Resistance 2

Informal assessment by an Insomniac insider was 4-6 weeks for next content patch. Best is not to take the info too seriously... it's just a rough indication.

I don't know if the patch is a DLC.
 
Patch will almost certainly have free content, and will likely release on a thursday along side DLC.

I'm guessing the DLC will be new maps. Free content will include new level cap for Co-op, along side new game modes.
 
I have high hopes for the new content patch. While I'll enjoy more Competitive modes, I am excited to see if they add anything new to the Co-op besides new maps. It would be great to see some new variations to how the game is played, and some more complex objectives (i.e. I'd love to see them add in a turret to shoot down chimeran ships while your team mates hold off the horde attacking the turret).
 
I doubt we'll get free maps. We had pay for the 2 map packs in Rfom, and they've only become free recently.

I don't even think competitive needs new maps. There are 70 different versions available. What it needs is a better rotation. Now it seems to favour Orick and Chicago, when there are many more available that you'll rarely get.

A few new gamemodes is what I'm hoping for. The current Skirmish and Core Controle aren't very good for clanwars. Skirmish is random and often can't provide a equal challenge, and Core Controle doesn't work well because it has an easy to defend and hard to defend side on most maps. I would like to see something where you can decide what objectives you want go for. Something like Skirmish, but being able to choose which beacons you want to capture and defend, and whoever holds the most for the longest time wins.
 
I doubt we'll get free maps. We had pay for the 2 map packs in Rfom, and they've only become free recently.

I don't even think competitive needs new maps. There are 70 different versions available. What it needs is a better rotation. Now it seems to favour Orick and Chicago, when there are many more available that you'll rarely get.

A few new gamemodes is what I'm hoping for. The current Skirmish and Core Controle aren't very good for clanwars. Skirmish is random and often can't provide a equal challenge, and Core Controle doesn't work well because it has an easy to defend and hard to defend side on most maps. I would like to see something where you can decide what objectives you want go for. Something like Skirmish, but being able to choose which beacons you want to capture and defend, and whoever holds the most for the longest time wins.

I'd like to see Meltdown return, but with a twist. Capturing Beacons will award you with spawn points, as opposed to capturing the nodes. It'll make death a bit more punishing, instead of just respawning back at the node where you died.
 
I would like to see something where you can decide what objectives you want go for. Something like Skirmish, but being able to choose which beacons you want to capture and defend, and whoever holds the most for the longest time wins.

I experimented a little with Skirmish. It seems that sometimes I can attack unassigned nodes and the objective would change (to get more help for me). Other times, the nodes stayed dormant.

Also, when the AI directs you to attack a node, you can ignore it and stay to defend the current one (if you think new enemies are coming). The objective will change accordingly when the enemies show up.

Finally, it seems that if you kill more than your fair share of enemies within a time limit, you'll become the next target.

So in a sense, you can mold the Skirmish objectives somewhat based on your own actions.
 
I doubt we'll get free maps. We had pay for the 2 map packs in Rfom, and they've only become free recently.
The first DLC before those two map packs was a free map. Apparently people don't remember.
I don't even think competitive needs new maps. There are 70 different versions available. What it needs is a better rotation.
My expectation is not based on number of maps, but Insomniac's previous approach and the fact that they can simple reuse a lot of assets to create new smaller "maps". God knows they can use some. If you are always play in a 2 or more squad party, I wouldn't expect you to notice those though.

Now it seems to favour Orick and Chicago, when there are many more available that you'll rarely get.
I don't think the game favours any maps at all. When it's a popular gaming time (like evening to night), it favours large regions even if you search small games.
Also some smaller regions are not part of any bigger map, and they are the ones that are rarely played.
A few new gamemodes is what I'm hoping for. The current Skirmish and Core Controle aren't very good for clanwars. Skirmish is random and often can't provide a equal challenge, and Core Controle doesn't work well because it has an easy to defend and hard to defend side on most maps.
10 player core conrol works great. 20 player sometimes works, 40 player is mostly hopeless unless teams are significantly unbalanced.
As for asymmetry, I like it. Plus gb requires switching sides on core control.
I would like to see something where you can decide what objectives you want go for. Something like Skirmish, but being able to choose which beacons you want to capture and defend, and whoever holds the most for the longest time wins.

I expect Zone, Assault and Breach like games will surely come eventually, since the node setup is already there.
 
Core control is a lot better with fewer players. The 40 player games play almost like a teamdeathmatch.

Switching sides isn't a requirement on the ConsoleGaming clan ladders, although most will still do it because of the uneven sides. But it still gives the clan that started out on the easy side an advantage if the game is tied after 2 rounds. I would have preferred if they just cut the maps in half, and mirrored the other side.

Skirmish is very unpredictable. In our last war would often be order to capture 1 node, and suddenly were asked to defend it when in fact it was switched with another node. So we rush over to find the other team has allready taken it. This could very well be caused by someone respawning away from the squad, and accidentally capturing a node on his way back.

The priority target does seem to go to the best player, but because it is assigned without warning, he may find himself in very vulnerable spot. Often both teams priority target would be killed in under 10 seconds.

Skirmish seems to be designed to add some order to large objective based games, after the complete chaos Rfom's larger games displayed. It works well for large ranked games, but not so much for smaller custom games.
 
You know, the one thing I really really hope they introduce in Co-op DLC is new enemies. At least new boss enemies, or variants of standard enemies.

I think it would be awesome to see some Leech's in Co-op, as well as a new "boss" enemy, it would help to keep everything fresh :cool:
 
I think if they adjust the AI such that the enemies behave like the Hybrids on the hilltop, they would give the game a new feel. Insomniac may already have enough enemy variety. What's missing is more diverse behaviour (e.g., charging or jumping Titans, troops with different defensive and offensive strategies).
 
Heads up ! Insomniac has released 3 new presentations in their Tech Page:
http://www.insomniacgames.com/tech/techpage.php

2 of them were used in R2.

Ramez Exchange Algorithm

02/05/08 - 18:00 PST - Posted by Mike Day, Senior Engine Programmer
I was just telling Mark about some stuff I’ve been doing at home lately, and I thought I’d share. I’ve been trying my hand at the so-called Remez Exchange Algorithm, which is an iterative technique for finding coefficients of minimax polynomials (see example below). The results are promising… I’ve already got it to a state where we could actually use it, and once I’ve done a bit more work on it, maybe during post, I’ll put it up somewhere and write a wiki page on it.

Morphing

02/05/08 - 18:00 PST - Posted by Jonathan Garret, Senior Engine Programmer
For Resistance 2 we added vertex-morphing support to allow more expressive facial animation. This was augmented with a system for compositing textures on the SPU to support features such as animator-driven dynamic-wrinkles.

Prelighting

02/05/08 - 18:00 PST - Posted by Mike Acton, Engine Director
During the development of Resistance 2, one of the things we decided we wanted to do was improve our lighting model toward more of a focus on runtime light performance. With deferred rendering all the rage, we certainly considered it. But ultimately we thought it both too large and too risky for our development process. So we went with a kind of semi-deferred model that allowed us to get much of the benefit of fully deferred rendering without having to completely re-write our pipeline. Mark Lee (Master Engine Programmer) explained the approach during a presentation to the programmers.
 
I noticed the results page after a match pretty much works like a limited, temporary "recently played" list now, which is nice. Yet I still don't see an easy way to initiate messages from in-game player lists. :(

ps: thanks for the heads up patsu. Need to check all three soon.
 
I noticed the results page after a match pretty much works like a limited, temporary "recently played" list now, which is nice. Yet I still don't see an easy way to initiate messages from in-game player lists. :(

ps: thanks for the heads up patsu. Need to check all three soon.

Yeah, that's sadly missing in R2. I've sent and received plenty of GG (good game) and WP (well played) messages in Rfom. It added a feeling of good sportsmanship to the game. It was a nice thing to do after having a good battle of skills against a player(s).
 
I wouldn't go that far as I think new interface is significantly better. Plus the new overlay menu (player lists for party, friends and clan) means you can multitask.
Broken record as I am, the main missing feature is send message item in context menus. A recently played list ala the old one would also be welcome but not as much necessary after the last patch.
 
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.
 
Eventually I'm sure we'll see something close to a combination of both, as PSN api seems to allow for a fairly flexible integration (see for instance the way LBP integrates the friends list in a creative way).
 
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.
 
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