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.