Resistance 2

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."
 
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. :(
 
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.
 
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.
 
What is funny: gamers are really unfair when judging games if you ask me!!

The go all nuts and complain about the "titan" (aka "cloverfield") scene in R2 and say that it is heavily scripted and (although cinematic) is boring...and now there is GOW 3 with the titan gameplay?!?!?

If you ask me, R2 in this respect (and also looking to some of the Uncharted 2 cinematic moments) is come kind of precursor...

I like R1 a lot, I like R2 a lot and I am positive that I will like R3 a lot => keep it coming!
 
As long as they don't include annoying 'features' like fish you can't shoot and other such oddities like they did in R2. I really liked the atmosphere set up by R2, listening to the radio broadcaster as he gets more a more desperate until his finale was just such a scene setter.

I am really looking forward to R3, I count Insomniac up there with Naughty Dog, Studio Santa Monica, Guerrilla et al as one of the best developers on the PS3!
 
What is funny: gamers are really unfair when judging games if you ask me!!

The go all nuts and complain about the "titan" (aka "cloverfield") scene in R2 and say that it is heavily scripted and (although cinematic) is boring...and now there is GOW 3 with the titan gameplay?!?!?

If you ask me, R2 in this respect (and also looking to some of the Uncharted 2 cinematic moments) is come kind of precursor...

I like R1 a lot, I like R2 a lot and I am positive that I will like R3 a lot => keep it coming!

I think that scene was somewhat ruined by the fact that Insomniac had already shown us how to do it at E3. You never get the feeling of how on earth am I going to beat this thing. Instead it's just RUN FOREST.

I wouldn't mind Insomniac taking some extra time for R3. Most of the big name first party games seem to take longer to develop, and really benefit from it. It might be good for R3, and Insomniacs name as a world class developer.
 
I think that scene was somewhat ruined by the fact that Insomniac had already shown us how to do it at E3. You never get the feeling of how on earth am I going to beat this thing. Instead it's just RUN FOREST.

I wouldn't mind Insomniac taking some extra time for R3. Most of the big name first party games seem to take longer to develop, and really benefit from it. It might be good for R3, and Insomniacs name as a world class developer.

Just for my information:
Did you like R2 or not? Can you please explain me what you mean, when you say that longer dev time could have helped the game - in what way?

I mean this basically is valid for every game!! And even Santa Monica devs state that they have to cancel stuff because of the tight (!?!?!) time schedule - and they needed like 10^6 years dev time for GOW3 (watch the unlocked movies on the GOW3 Blue Ray).

It is a fact that long dev time does not equal to a better game! It seems to me that long dev time is often a result of pure managment and often a result of 'dramatic' design or tech changes during the development of a game - I claim that Insomniac has just a better time managment compared to other game devs!

If you ask me: Insomniac should keep the 'every year a new phantastic game' approach! I played them all, and liked them all!

By the way, I don't really catch it when people state that R2 could have used more time, although it is hard to find another game with so much content and value (very long good SP campaign, a completely new and phantastic 8 player Coop mode, a fully fledged out MP part with 60 player!). The game had so much value for me (if I would calculate the ration playtime/money)!!
 
Don't want to rush Insomniac though. I hope they take their time to roll out a solid product.

They rolled out two of my most played and favorite MP games in two years followed by an quite excellent R&C.

R2 SP campaign could use some work (though I mostly prefer stuff from R1 back), but the story was well worth it. I mean, who wouldn't want to see R3 sooner than later with that cliffhanger?

Also for R2 they switch to a new workflow, I was hoping they would excel on it this time around so two years would once again be enough to deliver well balanced lots of content. Of course there is the multiplatform rumors along with the unannounced game from the new studio, so I guess it shouldn't be a total shock if they don't deliver this year.

And again, I don't see myself playing any other MP this holiday (not that I won't, just nothing comes to mind as of now).
 
I liked the 8 player co-op a lot, the SP is good but I liked Rfom's better, MP I found disappointing. Insomniac did an impressive amount of work on R2, but I find the quality of that work a bit lacking compared to their previous efforts. The 60 player MP suffered to most IMO. There were an incredible amount bugs left over from the beta that weren't fixed until months after it's release. The respawning system didn't work properly, spawning you far away from your squad. Core Control was pure choas with 40 players, and it's maps were completely unbalanced. Most of the maps favoured the long range weapons.

In short, it just lacks the polish that makes the other big first party titles and Insomniacs other games such joy to play.
 
What is funny: gamers are really unfair when judging games if you ask me!!

The go all nuts and complain about the "titan" (aka "cloverfield") scene in R2 and say that it is heavily scripted and (although cinematic) is boring...and now there is GOW 3 with the titan gameplay?!?!?

If you ask me, R2 in this respect (and also looking to some of the Uncharted 2 cinematic moments) is come kind of precursor...

I like R1 a lot, I like R2 a lot and I am positive that I will like R3 a lot => keep it coming!

I think in R2, you fight the giant while in GoW3, you fight on the giant. It's different level of interaction. People saw it as missed opportunities. They were very close. Only need to spend more time polishing the boss responses and interactions.


I liked the 8 player co-op a lot, the SP is good but I liked Rfom's better, MP I found disappointing. Insomniac did an impressive amount of work on R2, but I find the quality of that work a bit lacking compared to their previous efforts. The 60 player MP suffered to most IMO. There were an incredible amount bugs left over from the beta that weren't fixed until months after it's release. The respawning system didn't work properly, spawning you far away from your squad. Core Control was pure choas with 40 players, and it's maps were completely unbalanced. Most of the maps favoured the long range weapons.

In short, it just lacks the polish that makes the other big first party titles and Insomniacs other games such joy to play.

That's quite true. I hold RFOM and the 8-P co-op in highest regard.

I think they can crank up the enemy AI in the 8-P co-op to let us experience a different game altogether.

I like how you don't have perks in RFOM, and purely rely on skills to "advance".
 
RFOM MP was so good...it was the closest counterpart of Quake on consoles. [while not being quake]
R2 was just too disappointing in that aspect.
 
And I like it, I guess that means its a draw then?

Hey man, thats cool you like the Resistance games but I simply couldn't get into the series for the reasons that I stated in my previous post.The game just really, really, bored me alot.I also didn't like the enemy designs as it looked a bit generic without any uniqueness.To each their own I guess...
 
Hey man, thats cool you like the Resistance games but I simply couldn't get into the series for the reasons that I stated in my previous post.The game just really, really, bored me alot.I also didn't like the enemy designs as it looked a bit generic without any uniqueness.To each their own I guess...

The weapons and weapon wheel in RFOM are pretty unique though (if you use 'em correctly ^_^).

The AI, level design, pacing and simplicity reminds me of the original Halo.

The party system and smooth, dedicated server experience are hard to find these days. No perks also meant that I could find a level 1-4 guy nailed a bunch of "supreme commanders". :LOL:

I agree Nathan Hale's character design is bland (Yet another bald soldier). The Chimera designs were generic too.

EDIT: Now that I give it more thought, the R2 co-op platform is unique also.
 
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