Resistance 2

I just don't think Insomniac is interested to be the number one visual king on PS3. To be frank, I don't want them to focus on that. There are other areas where Insomniac can contribute (more) and push the envelope. As long as the final result is pleasing to the eyes and the gameplay remains top notch, I will remain a satisfied customer.
 
I just don't think Insomniac is interested to be the number one visual king on PS3. To be frank, I don't want them to focus on that. There are other areas where Insomniac can contribute (more) and push the envelope. As long as the final result is pleasing to the eyes and the gameplay remains top notch, I will remain a satisfied customer.

To expand upon that, I was under the impression that Resistance 2 was going to have 60 player online, and 8 player co-op. Making all of that run with Killzone / Gears 2 level visuals would probably be impossible on the Playstation 3. It does not really matter anyway, I think Insomniac are a lot like Bungie in that gameplay, and community features are more important than outright graphical showcasing.
 
Visually I'm still not convinced they've stolen the crown from Naughty Dog yet. Uncharted is still the gold standard when it comes to visuals on the PS3, it's up to Insomniac to exceed that standard.

Well....I think the types of games and their contrasting designs would greatly influence what is technically possible.
Resistance had bigger fuller and busier levels viewed from a first person perspective,which has to influence how "good looking" a game is perceived to be compared to Uncharted level and overall game design.
From what I've seen I would rate them equally capable ,just using their skill differently.
 
I just don't think Insomniac is interested to be the number one visual king on PS3. To be frank, I don't want them to focus on that. There are other areas where Insomniac can contribute (more) and push the envelope. As long as the final result is pleasing to the eyes and the gameplay remains top notch, I will remain a satisfied customer.

I for one hope Insomniac is interested in being the visual AND gameplay king on the PS3, and sell more copies of R2 than the number RFOM did by expanding the player base instead of just satisfying their core fans.
 
To expand upon that, I was under the impression that Resistance 2 was going to have 60 player online, and 8 player co-op. Making all of that run with Killzone / Gears 2 level visuals would probably be impossible on the Playstation 3. It does not really matter anyway, I think Insomniac are a lot like Bungie in that gameplay, and community features are more important than outright graphical showcasing.

But HALO 3 did have very good lighting (at least in the outdoor levels), and graphics (aside from the NPC character models), something that RFOM lacked which prevented it from being as big a hit as it could have been. Average consumers don't care why the game doesn't look as good as a game set in smaller environments. If they want R2 to sell better than RFOM it needs be a graphical showcase in addition to breaking new grounds in terms of MP gameplay.
 
Does the game have HDR Lighting/dynamic shadowing/self-shadowing? I kept looking at the 1UP interview and I can't be positively sure. I loved the first game but I hated the LDR+bloom/no self-shadowing on characters/environments not casting shadows.
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have you even seen all the previous screenshots? the soft/self shadows and volumetric lighting are rendered beautifully in the game, on both characters environments. the redwood level definetly has the most convincing lighting in the game so far and thats only MP.
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now this level of detail is definetly worth of visual crown contender imo.
now i really dont like the design of that black ops, it's downright horrible and generic in design style. really hope they'll rework it out. whereas the new chinmera design is pretty slick, i like.
 
Resistance may not be the best looking game today, but when it was released there was no beter looking game on PS3. I wouldn't worry about how Resistance 2 is going to look. Insomniac has always delivered good looking games compared to those on the system within the same time frame. And more importantly have always had a stable framerate and a lot of polish.
 
That car in the second picture looks exactly like the one in the nVidia tech demo. Either time machine or last chance gas ultra...
 
if you listen to the new Insonmaic pod cast, they mentioned that they didnt want to put the MP video on gamer's day up is because they dont want ppl to complain about the graphics. Lots of the assets like the character models and animation were taken straight from resistance 1 because the new mo cap ones arent ready yet. Those shots are from the gamers' day video, I got to say it looks pretty impressive already even at current stage for 60 players.
 
60 player map hands-on impression: http://www.tomsgames.com/us/2008/05/19/resistance2_multiplayer/

While playing the demo at Sony's event, I was surprised by how intimate the combat seemed with so many other players in the match. I never once felt crowded with dozens of other players in the match, and I never got disoriented on the map, which was impressive given the size of the environment. The new multiplayer mode was clearly designed to keep players from feeling overwhelmed by the size and scope of the battle, and Insomniac seems to have pulled off this feat with ease. The demo featured humans only and no Chimera, but there were plenty of familiar weapons from the first Resistance to use.
 
Resistance 40 player games where always very chaotic, with player running of to attack and defend random nodes. And then suddenly the match is over because someone slipped through one of the many holes in your defence and takes down the reactor with the Arc-charger.

These dynamic objectives should fix that problem. I hope they also allow large clans to make their own objectives and order their own squads around. That would make for some more strategic gameplay. Previously ordering 10 people divided over 3 squads around was very difficult. If they would allow a leader to give orders using the visual cues as this dynamic objective AI has, that should make it a lot easier.
 
Resistance 40 player games where always very chaotic, with player running of to attack and defend random nodes. And then suddenly the match is over because someone slipped through one of the many holes in your defence and takes down the reactor with the Arc-charger.

These dynamic objectives should fix that problem. I hope they also allow large clans to make their own objectives and order their own squads around. That would make for some more strategic gameplay. Previously ordering 10 people divided over 3 squads around was very difficult. If they would allow a leader to give orders using the visual cues as this dynamic objective AI has, that should make it a lot easier.

Are you talking about breach/assault? It's all very planned out, when the gaf clan used to play a ton of obj we always had a group of attackers, you take down one node then you go right to the base with augers/dragons/arc chargers, nothing happens all of a sudden, we knew which wall to shoot through with the auger to hit the base rods, by the time you spot one of us near the base, it's probably too late since one of us would have released a charged dragon shot or arc charged the crap out of the rods, obj isn't really for lone wolves who have no idea who's doing what.
 
Yes, those gamemodes are best suited to clans. But even then you need a very big party. And in our clan its pretty much every man for him self outside of clanwars. Which usually means everyone attacks. Only with CTF we divided the team in attackers and defenders. Hopefully they'll make some changes to CTF too. Now your often forced to play the whole hour against an equal opponent, or they decide to all defend and you end up having towalk all the way to their base only to get killed and walk all way back again. So if we had a small party we just played TDM. Which also involved very little strategy, not even the wedge tactic. God forbid you stole someone's kill.:rolleyes:
 
Yes, those gamemodes are best suited to clans. But even then you need a very big party. And in our clan its pretty much every man for him self outside of clanwars. Which usually means everyone attacks. Only with CTF we divided the team in attackers and defenders. Hopefully they'll make some changes to CTF too. Now your often forced to play the whole hour against an equal opponent, or they decide to all defend and you end up having towalk all the way to their base only to get killed and walk all way back again. So if we had a small party we just played TDM. Which also involved very little strategy, not even the wedge tactic. God forbid you stole someone's kill.:rolleyes:

That's not a clan.

Teh gaf clan likes the wedge very much.
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Well during clanwars its the complete opposite. We make a good strategy before the war. Everyone is divided in squads with each their own node's to defend or attack. And we train 2 times a week to practice for upcoming wars. So when we play ranked games everyone just does whatever they feel like instead of being told what to do. Its a shame were not playing clanwars wars on Resistance anymore. CoD4 popularity killed almost all activity on the clan ladders. But its massive shortcomings did revive it a few months later.
 
Eurogamer has a transcript of an interview with Ted Price:

http://www.eurogamer.net/article.php?article_id=145245

So 720p (or maybe we will see the 704 thing again), 30fps, trophy and home support. :)

And a bit more insight

16:26:16 -

robo_1 asks: This November, Insomniac will have delivered three major PS3 games, in the time it's taken other studios to get their first out of the door. How do you keep such a high workflow, whilst ensuring quality?


Ted Price: First, we're currently just developing for PS3. With one engine and one toolset it allows us to maintain a high level of efficiency with production. Second, we have overlapping teams. Meaning we always have at least one team in pre-production on a product while another team is in production. This means that we can roll from production to production easily. Third, our team is highly motivated to produce big AAA games. It's our passion.
 
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