how do you look back and appraise its release?
Ryan Schneider: Well, Resistance 2 is our fastest-selling title so far in Insomniac's history, so it's definitely been a commercial success. It was perhaps our most ambitious project - essentially you're getting three games in one, with the co-op, the competitive and the campaign... you're talking eight-player class-based co-op which was breaking new ground, and sixty-player multi-player was huge.
We learned a lot along the way, and we always try to grow from title to title. We definitely had a lot of lessons that we learned.
Q: In the UK there was a degree of fuss around the first game - is that something you bore in mind for the sequel? Did it prevent you from doing certain things, or make you tread carefully?
Ryan Schneider: With Resistance 2, with it being set in America we had a completely different palette to contend with, and we wanted to bring to life what we called "alternate Americana" - we wanted to show this idyllic 1950-60s lifestyle turned on its head. It was really a completely different set of opportunities.
Q: Did you have those meetings where you talked about what might offend people, though?
Ryan Schneider: I don't think so. I think it was more about what was the kind of story we wanted to tell, and the best way to tell it. I think you have to be aggressive but at the same time you're not being sensational for its own sake. You want to tell a certain story, and make sure that you're using the best devices for doing so.
Q: When Resistance 2 launched, it was a really busy release time - you said it was your fastest-selling game, but would it have been better to have waited until January?
Ryan Schneider: I think the Holiday season is still a great time to release a title - it's been hugely successful for us in Insomniac's 15-year history. If we'd pushed to January we'd have been closer to Killzone's launch window as well, so I think one of the strengths of working with Sony is that you have this huge pipeline of great content.
So we pick our spots, and stick to them. We've consistently delivered during the Holiday season and I think we're proud of how we did. You can see we've had a lot of success over the years, and still Resistance 2 will probably be our biggest commercial success. The Holiday season's treating us just fine so far.
Q: There's a general trend to move away from platform exclusivity - cost of doing business being what it is. Do you wonder how many more units you might have sold if Resistance 2 was multi-platform, or is it the sort of thing you just don't think about?
Ryan Schneider: Sure, as an independent developer, you do consider those options - but at the same time we do have a great relationship with Sony. We've been with Sony for a long, long time now, and that's where we intend to stay for the foreseeable future.
Q: That relationship has been crucial for you, but what's it like working with Sony? Most developers who do so seem pretty positive about the experience.
Ryan Schneider: Sony bends over backwards to work with its development teams. Their product development team is second to none - we absolutely love working with them. Their PR and marketing folks are terrific to work with and very dedicated to the cause, and there are some very creative people there. We feel very fortunate to have that sort of relationship in place.
Q: As somebody working on a high-profile PS3-exclusive, are you happy with the platform installed base at the moment? Are the hardware numbers out there as you expected them to be?
Ryan Schneider: That's a great question - all we try to do as content creators is just try to make the best games we can and let the hardware battle settle out where it may. As a developer we want to give people as much of a reason as possible to buy the hardware and I think from the perspective of the developer we've got a very family-friendly title in Ratchet & Clank, we've got a game for a more mature audience in Resistance... so we're very comfortable with where we're at as producers and at this point we have to kind of let the chips fall where they may in terms of how the console wars play themselves out.
Q: Does Sony talk to you about that stuff? Do the guys there share their thoughts on the reasoning for their decisions?
Ryan Schneider: Yeah - Sony's very open when it comes to strategy and communicating with regard to where they're at, where they're headed, what our role as a studio is within that greater framework. We definitely feel like we're in the loop.
Q: Do you look at other platforms and wonder about the challenges - there are a few action IPs being developed for the Wii right now, would that be interesting?
Ryan Schneider: From a theoretical perspective, we're all gamers and we're all interested in what's going on with the other consoles and handheld space, or casual games or iPhone games.
For us, we're dedicated to making PlayStation titles, but from a creative perspective that doesn't mean we can't look around and wonder "What if?"
Q: What do you think about the iPhone platform? Has its success surprised you?
Ryan Schneider: Well, it's Apple. At a certain point, nothing takes you by surprise. They create magic in a box and it sells wildly to everyone's joy and admiration. We have a lot of iPhone owners in the office...
iPhone games are intriguing, but at the same time our modus operandi at Insomniac is to make blockbuster games. It's important to stay dedicated to your cause - focus on your strengths but at the same time consider all your options. I think that's a smart business strategy.
Q: Do you think it's good for the industry overall when these kinds of platforms come along? You can almost see a whole new chunk of audience coming into games...
Ryan Schneider: Absolutely - that was part of the discussion we had on our session at Nordic Game - community building, and just the landscape of how games development has changed over the past five years. It's pretty remarkable when you consider we were talking about PlayStation 2 as the dominant console just five years ago, but now there are so many types of players in the space, as a result more people have greater entertainment options.
Now I think people won't necessarily classify themselves as 'gamers' any more than they will 'movie-goers' or 'book-readers' - it'll become as ubiquitous a term as being mindful about recycling. Everybody cares about the environment, everybody is a gamer, everybody watches movies - it's just to what degree you engage in that.
Q: Looking at the business landscape - with the titles you create and the audience you reach it must be pretty good right now. So how are you viewing the economy?
Ryan Schneider: Everybody's talking about it now - part of that discussion about community was how it can act as somewhat of a buffer in terms of in effect creating free advertising by empowering them to evangelise your titles.
In terms of Insomniac it's a time of growth. We just opened our North Carolina studio, and we're growing overall in the wake of uncertain economic times. That's humbling, and exciting, and a little scary - all at the same time.
Q: We've been gauging where people are at in terms of projects, and how they're getting on, and for the last couple of months we've hit the point where teams are coming to the end of projects but nobody's biting on new pitches - so is it now that the delayed effect is wearing off and developers will get hit?
Ryan Schneider: It's hard to say. You look at the latest sales forecasts, and some of the numbers were down year-on-year, but it just depends on what titles came out last year versus this year. I'm sure that you'll see headlines of people panicking, thinking that the games industry isn't recession-proof...
But I can only speak to how we're doing at Insomniac - we're mindful of the economy, and it would be insensitive not to be so. But to celebrate our 15th anniversary we all went on an all-expenses-paid cruise to the Bahamas; we opened up a studio in North Carolina; we're preparing for the launch of Ratchet & Clank: A Crack in Time.
So fortunately for us - knock on wood - times are good. All you can do is keep your head down and try and make a great game, and be mindful of the outside circumstances that might be beyond your control.
Q: Do you look at your relationship with Sony as a handy insurance in difficult times?
Ryan Schneider: It's good to have a long-term, stable relationship like we do with Sony. It's nice not to be worrying about the state of a publisher's vitality or success, and know that the kind of partnership you have is open, that the dialogue you have back and forth is very honest and trustworthy, and filled with respect both ways.
It allows you to focus on making a great game, and less so on the outside conditions you can't control.
http://www.gamesindustry.biz/articles/generating-resistance?page=1
New Interview ! They say R2 is their fastest selling title to date :) !
tha_con
22-Jul-2009, 04:28
Just got done playing this for a few hours, felt fantastic, missed it so much. Had a really fantastic TDM (10 player) and I went 22-11.
I'm really hoping that Insomniac continues to support it though, they've been extremely hush for the last 4 months.
Are you still playing every Thursday ?
Cornsnake
27-Oct-2009, 11:49
http://www.videogamer.com/news/insomniac_fans_believe_resistance_2_was_a_failure. html
Resistance 2, released in November 2008, managed impressive review scores. Tom gave it an 8/10 in his review, calling it "a solid FPS, with moments of brilliance and some top notch multiplayer modes". At the time of writing, the game's sitting pretty on an 87 Metacritic score.
For Insomniac, however, negative fan feedback suggested Resistance 2 didn't turn out as good as the US developer had hoped.
"Resistance 2 got better reviews than Resistance 1," said Stevenson. "But the long term fan feedback from that game weighed on me.
"The hardcore fans of Resistance 1 were maybe a little bit disappointed. Those folks consistently expressing that - especially GAF [NeoGAF] - it was like your dog turned on you," Stevenson explained.
Glad that didn't go unnoticed.
obonicus
27-Oct-2009, 12:06
I love that quote.
Shifty Geezer
27-Oct-2009, 12:43
http://www.videogamer.com/news/insomniac_fans_believe_resistance_2_was_a_failure. html
Glad that didn't go unnoticed.that must hurt. :cry: Almost picked this up cheap, but I have U2 to get, and wouldn't mind Borderlands, so there's no room in the inn.
http://www.videogamer.com/news/insomniac_fans_believe_resistance_2_was_a_failure. html
Glad that didn't go unnoticed.
Yeah I agree. As a SP game, R2 was probably indeed a better game and deserved the higher ratings it got, but I still think RFOM's gameplay and experience was unmatched by R2. In fact, I would have loved to have another run&gun focused multiplayer experience.
As it turned out - I only ever played the beta and only bothered a few times with MP when the final game came out.
I also much prefered the art-direction of the first game to the overly colourful direction they went with the 2nd game. Part 2 ultimately killed my anticipation for part 3 to be honest (and that says a lot, given that R2 was once my most anticipated game).
inefficient
27-Oct-2009, 13:30
For me personally the best parts of Resistance1 and Resistance2 were the coop modes. So as long as Resistance3 steps up the game even further as far as coop, I'll buy again.
About the SP game though. I really want them to change the main playable character for the next game. Pretty bored of Hale now. Didn't like the character in the PSP game either so not him either please!
Also I wouldn't mind a little more horror in the game. The first game did horror better than R2. I want to be terrified of my enemy. Not just always mowing them down waves of them like wheat.
I think L4D is a good example that I hope Insomniac is looking at. Especially with regards to coop play. I want to see special bosses that are more than just bullet sponges that you shoot at for like 5mins while standing still behind a shield.
Shifty Geezer
27-Oct-2009, 14:08
4 player split-screen coop would be an instant sell!
Billy Idol
27-Oct-2009, 14:11
that must hurt. :cry: Almost picked this up cheap, but I have U2 to get, and wouldn't mind Borderlands, so there's no room in the inn.
I definitely recommend R2: I liked the SP part a lot, but the Coop Part was ultra special and got me really hooked as it has this RPG feeling to it! First you start really week but in the end I leveled up a Special Ops (or what its called) and at full level you really get the impression that you are unbeatable :mrgreen:
I always played with my buddy who lives in the US, no online lag, party system, good voice chat...just perfect for me (although not flawless), wonder how they did this...especially the non-existing lag :eek:
EDIT: just thought about a Resistance spin of: Resistance the Coop RPG :cool2:
Billy Idol
27-Oct-2009, 14:16
I want to see special bosses that are more than just bullet sponges that you shoot at for like 5mins while standing still behind a shield.
Agreed, they should really incorporate Bosses which need some cool tactics and maybe some extended co-work (similar to RPG type Bosses).
Billy Idol
27-Oct-2009, 14:20
4 player split-screen coop would be an instant sell!
if I remember correctly, there is the possibility for 2 player split screen coop, which is better than nothing.
Shifty Geezer
27-Oct-2009, 14:32
Lots of games are offering 2 player these days, but 4 player is what's needed for settee gaming sessions. I play a football with my friends because there really isn't much else to play. Badlands would have got an immediate sale if 4 player splitscreen, but they went with two. Any developer wanting to offer same-console coop should really look for 4 players IMO.
I want to see special bosses that are more than just bullet sponges that you shoot at for like 5mins while standing still behind a shield.
I thought Boss fights was the main area where R2 was quite an improvement to RFOM. And the Boss fights were quite cool, both in scale and being a bit frightning. :D
I'm not sure though I rate the co-op experience in R2 highly though. To be it was a huge disappointment. I like that it was online, but didn't like that it was detached from the single-player story mode. Even though I don't use much splitscreen in games, the co-op was great to play through the game with a friend/sister. In R2, I really didn't care for the co-op.
The RPG elements are a mixed bag for me and may be one of the reasons why I never really got into the MP game in the first place. I like it when I can get into a MP games and beat players at a higher level. It makes it more level. The difference between good and bad players should be based on skill, not extras that you can unlock over time.
KZ2 does this brilliantly: Despite being very active in the game, I achieve my points/wins/kills by skill and while using the standard weapon that doesn't need unlocking. And I can kill pretty much anything with it, from newbies to players that clock in double my play-time and with as impressive stats. The abilities unlocked by classes of course help too, but more on a strategic level to win team-matches, not your personal stats.
Having said that, I don't want R3 to copy KZ2 or go in the direction of CoD as R2 has attempted. I would much rather see them go back to the roots of RFOM and offer a great uncomplicated run&gun experience. Also the ability to have more than two weapons on you was great. I loved being able to switch between a machine gun and the sniper rifle at the same time. It may not be most realistic, but it was certainly a lot of fun and very easy to get into. And despite all this, there was still a learning curve that enabled players to shine above the rest.
inefficient
27-Oct-2009, 14:48
Lots of games are offering 2 player these days, but 4 player is what's needed for settee gaming sessions. I play a football with my friends because there really isn't much else to play. Badlands would have got an immediate sale if 4 player splitscreen, but they went with two. Any developer wanting to offer same-console coop should really look for 4 players IMO.
Sounds like what you need is another PS3!
I liked the R2 SP more than R1, never played competitive online, and spent way to much time on the co-op, the co-op was basically what made the game for me.
The ability to play with upto 8 friends in a team, was a blast. I prefer online co-op instead of splittscreen, since its more hassle to get togheter with a bunch of friends to play a game. Its easier when you got an hour or two to round up some friends for some online mayhem.
tha_con
27-Oct-2009, 15:19
Lots of games are offering 2 player these days, but 4 player is what's needed for settee gaming sessions. I play a football with my friends because there really isn't much else to play. Badlands would have got an immediate sale if 4 player splitscreen, but they went with two. Any developer wanting to offer same-console coop should really look for 4 players IMO.
Honestly the demand for increased visual fidelity has pretty much mad it impossible without considerable scaling back of the engine (See motorstorm PR).
I just don't think the power is there right now to do something that looks great and plays great in 4 player split screen, and honestly, the sales are in online co-op now.
I think games like Rock Band, Buzz, Scene It, Wii Sports, are all better examples of multiplayer experiences, vs 4 player split screen shooters and racers. That's just my opinion though, so take it for what it's worth (a grain of salt maybe?).
Acert93
27-Oct-2009, 15:25
Sounds like what you need is another PS3!
Exactly what I was thinking.
I bought R2 when it came out and really enjoyed the SP campaign. It's a great game in my book. I've never played R1, so I had no prequel to compare it to.
Shifty Geezer
27-Oct-2009, 15:49
Honestly the demand for increased visual fidelity has pretty much mad it impossible without considerable scaling back of the engine (See motorstorm PR).We've played 1/4 SD resolution games before with Mario Kart and Hired Guns (Amiga game). Now we have the capability to offer each player own SD screen at the same time. We're in a better position than ever to support split-screen, yet it's being avoided! Warhawk does it very well, for example.
I think games like Rock Band, Buzz, Scene It, Wii Sports, are all better examples of multiplayer experiencesWhich is the problem here. Same-machine coop has been marginalised into fringe genres. If devs are accepting local coop is good for 2 players with shooters and racers, can't they see it's not much of a push to allow more than that? That is, people like to get together to play games sometimes, but if they're limited to only playing doubles, that's going to affect who meets up.
Sounds like what you need is another PS3!Can you network PS3's to play R2 with 4 player coop? Even if you could, that's a fair bit of faf to require a 2nd PS3 and 2nd TV.
Anyway, I don't want to derail this thread. Suffice to say if Insomniac want to invigorate their franchise, I think they should take a leaf out of Warhawk's book and offer a four-player, same console mode in R3. That'll increase their sales by one unit at least, guaranteed! Whereas without that, they're 'just another shooter' as it were.
Billy Idol
27-Oct-2009, 16:14
Lots of games are offering 2 player these days, but 4 player is what's needed for settee gaming sessions. I play a football with my friends because there really isn't much else to play. Badlands would have got an immediate sale if 4 player splitscreen, but they went with two. Any developer wanting to offer same-console coop should really look for 4 players IMO.
You have some hefty requirements :wink: (maybe you should try Motorstorm PR?)
I would be glad if more games support at least online coop ( I am looking at you KZ2 :mad:)
I definitely recommend R2: I liked the SP part a lot, but the Coop Part was ultra special and got me really hooked as it has this RPG feeling to it! First you start really week but in the end I leveled up a Special Ops (or what its called) and at full level you really get the impression that you are unbeatable :mrgreen:
I always played with my buddy who lives in the US, no online lag, party system, good voice chat...just perfect for me (although not flawless), wonder how they did this...especially the non-existing lag :eek:
EDIT: just thought about a Resistance spin of: Resistance the Coop RPG :cool2:
You summed up my thoughts exactly! Maybe they could do a PSN game?
Cornsnake
27-Oct-2009, 16:39
R2's SP wasn't bad, but I still prefer Rfom's. The first month I had my PS3 I played nothing but Rfom SP on it. Going through normal, hard and superhuman. Each time changing tactics as I kept finding better ways to use the weapons. The weapon wheel gave it an incredible amount of replay value. The health system was also very good, a prefect combination between the traditional healthbar with medkits and today's more common recharging health. It made you care for every piece single of healthbar so you had to think about every move you made, instead of running around getting shot at for 5 seconds and going to cover to recharge health.
Online in Rfom was truly excellent thanks to the run and gun gameplay, being able to switch seamlessly between all those weapons, and having enough health to turn any confrontation around by making the right choices. It still has one of best user interfaces today. Creating parties, setting up custom games, ect, is easy while providing a ton of options.
For co-op I like both Rfom and R2 for different reasons. Rfom is better for playing with friends at my house, R2 is better playing online.
For me personally Rfom is best game on PS3. R2 isn't bad, but I did find the fact that they changed all my favourite things about Rfom disappointing.
Acert93
27-Oct-2009, 16:50
We've played 1/4 SD resolution games before with Mario Kart and Hired Guns (Amiga game). Now we have the capability to offer each player own SD screen at the same time.
And TV's are bigger as well. I remember playing Mario Kart DD on a 15" CRT with 4 players (480p) and before that Mario Kart 64 on 27" CRTs (480i... if that, probably more likely 320x240). We now have a 28" widescreen 1080p monitor so that is 14" widescreen @ solid resolutions.
I guess we are kind of lucky on the 360 side with 4 player MP in Halo 3 and ODST (2 player coop same console). PGR4 and FM3 offer splitscreen with AI. Sure, only 2 player, but that is a looot better than most racers that don't have any splitscreen, let alone with AI. Btw, Up! and Baja Edge of Control are 4 player splitscreen (although Baja stinks on the PS3, bit better on the 360).
Can you network PS3's to play R2 with 4 player coop? Even if you could, that's a fair bit of faf to require a 2nd PS3 and 2nd TV.
Crazy, I know. Then again with Monitor support (and having spare monitors) when I can snag a couple 360's cheap ($100) I would like to setup a "Daytona-Arcade-Booth-Clone" with Forza. Instead of jumping on a $400 new console in 2013 setting up our own little LAN party on the cheap would be pretty fun. Sure, the new consoles will look great but it will be a while before they introduce "must have" gameplay.
So maybe you can console yourself with the LAN element of a lot of this gens games--soon you will be able to just throw down an extra console for party games.
My first reaction to this thread was: "Who dug up my heartache of this gen ?" :-P
So... if R3 haz RFOM pacing + weapon wheel + R2 co-op, I'll be back in a heartbeat.
R2 is solid. Done a lot of things right. Looks good. But it threw away R1's unique gameplay unnecessarily. It was what made the series, hence fans revolted. I guess it's a little like CoD becoming third person shooter overnight.
[EDIT: I could stop posting here but because I really like Insomniac, I have to also flag out the following]
R1 was a launch title and a new IP. Expectation was non-existant. The developers probably did not have time to spend on fluff. They concentrated on the core gameplay and it shows. The multiplayer was phenomenal and the SP was well-paced. The visual also improved noticeably as the game progressed.
R2 has like... an order of magnitude more goodies than R1. Many locations, many boss fights, more enemies, more polygons, huge maps, large number of players, etc. But as a casual observer, I could sense that the game's scope was too big, and they didn't have time to wrap everything up properly.
e.g., R2 added about 7-8 boss battles but 1-2 bosses didn't really "connect" with me. It's like shooting at a monster on TV with a toy pistol; the monster simply carry on acting. There was no health bar too, so I didn't know what's going on. In one case, I test fired my Auger and it killed the boss in 3 shots. I had to run downstairs to double-check if there was indeed a loud, fierce, 2-storey tall monster standing there a moment ago. >_<
[EDIT: For those who have not played Resistance, the Auger increases its damage every time its shots penetrate a wall. I fired an Auger from the far end of a mansion while the boss was standing outside the mansion, at the opposite end]
Granted this was the worst case I encountered. The rest of the game were intense and generally fun. Unfortunately, the "tiny" lack of polish in some areas can be felt.
As for why the media gave R2 a higher score than R1, it's a different matter altogether. If they rush through the game, and look for "salient features" to write up their reviews. They may have missed some of the edge cases (Experienced R1 players probably experimented with weapons more). There were many R2 goodies to write about anyway.
Or may be they concentrate on innovative new features (e.g., R2 co-op *is* fantastic). However it does not necessarily mean R2 is a better game than R1.
R2 is a different game from R1.
Freak out some people did. :-P [Point in Kittonwy and m3freak direction]
Cornsnake
27-Oct-2009, 18:14
My first reaction to this thread was: "Who dug up my heartache of this gen ?" :-P
Was it worth it? I know it's something I've been waiting to hear for a very long time. I always felt that they should have seen it coming when they changed the very things the fans of Rfom loved about the game.
Insomniac likes to listen to it's fans. So it should be interesting to see what they are going to do with R3 now that they have fans asking them for 2 different games.
Kittonwy
27-Oct-2009, 18:47
My first reaction to this thread was: "Who dug up my heartache of this gen ?" :-P
So... if R3 haz RFOM pacing + weapon wheel + R2 co-op, I'll be back in a heartbeat.
R2 is solid. Done a lot of things right. Looks good. But it threw away R1's unique gameplay unnecessarily. It was what made the series, hence fans revolted. I guess it's a little like CoD becoming third person shooter overnight.
[EDIT: I could stop posting here but because I really like Insomniac, I have to also flag out the following]
R1 was a launch title and a new IP. Expectation was non-existant. The developers probably did not have time to spend on fluff. They concentrated on the core gameplay and it shows. The multiplayer was phenomenal and the SP was well-paced. The visual also improved noticeably as the game progressed.
R2 has like... an order of magnitude more goodies than R1. Many locations, many boss fights, more enemies, more polygons, huge maps, large number of players, etc. But as a casual observer, I could sense that the game's scope was too big, and they didn't have time to wrap everything up properly.
e.g., R2 added about 7-8 boss battles but 1-2 bosses didn't really "connect" with me. It's like shooting at a monster on TV with a toy pistol; the monster simply carry on acting. There was no health bar too, so I didn't know what's going on. In one case, I test fired my Auger and it killed the boss in 3 shots. I had to run downstairs to double-check if there was indeed a loud, fierce, 2-storey tall monster standing there a moment ago. >_<
Granted this was the worst case I encountered. The rest of the game were intense and generally fun. Unfortunately, the "tiny" lack of polish in some areas can be felt.
As for why the media gave R2 a higher score than R1, it's a different matter altogether. If they rush through the game, and look for "salient features" to write up their reviews. They may have missed some of the edge cases (Experienced R1 players probably experimented with weapons more). There were many R2 goodies to write about anyway.
Or may be they concentrate on innovative new features (e.g., R2 co-op *is* fantastic). However it does not necessarily mean R2 is a better game than R1.
R2 is a different game from R1.
Freak out some people did. :-P [Point in Kittonwy and m3freak direction]
We didn't "freak out", we just gave legitimate criticisms, they didn't address any of them, and the entire GAF clan upped and abandoned R2, at its peak the GAF clan in RFOM had 200 players averaging 15-20 players every single night for almost two years.
And clearly Insomniac, at least James Stevenson, has figured out that some of the things they did with the game caused them to lose enough fans that he would give a statement like that.
As much as some people liked the co-op, instead of making co-op a challenge with lots of tension, it was basically an exp grind, enemies were brain-dead, they were bullet sponges, and what of the character growth? Player characters, whether they were human or chimera, looked horrible, you level up, power up the weapons, the enemies take more damage, they don't act smarter.
The SP boss fights were like shooting giant cardboards, they lacked creative patterns, the leviathan fight was so completely scripted that it didn't matter that they used a giant polygon model, because unlike the scarab fight in HALO 3 where the player can jump on and actually fight on, the leviathan's size in R2 had absolutely no relevance, same with just about every boss in R2, the final boss was completely lame, I don't think anyone was expecting MGS3-style epic boss fights, but R2 didn't deliver a single decent, dynamic boss fight.
They also made some weapon adjustment that didn't work, the marksman was a ripoff of the battle rifle in HALO 3 but it didn't feel as powerful, as a result they tuned back the range of both the carbine and the bullseye, basically killing the medium range effectiveness of both weapons in SP and MP, basically we go from having two go-to-weapons in RFOM to having no go-to-weapon in R2, with so many weapons they should have went the default weapon/spawn route instead of the load-out option. They tried to force the player to go scope but ironsights wasn't even real ironsights. If they were to change things, MAKE IT WORK, most of us play different shooters with vastly different styles, if they're doing the COD4 thing, the health bar has to go down MUCH FASTER, people and enemies must go down in fewer shots, weapon accuracy must be much higher, if they're going RFOM or HALO style, shooting from the hip must be much more effective than it was in R2 instead of forcing the player to go scope. You can play around with it, but you HAVE to tune it right, and they did NOT tune it right, the fact that they had such a short development cycle did not allow them to spend the necessary time play-testing the MP and ESPECIALLY the SP, some of the SP levels were so linear often the player wasn't allow to use the environment to flank enemies, it was just a sloppy effort all around.
R2 had a fair share of problems, perhaps reviewers saw the ambition, but they obviously missed the lack of execution.http://img.photobucket.com/albums/v500/EvilTaru/Indifferent2.gif
They need to take their time and get R3 right, give the engine an overhaul to shift their priority to better lighting/shadowing and water shader quality instead of just unplayable scale, reduce player cap in MP, hire some good designers, hire some good tech artists, spend more than 6 months polishing the game instead rushing it through.
Iron Tiger
27-Oct-2009, 21:10
With the way R2 ended, a return to the RFoM play-style would be justified.
tha_con
27-Oct-2009, 21:14
I disagree about the weapons. What didn't work for you, worked for others. Vocal minority, etc etc yada yada.
Granted, the crazies who screamed and shouted were the ones who kept R: FoM alive so long, but they also went way overboard when they complained about R2, which is essentially why Insomniac cut off all communication with the fan base with regards to the game. So thank you for that, vocal minority. You killed R2 very early for the rest of us.
Cornsnake
27-Oct-2009, 21:39
I disagree about the weapons. What didn't work for you, worked for others. Vocal minority, etc etc yada yada.
Granted, the crazies who screamed and shouted were the ones who kept R: FoM alive so long, but they also went way overboard when they complained about R2, which is essentially why Insomniac cut off all communication with the fan base with regards to the game. So thank you for that, vocal minority. You killed R2 very early for the rest of us.
Do you have any numbers to back that minority claim up? And how can anyone of us possibly kill R2? Only Insomniac can do that.
.Melchiah.
27-Oct-2009, 21:46
if I remember correctly, there is the possibility for 2 player split screen coop, which is better than nothing.
If you mean RFoM, yes, but if you're talking about R2, no.
R2 has a two player split screen co-op mode, but the thing is, you can't play it with only two players as you need all the three co-op characters; a Soldier for his fire power and shield, Spec. Ops to feed ammo for Soldier, and a Medic to heal both of them.
Do you have any numbers to back that minority claim up? And how can anyone of us possibly kill R2? Only Insomniac can do that.
Yeah, I'm not sure it's a minority.
I played the game when it came out and was completely underwhelmed. RFOM was a much better game. I didn't even care at all for the implementation of the co-op mode.
I think it's pretty clear that the minority are the people who thought the game was comparable to RFOM. I'd give it a ho-hum score (maybe 7/10). That's not the end of the world, but given the studio's pedigree it was a massive disappointment for a lot of people.
obonicus
27-Oct-2009, 22:26
Worst part, is I don't know if Insomniac can win, at this point. If they go back to R1, you'll get people who liked R2 complaining. If they stay with R2, well, same complaints at R1. There's really no middle ground (semi-regenerating health! 4-weapon weapon wheel).
If you mean RFoM, yes, but if you're talking about R2, no.
R2 has a two player split screen co-op mode, but the thing is, you can't play it with only two players as you need all the three co-op characters; a Soldier for his fire power and shield, Spec. Ops to feed ammo for Soldier, and a Medic to heal both of them.
you can play it and I finished a couple of coop missions with only two players. Soldier can pick up dropped ammo and at higher levels, it can regen shield with berserk. Specops can simply hide and use alternate fire.
Though it's not much suitable, playing medic in a small party is not much fun, even less after the gimping update.
Worst part, is I don't know if Insomniac can win, at this point. If they go back to R1, you'll get people who liked R2 complaining. If they stay with R2, well, same complaints at R1. There's really no middle ground (semi-regenerating health! 4-weapon weapon wheel).
I only need Insomniac to play-test more in the SP campaign. I don't think they will offend R1 and R2 players if they get it right. There are some really interesting elements in R2, the designers can keep them if they so desire.
Regarding health bar, the one in R2 was too short, so I couldn't go out and rush the enemies. If they want to keep the simpler R2 health bar, make it longer. They don't have to follow R1 strictly.
In R2, they took the weapon wheel away, but the need for extra ammo is still there. So the designer(s) sprinkled the weapons conveniently in specific places. The problem is a new player has to know where those weapons are. In one stage, I couldn't find them in time. I spent the entire time running for my life until the NPCs took out the monsters. There were exploding cars everywhere. I couldn't stop to find the weapons, I couldn't run to the next stage either. First time in my life to clear an FPS stage with zero ammo. ^_^
The second issue is the weapons they left in the levels were rather artificial and hinted to us what to use best. I didn't quite like that. I prefer to fool around myself.
For MP, after the initial tuning (1-2 weeks ?)... no major complains. R2 co-op is a great addition. The MP alone is worth the game price. The first 2 weeks were not so smooth sailing though. I remember they were trying to fix bugs and tune the gun feel.
Do I like R2 ? Yes. Do I think Insomniac can do better than R2 ? YES ! (They can do better by doing less)
you can play it and I finished a couple of coop missions with only two players. Soldier can pick up dropped ammo and at higher levels, it can regen shield with berserk. Specops can simply hide and use alternate fire.
Though it's not much suitable, playing medic in a small party is not much fun, even less after the gimping update.
I think you/we can finish co-op with 2 low level players (No berserk or other perks) but it is difficult. I like the challenge and intensity though. Almost complete it with another stranger.
We started out with 1 Spec-op and 1 Soldier. Then switched to Medic on-demand. As long as one of us was alive, the co-op session would last. The enemies were fierce, but we held our ground and inched forward systematically. Unfortunately, both of us died in the final battle accidentally.
Kittonwy
28-Oct-2009, 00:08
Worst part, is I don't know if Insomniac can win, at this point. If they go back to R1, you'll get people who liked R2 complaining. If they stay with R2, well, same complaints at R1. There's really no middle ground (semi-regenerating health! 4-weapon weapon wheel).
Their target COD crowd has long since moved on to other games, they were never going to be long-term hardcore fans. The people who think Insomniac can do no wrong aren't going to complain, they need to win back their RFOM hardcore fanbase to keep the community alive.
They basically told their hardcore RFOM fanbase to take a hike because they had "more people enjoying Resistance 2". You don't make drastic, fundamental changes with fans finding out with 3 months to go in a private beta where it would already be too late for fans to propose fixes. How much was due to not play-testing the game enough and rushing the game for release and how much was due to Insomniac no longer caring about their RFOM fanbase? I really don't know.
It's not a matter of "going back to R1" or "sticking with R2", R2 simply wasn't a good game, so why stick with R2? They have to make a great game, it's not a matter of whether they change the franchise one way or another, but whatever changes you're making and whatever design philosophy you've decided on, IT HAS TO WORK. Visually and gameplay-wise Uncharted 2 and Killzone 2 have raised the bar so much that they really need to go back to the drawing board and nail R3.
Kittonwy
28-Oct-2009, 00:26
Do you have any numbers to back that minority claim up? And how can anyone of us possibly kill R2? Only Insomniac can do that.
Basically it's his way of marginalizing people who disagree with the changes made to the franchise by basically calling them "vocal minority crazies". Stevenson's recent comment suggested to me that they were probably surprised by how many long-term hardcore fans they've lost after their target audience moved on to CODWAW.
RenegadeRocks
29-Oct-2009, 08:52
I agree with patsu and kittonwy. Together, u guys hve voiced my opinion. Boss fights in R2 felt lame and passive. I remember seeing the giant-scorpion+spider boss on top of the defence tower and saying, "Whoa ! How am I going to kill this one!" and I kept moving backwards while shooting at him and it was dead in a min !!! "What was that!" two of us said together . A stalker in R1 was a force to reckon with, you had to hide as soon as you saw one. In R2 they were reduced to little spider like robots no one cares about. Killing a Goliath was a boss fight in R1, in R2 they were passive scenery, you could shoot a rocket or 2 while you are there. The SP was bunch of areas stringed together. It was only from Chicago onwards that it felt like a campaign and it was good after that.sure the campaign had some shining levels, but shoddy areas stay longer in memory like the Bryce Canyon and that Forest where u kill that ratchet-world like monster were half attempts at making levels. Also, inside the spaceship of Chimera wasn't Chimera like at all. If Chimera can freeze entire town to suit their bodies, why don't they have a freezing interior in their ship? I felt cheated when I entered that ship . It was as if they tailor-made the ship for humans. Instead of Hale having trouble inside the ship, it was Chimera who have to wear cooling tubes inside their home ! Shows how much they were into the game. I think there was too much on their mind, every thing decided was an overview, they didn't get time to iron out the details. The good thing going for the game was the huge amount of content provided in the disc.It felt like the orange box ! :) The game was average,I haveplayed R1 campaign three times and could not get myself to reach halfway thru my second playthru of R2. Resistance 1 was a very well thought out game, Resistance 2 was lost in its own ambition to be bigger and better. Bigger it was, better - No !
Billy Idol
29-Oct-2009, 09:24
Reading all this comments about how bad R2 is, I really get a déjà vu: I remember the same discussion about Burnout Revenge (XBOX360) and its hardcore online fanbase. They really got mad about the new Burnout Paradise and how Criterion made big mistakes and how the completely changed the experience....in the same way you guys talk about R1 and R2. Incidently, both R2 and BP got great reviews and praise, but left the hardcore (online) fanbase dissapointed in the dust.
In contrast to you guys, I was able to experience a lot of fun while playing R1 and while playing R2 (the same goes with BR and BP) and I am looking forward to the next iteration(s). But, I am really curious if they are changing back to the old game style, keep the actual game style or if they evolve to something completely new (maybe filtering out the best of both and merge them).
My question to you constantly moaning (:smile:) guys: what would you prefer?
R3=R1?
or
R3=R1 + R2?
nightshade
29-Oct-2009, 10:08
......
Word !!
R2 was not a bad game but it was a good game with poor design choices in many areas
My question to you constantly moaning (:smile:) guys: what would you prefer?
R3=R1?
or
R3=R1 + R2?
I'll prefer R1 campaign/health system/gameplay with R2's pacing & controls :)
Shifty Geezer
29-Oct-2009, 10:12
R3=r1^r2 ? :D
I'll prefer R1 campaign/health system/gameplay with R2's pacing & controls :)
I think I can agree on this. I played the R1 single player campaign and loved it, but the R2 (which I bought recently) campaign I just can't get into. I'm stuck at some place very early on where there is an all powerful drone patrolling, and additionally just playing the game makes me physically ill. Weird.
EDIT: but I really liked the multi-player modes in the beta. (haven't played them in the final game yet, too many other games atm)
nightshade
29-Oct-2009, 10:21
R3=r1^r2 ? :D
haha...indeed
RenegadeRocks
29-Oct-2009, 10:56
I think I can agree on this. I played the R1 single player campaign and loved it, but the R2 (which I bought recently) campaign I just can't get into. I'm stuck at some place very early on where there is an all powerful drone patrolling, and additionally just playing the game makes me physically ill. Weird.
EDIT: but I really liked the multi-player modes in the beta. (haven't played them in the final game yet, too many other games atm)
you have to follow instructions being provided on the radio. You can't fight that drone .
surprisingly I enjoyedthe co-op more in the beta as the sessions were longer and Orick is anyways much better made than the others.
As for R3, well I am sure decisions have already been made and the work already underway. I'll say- stop aping other games Insomniac, your ideas are always better than theirs:cool:!!!
RenegadeRocks
29-Oct-2009, 15:12
For all the -ves I have mentioned regarding the SP campaign , I must say that 8 player co-op has been the best addition to the franchise ! It will always distinguish a Resistance game from all others out there.
AlStrong
08-Jan-2010, 17:50
Just got the game... quick question.. Is the game supposed to have a lot of black crush :?: I'm just on the first level and it's very dark. Did I miss it or is there no brightness/gamma adjustment in the menu ?
DrJay24
08-Jan-2010, 19:16
Just got the game... quick question.. Is the game supposed to have a lot of black crush :?: I'm just on the first level and it's very dark. Did I miss it or is there no brightness/gamma adjustment in the menu ?
I thought there was a slider. But the lighting indoors is kind of weird.
Yeah the game is indeed too dark in some areas even if you try to "fix" the colors.
AlStrong
08-Jan-2010, 19:36
Ah ok. I just got to the jungle level and it seems "normal". Guess it's their dramatic lighting attempt. :)
tha_con
08-Jan-2010, 22:45
Ah ok. I just got to the jungle level and it seems "normal". Guess it's their dramatic lighting attempt. :)
If the game is too dark you need to adjust the gamma settings. At the correct setting there will not be any black crush. Some area's (like Chicago) have intentionally dark area's that require the flashlight, but they are "no light" situations, so obviously you can't see anything w/out the flashlight (for the most part).
I believe going into the settings will allow you to adjust the Gamma.
AlStrong
08-Jan-2010, 23:26
I don't see the gamma settings...
edit: Google at least shows me complaints about the game not having one and the game being too dark. *shrug* Changing my TV's gamma or brightness settings don't help at all.
AlStrong
08-Jan-2010, 23:45
Ok well this is annoying. I have to have the PS3 set to limited. Doesn't work otherwise. sigh.
djskribbles
09-Jan-2010, 19:09
What display do you have? If it's a TV, more likely Limited is the correct setting.
Yap, I believe "Limited RGB" is the default setting. Use "Full RGB" only when you have the right equipments.
RenegadeRocks
12-Jan-2010, 11:54
Yup ! Is uffered a lot of black crush earlier, only to realise I had set RGB to "FULL" when my TV didn't support it. I set it back to "limited" and the black crush was gone.
But with me it was for all games, not just for R2.
nightshade
12-Jan-2010, 12:05
How do I know if my screen supports Full range RGB/ Super White or not ?
How do I know if my screen supports Full range RGB/ Super White or not ?
You can look around for some test images on the web. They show squares of varying black levels, and if you can't see the last bunch of black squares when using Full RGB for instance, then your TV doesn't support it. This is probably the easiest and most reliable method.
EDIT: this seems a site with a bunch of useable test images
http://www.lagom.nl/lcd-test/black.php
Billy Idol
12-Jan-2010, 14:40
You can look around for some test images on the web. They show squares of varying black levels, and if you can't see the last bunch of black squares when using Full RGB for instance, then your TV doesn't support it. This is probably the easiest and most reliable method.
EDIT: this seems a site with a bunch of useable test images
http://www.lagom.nl/lcd-test/black.php
Thanks for the link!!
AlStrong
12-Jan-2010, 19:11
What display do you have? If it's a TV, more likely Limited is the correct setting.
Well, the TV has its own settings for Full/Limited. It's just that for some reason, Resistance 2 gets the shaft with the range. Every other game I have works fine.
Anyways, I'm up to... some part with all those zombie things in some train tunnel. I was having fun up until then. Not enough ammo or effective weapons. :(
You can look around for some test images on the web. They show squares of varying black levels, and if you can't see the last bunch of black squares when using Full RGB for instance, then your TV doesn't support it. This is probably the easiest and most reliable method.
EDIT: this seems a site with a bunch of useable test images
http://www.lagom.nl/lcd-test/black.php
How can I test this on my TV?
I have my PC connected with it but is ut enough? Shouldnt I use my PS3 to test it?
djskribbles
12-Jan-2010, 21:26
If you want to test using your PS3, it's best to get a calibration disc and use the proper test pattern. Here's a free one: LINK (http://www.avsforum.com/avs-vb/showthread.php?t=948496)
Just burn it to a DVD. Set your PS3 to output RGB for Blu-Ray/DVD (I think it's in the Video settings), then set your PS3 to output RGB Full. Pop the calibration disc in and find a pattern showing levels 0-255 (usually the brightness test pattern). If you can see levels below 16 or above 235, then your display supports Full RGB.
Again, TV's generally expect Video/Limited levels (16-235), but some TV's have the option for both -- usually it's called "Black Level" or "HDMI Black Level". If your TV doesn't have this option, Limited is the right setting. If you're using a PC monitor that doesn't have the option for both, it's most likely expecting PC/Full levels (0-255).
djskribbles
12-Jan-2010, 21:37
np.
I have a much older version of the AVCHD disc downloaded from AVSForum, but the one I have, there's a pattern in the Basic Settings menu that has vertical bars flashing from 0-255. I think it's the Black Clipping Pattern. You'll probably have to raise the brightness setting on your TV to see them. If you see levels below 16 with the brightness cranked, your display supports Full RGB. If you don't see anything below 16, even with the brightness cranked, then it doesn't.
Well, the TV has its own settings for Full/Limited. It's just that for some reason, Resistance 2 gets the shaft with the range. Every other game I have works fine.
Anyways, I'm up to... some part with all those zombie things in some train tunnel. I was having fun up until then. Not enough ammo or effective weapons. :(
Hm... I thought there were shotguns scattered throughout that tunnel ?
If you like R2, you might want to try R1 too. It's a very different game but you'll understand what Resistance players were b*tching about all this time. ^_^
Oh, and don't forget to try R2 co-op and competitive modes.
AlStrong
13-Jan-2010, 01:10
There are, I just tend to run out quickly and then I'm running around using melee. :oops:
I tried the first game for a little while... just the first level. What were the main complaints :?: R2 feels quite a bit more polished.
There are, I just tend to run out quickly and then I'm running around using melee. :oops:
Ha ha, melee in R2 is tricky because Nathan Hale's life bar is so short. :(
I tried the first game for a little while... just the first level. What were the main complaints :?: R2 feels quite a bit more polished.
R1 picks up after hmm... Nottingham ? (second half or 2/3 of the game, I can't remember anymore). I only remember the Cathedral fight and (dum dum dum dah...) The (Shopping) Mall. It has really cool and realistic glass too.
The first level is not like the rest of the game. The real game and Nate's capability starts only after level 2 (after he was infected).
There are, I just tend to run out quickly and then I'm running around using melee. :oops:
I tried the first game for a little while... just the first level. What were the main complaints :?: R2 feels quite a bit more polished.
My first playthrough was on hard and I passed that section easily. If I remember correctly I was moving backwards while shooting with the shotgun and used melee in between. If there are too many try to run away to create a distance and make them "spread" a bit so that you dont get surrounded and hit by swarms
2real4tv
13-Jan-2010, 05:31
Chicago was pretty awesome did not like the boss fights though especially the last one.
AlStrong
13-Jan-2010, 18:01
Ha ha, melee in R2 is tricky because Nathan Hale's life bar is so short. :(
I love making them explode though! It's just that I don't have eight fists to hit them all at once. :( :p
...
The first level is not like the rest of the game. The real game and Nate's capability starts only after level 2 (after he was infected).Oooh ok. Will have another go at it soon. Oh and what's with the health system in R1? Are there health packs I'm supposed to find or use :?: So far it seems I'm just shooting my way through until I die and reload at the checkpoint.
On a side note, R2 seems a tad blurrier than R1 :s
If there are too many try to run away to create a distance and make them "spread" a bit so that you dont get surrounded and hit by swarms
What happened was that I was panicking as the # increased and in the darkness of the tunnel I got lost rather quickly. I'll just have to take it a little slower instead of rushing through this section. XD
Are there health packs I'm supposed to find or use :?: So far it seems I'm just shooting my way through until I die and reload at the checkpoint.
You'll start finding health packs after the certain point Patsu was talking about.
Nathan Hale started as a regular soldier. Like the rest of us, he couldn't be healed by serum (health pack). The combat may be tough at this point because the health bar does not regenerate at all. I suspect some players were put off by this decision. If you persist, the game will evolve.
Beyond certain point, he would gain recovery power (health pack savvy) and went on to fight the Chimera and Church leaders (http://www.timesonline.co.uk/tol/comment/faith/article1916001.ece).
The R1 health bar is divided into 4 segments. When you consume a serum (health pack), you only heal to the next higher segment.
Shifty Geezer
14-Jan-2010, 22:15
My first joy with U1 was shooting up the glass windows! A faint and never-really-explored glimpse at what 'next gen' could have been.
Oh, and biggest laugh was the ridiculous geography! US geographical knowledge is generally a topic of fun derision by many, but in this day of Google Maps etc., for them to get it soooo wrong...they just weren't trying!
tha_con
14-Jan-2010, 23:31
My first joy with U1 was shooting up the glass windows! A faint and never-really-explored glimpse at what 'next gen' could have been.
Oh, and biggest laugh was the ridiculous geography! US geographical knowledge is generally a topic of fun derision by many, but in this day of Google Maps etc., for them to get it soooo wrong...they just weren't trying!
I'm totally confused here, lol.
Also, about the geography, what in particular are you talking about? (U1, R1, R2, etc).
He meant Resistance 1...I think:)
The first was on British soil though. Unless he speaks about both games
Probably referring to R1 and Insomniac's effort to take the stage to Europe WWII world. May have gotten something wrong. Hey, Shifty, what mistakes did you find in R1 ?
Shifty Geezer
15-Jan-2010, 08:01
Yeah, sorry. Too much U2! In R1, the UK towns are completely misplaced, Manchester where Liverpool is IIRC, and Bracknell dead centre, more like Bath/Oxford. It'd be like me placing Pennsylvania in the mid-west. We laughed heartily!
Split-screen really made this game. I hope (forlornly) R3 will be four-player split, like Warhawk.
And more on-topic, were there any advances in interactive content/special FX in R2 like the glass from R1?
AlStrong
15-Jan-2010, 10:45
I thought the water was very cool. Very smooth look to it & interactive! :) They have a paper on their site describing how it works.
http://www.insomniacgames.com/research_dev/articles/2009/1500769
Billy Idol
15-Jan-2010, 11:37
I thought the water was very cool. Very smooth look to it & interactive! :) They have a paper on their site describing how it works.
http://www.insomniacgames.com/research_dev/articles/2009/1500769
Hey, thanks for the link...interesting stuff, I always wondered which math model they used for the water - cool!
EDIT: Very impressed! I did not know that game developers use such high quality methods (they use a spectral method and even were aware of non-periodic boundary conditions - crazy!).
Although the physical model is relatively simple (if we judge it in the context of computational fluid dynamics: if I understand it correctly they use linear wave propagation and did not account for non-linear effects, which maybe a little bit to much to be honest :-) ),
they use one of the most efficient mathematical methods to solve it (moreover I learned that the SPUs are a real beast to perform FFTs).
tha_con
15-Jan-2010, 15:01
Yeah, sorry. Too much U2! In R1, the UK towns are completely misplaced, Manchester where Liverpool is IIRC, and Bracknell dead centre, more like Bath/Oxford. It'd be like me placing Pennsylvania in the mid-west. We laughed heartily!
Split-screen really made this game. I hope (forlornly) R3 will be four-player split, like Warhawk.
And more on-topic, were there any advances in interactive content/special FX in R2 like the glass from R1?
Well, Insomniac tends to focus on a few effects at a time. In R1 is was the snow and the glass, in R2 it was the water. Though R2 had other cool visual effects, none were really stand out that we hadn't seen before. The water was really really awesome though.
nightshade
15-Jan-2010, 15:08
Ha...talking about glasses in R1.
I remember breaking every piece of Glass I could find in that game, it was just too much fun :) ...Too bad there haven't been any games which do glasses like the way R1 did.
The nice thing about R2 glasses and water is that they have some gameplay effects. The sand-blasted glass window hide the enemies until you break them to reveal the monsters. The water obscured the small critter when they charged towards you.
The Kraken fight at the sea is a little weird (The waves are too high).
nightshade
15-Jan-2010, 18:44
The waves are too high.
probably cause the Kraken was huge in size :)
Shifty Geezer
15-Jan-2010, 19:59
Ha...talking about glasses in R1.
I remember breaking every piece of Glass I could find in that game, it was just too much fun :) ...Too bad there haven't been any games which do glasses like the way R1 did.Yep. My friends winged a lot when I had to stop and shoot every bit of glasses instead of saving their butts from getting blasted.
I got the feeling the glass was toned down in R2. The smashing sound isn't as satisfying and the glass seems to flicker a bit.
I don't rememmber too many additional FX in R2. I guess the gore level was increased greatly, does that count? :smile: Explosions and certain enemy attacks cause severe gibbing on NPCs. Though some of it could look silly, like oozing blood puddles that could climb up steps :???:
probably cause the Kraken was huge in size :)
Could be, but the R2 waves sometimes give me the "uncanny valley" effect :D It doesn't look natural in 1-2 extreme cases. Most of the time it's great though.
I got the feeling the glass was toned down in R2. The smashing sound isn't as satisfying and the glass seems to flicker a bit.
I don't rememmber too many additional FX in R2. I guess the gore level was increased greatly, does that count? :smile: Explosions and certain enemy attacks cause severe gibbing on NPCs. Though some of it could look silly, like oozing blood puddles that could climb up steps :???:
To a layperson, I think the R2 monsters have been upsized. The scale seems to be bigger although my memory is vague now. If I remember correctly, SPU utiliization was only 10-20% in R1:
http://www.neogaf.com/forum/showthread.php?p=7598043#post7598043
I supposed the SPUs will get busy when one enters a water level in R2.
1) Resistance: Fall of Man
"Animation and calculating collisions between objects are perfect fits, says Hastings. So those are the primary jobs Resistance doles out to the SPEs.."
Source: Spectrum online
"SPU System:
Animation
Audio (NextSynth and LR1)
Bucketer sort
Collision (separate broad and narrow)
Dynamic DB
Dynamic joint
FX update
Geom Cull Clip (for shadows and decals)
Glass
Moby constants
Physics collision
Physics simulation
Particle (weather fx)
Render mats
Static DB
Water (FFT)
10-20% total SPU utilization" (uses 5 SPEs, Resistance 2 uses 6 SPEs)
http://www.insomniacgames.com/tech/a...ing_public.pdf
2) Resistance 2
"Propriety game systems are now being heavily farmed out to the PS3's SPUs, keeping the central PPU as a sort of traffic cop that organizes what gets attention at any given moment. In simple terms, the game is taking much better advantage of the untapped potential of the console. In regard to visuals, the expanded use of the SPUs means more enemies on screen, significantly more complex AI from all of those foes and dramatically expanded options for special effects."
http://www.joystiq.com/2010/03/27/resistance-3-reappears-in-franchise-survey/
"Do you think that there is a future version of Resistance, Resistance 3, being developed?"
What (the hell) kind of question is that ? ^_^ It's like a fishbone choked in my throat now. It's a public service to release R3. We (I) want to see Insomniac break out.
Funny thing, talked with a friend the other day, he came late to MAG and was not sure he really liked it. And he said, I'd easily paid 60 USD for COOP DLC for R2 instead of MAG.....
A holiday season without R3 would be massively disappointing for me.
Plus I seriously doubt the current MP games I play and care about can survive until Holidays. :(
ShadowWolf64
27-Mar-2010, 22:23
Not a fan of the Resistance games to be honest with you..I feel the gameplay is boring and uninspired....
BadTB25
27-Mar-2010, 23:25
Never finished the first one.
I am all over the place aiming fps games with the DS3. R1 is still sitting on my shelf -- maybe I'll give it another go.
Not a fan of the Resistance games to be honest with you..I feel the gameplay is boring and uninspired....
And I like it, I guess that means its a draw then?
djskribbles
28-Mar-2010, 02:53
I like the Resistance games, and I'm one of the few that likes the second more than the first.
A holiday season without R3 would be massively disappointing for me.
Plus I seriously doubt the current MP games I play and care about can survive until Holidays. :(
Don't want to rush Insomniac though. I hope they take their time to roll out a solid product.
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