Resistance 2

yeah now that you mentioned it, Lair does resemble the scope and detail more or less. although Nate's polycount and lighting seems abit too good for realtime though.

Looking at Lair and R&C, I am curious whether Insomniac plans to transplant the flight and space battle levels to R2. I hope not.

I'd like Nathan to do more (e.g., climb) but dogfighting is something that should be left to another game. Unlike R&C, R2 should provide a deep experience for everything Nathan does -- as opposed to a wide array of shallow (but entertaining) capabilities.
 
Looking at Lair and R&C, I am curious whether Insomniac plans to transplant the flight and space battle levels to R2. I hope not.

I'd like Nathan to do more (e.g., climb) but dogfighting is something that should be left to another game. Unlike R&C, R2 should provide a deep experience for everything Nathan does -- as opposed to a wide array of shallow (but entertaining) capabilities.

I doubt we'll see dogfights in R2, but I'd welcome hover mode flight battles.
The vehicle sections in the first one for example, were shallow mostly but provided gameplay variety which I liked.
 
Super Uber CoooOOOooooOOOoooOOOOoooL !:D
I love it ! although the graphics look very rough right now, but What the Helll ! Resistance 2 has struck the right note ! :D
 
And yes, it is looking a bit like Ratchet, I hope with post processing effects and apt handling of the first person view, that can change into pure Resistance !
If there are dogfights . then they better feel like Independence Day, That is a very fine line Insomniac would be treading on! It has to feel gritty and serious , not like Ratchet at all!
 
I doubt we'll see dogfights in R2, but I'd welcome hover mode flight battles.
The vehicle sections in the first one for example, were shallow mostly but provided gameplay variety which I liked.

I remember the Goliath, Tanks and Jeep levels. The last one is the most well done. I have mixed feelings about the third person view in the first two.

Hover mode ? Actually I don't mind if they explore gameplay related to gravity (or lack of gravity). R&C kind of gliding + walking/running (The Sargasso level) may be interesting, or any other way to transport between Chimeran ships and bases. :)

But no space pirates on-rail shooter please.
 
I remember the Goliath, Tanks and Jeep levels. The last one is the most well done. I have mixed feelings about the third person view in the first two.

Hover mode ? Actually I don't mind if they explore gameplay related to gravity (or lack of gravity). R&C kind of gliding + walking/running (The Sargasso level) may be interesting, or any other way to transport between Chimeran ships and bases. :)

But no space pirates on-rail shooter please.

i belive at some stage of the game you'll be fighting airbourne. it just doesnt feel epic enough without some crazy aerial dog fight. besides, how in the world can you take down one of those city-sized behemoth without fly vertically straight in their opening?
 
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i belive at some stage of the game you'll be fighting airbourne. it just doesnt feel epic enough without some crazy aerial dog fight. besides, how in the world can you take down one of those city-sized behemoth without fly vertically straight in their opening?

Argh ! Don't you think they need to do it stealthily ? In ID4, the virus (ahem) was downloaded quietly without any dogfight. And then (of course), killing one affected the entire fleet. XD

[Okay, I am done with speculating R2 story. :) I think we will all be killed by global warming, starting with Chimera first since they overheat easily :p]
 
Argh ! Don't you think they need to do it stealthily ? In ID4, the virus (ahem) was downloaded quietly without any dogfight. And then (of course), killing one affected the entire fleet. XD

[Okay, I am done with speculating R2 story. :) I think we will all be killed by global warming, starting with Chimera first since they overheat easily :p]

:) if, there is a mothership looking at Hale at the orbit. the chimera wont die easily though, not untill the fat lady sings.
 
James Stevenson replied to one of the comments in Playstation blog, and He says that"The Jaw Dropping tech" they were talking about is not in the teaser yet. But they just incorporated it in one of the levels and it looked Wicked !:p
I hope it pertains to lighting as lighting is one of the weakest points in their engine.....
I can't wait to see it !!!! :cool:

Also, he says they are putting together some screenshots from the competitive multiplayer to release them on net ! WooooHoooo! :runaway:

(Hee! hee ! got a little carried away!;))
 
James Stevenson replied to one of the comments in Playstation blog, and He says that"The Jaw Dropping tech" they were talking about is not in the teaser yet. But they just incorporated it in one of the levels and it looked Wicked !:p
I hope it pertains to lighting as lighting is one of the weakest points in their engine.....
I can't wait to see it !!!! :cool:

Also, he says they are putting together some screenshots from the competitive multiplayer to release them on net ! WooooHoooo! :runaway:

(Hee! hee ! got a little carried away!;))
Hm don't think it's lighting - it's something they've put in one level. I do wonder what it is though. How about really cool water - 3d . I dunno. Sounds cool though
 
They could do with an AO lighting solution of sorts, even if just a fake. R:FoM does look weak in that respect.
 
James Stevenson replied to one of the comments in Playstation blog, and He says that"The Jaw Dropping tech" they were talking about is not in the teaser yet. But they just incorporated it in one of the levels and it looked Wicked !:p
I hope it pertains to lighting as lighting is one of the weakest points in their engine.....
I can't wait to see it !!!! :cool:

Also, he says they are putting together some screenshots from the competitive multiplayer to release them on net ! WooooHoooo! :runaway:

(Hee! hee ! got a little carried away!;))

Soft body physics on a huge scale maybe? similar to the cube out of the new unreal tech demo, but whole chimeran buildings/tunnels made from the stuff! :oops:
I have no idea if that would even be possible though :smile:
 
James Stevenson replied to one of the comments in Playstation blog, and He says that"The Jaw Dropping tech" they were talking about is not in the teaser yet...
I hope they dint mean you now have a mini game were you have to collect parts of gibbed Chimera for a dentist ;)
 
That shot reminds me of Lair: A bridge, burning city, ocean, flag(s), and many flying units. Although Lair looks kinda rough, it is also a launch game with more freedom in movement (as opposed to only walking/running), physics-based water, tons of troops on the ground and ships. Hence, I also think the teaser should be in-engine.

Frankly, the only thing I care about in Resistance is the gameplay and AI. The graphics is already clean and nice in R1... although it can use more colors.

The only nitpick I have is that the ships should move in crowd/swarm (e.g., smaller ships providing an air umbrella for their mothership, or flying in squadron formation to some destination). The random linear flight pattern looks ok in R&C's cityscape, but may look aimless in R2.

Insomniac has already all but said it's not in-game already

insomniac dev (my bolding)

James Stevenson replied on April 14, 2008 at 9:27 pm
James Stevenson's Avatar

There will be lots of new stuff and the first footage of the game in the show, so it’s a big one!

Along with conspicuously avoiding all questions on in-game status here:

http://blog.us.playstation.com/2008/04/14/resistance-2-it-begins/comment-page-1/#comments

Cant wait for some real media on this though..Sounds like June 13 is a blowout..a whole episode of GTTV dedicated to R2 and footage. Too bad it wasn't May 13 or something a bit earlier though :D
 
Insomniac has already all but said it's not in-game already
Along with conspicuously avoiding all questions on in-game status here:...
Not conclusive. 'In game' can mean 'with game engine' or 'appearing in the game' and the lack of distinction by people asking and answering questions can confuse the matter. The trailer could well be a setup using the game engine and assets but not being a scene that appears in the game we buy, resulting in a movie that is not in-game, and is in-game, depending on which definition a person cares to use.

As pointed out, if the trailer was CG, it was poor CG! It's more likely IMO that the trailer was in engine, perhaps a test-case rendering, maybe with some touch-ups for features not yet implemented, for which Insomniac won't claim it's in-game, but likewise it's not really a fabrication either, but indicative of the final product. Not that that means much IMO. The game's a shooter, not a boating sim, so I don't see how that trailer is gonna sell me the product ;)

I expect what we see on June 13th is in-game footage of a person playing the title.
 
Not conclusive. 'In game' can mean 'with game engine' or 'appearing in the game' and the lack of distinction by people asking and answering questions can confuse the matter. The trailer could well be a setup using the game engine and assets but not being a scene that appears in the game we buy, resulting in a movie that is not in-game, and is in-game, depending on which definition a person cares to use.

As pointed out, if the trailer was CG, it was poor CG! It's more likely IMO that the trailer was in engine, perhaps a test-case rendering, maybe with some touch-ups for features not yet implemented, for which Insomniac won't claim it's in-game, but likewise it's not really a fabrication either, but indicative of the final product. Not that that means much IMO. The game's a shooter, not a boating sim, so I don't see how that trailer is gonna sell me the product ;)

I expect what we see on June 13th is in-game footage of a person playing the title.

there's one part i can pretty much gaurantee you that it's not ingame or in-engine, which is where Hale kicked the hatch open. kist look at the perfect ray traced lighting and ultra smooth shadows, the uber high res textures on the metal, it resembles some of the Lair's CGI. but the rest of the teaser could be entirely in engine with touched up AA. there're definetly some flickering artifacts on the bridge model and some shadows poping on the mothership on top left. i really hope they'll deliver that kind of rendering quality in the real game though if not more.
 
there's one part i can pretty much gaurantee you that it's not ingame or in-engine, which is where Hale kicked the hatch open. kist look at the perfect ray traced lighting and ultra smooth shadows,

I find it unlikely that it's not in-engine, lighting can be prebaked (but doesn't necessarily look ray traced to me anyway). Shadow resolution and filtering can be upped in-engine.
 
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