Resistance 2

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.
 
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).
 
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.
 
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.
 
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.
 
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)
 
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.
 
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 ;)
 
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.
 
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.
 
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.
 
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:
 
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