Resistance 2

Patsu said:
Game is still smooth and fast, just not as fast as R1. It makes it accessible to more players.

Well, I'm really in a tie with R2. This has been easily one of the most anticipated game for me this year - and Fall of Man largely attributed to this. It's a game that is still as fun (if not more) than when I started playing it last October. It's a flawless, it's responsive (despite 30fps *ugh*), it's quick and most importantly - it's fun.

RFOM is a game, that I loved because it was not only a challenge, but it was a different challenge. With this game, learning how to dodge bullets, circle your opponent while getting headshots to get him down is something that required a lot of practise, frustration but it really payed off. In this game, you can really tell the difference between a noob running around like a headless chicken and someone who's mastered the game. The learning curve is/was very high which admittedly is very fustrating to new players (when I started RFOM I usually died 3 times more than I had kills).

Coming to R2 was naturally quite a shock.

I get, that the changes in R2 make it a more accessible game, but so far, those changes have resulted IMO, in a worse game. It's more realistic no doubt, but I'm still missing the "fun" factor that made RFOM such a gem. The 2 weapon set-up kills a lot of the games appeal.

As an example: If you're stuck with the FarEye, you're practically defensless if someone attacks you short-medium range. The handgun won't net you a kill quick enough and thanks to the slower gameplay and less bullets required to take someone down, the skill of evading and engaging in an epic "dog fight" battle is lost. You die, with little to no chance, regardless how experienced you are and how inexperienced your opponent is.

Because of the lesser hits required to take someone down, the differenciation between similar weapons has also taken a hit - which in turn limits the appeal of having creative and fun weapons in the first place. The BullsEye's new tagging system is more difficult and when engaging in a firefight, you're better of just pulling the trigger anyway. If you don't and try to tag him, you're either dead before you start shooting or so weak that the next opponent that sights you kills you off with a miserable lucky "one-hit" shot. Insomniac games have always been about the weapons and the fun gameplay. It made Ratchet & Clank such a fun game and of course RFOM too. Some of the decisions they've taken with R2 really surprise me.



Despite all this bitterness though, I have to say, after attempting another game last night, things are starting to shape up a little, but I'm still very skeptical towards the online part of the game. It's a masterpeace on so many levels, but I still remain very bitter on the front that they changed so many things that made RFOM such a rewarding and fun experience.

betan said:
Phil said:
- slow and unresponsive controls
Slightly slower than R1 (a lot slower than real rage mode), but unresponsive? Really?

The slow and unresponsive controls were the first thing that striked me when I fired up R2. The experience has gotten better so far, which leads me to the conclusion that either the beta suffered from some added framerate issues due to connection, lag or load on the server (it is a beta overall). As I've only been able to play online games and not offline, that's all I could base my judgement on so far, but the first few cooporation games I fired up were unbearably slow, compared to the breeze RFOM is. My initial guess was that the game wasn't even hitting 30fps.

After having played some Deathmatch games, the experience has become better admittedly. The framerate seems to be constant at least which already made the game much more rewarding. It's no, RFOM, but after getting some used to, I guess it's tollerable.


betan said:
Phil said:
- color / art-direction (at least of the dark / night levels) makes it even harder - IMO even unappealing.
I think IG games generally suffer a lot from art direction, but come on now, MP maps look way better than R1 maps. I really like the look of new ones.

To be honest, I might not have seen most levels yet, but I was indeed refering to the San Fransisco level for the most part. It's the only smaller level that I've got to play more than a few times to far and I don't like it. Graphics aside, I still much prefer the layout of RFOM levels.

betan said:
Phil said:
- L1 aiming is effectively worthless, since all it does is reposition the gun and tightens up the aiming speed a little
To be fair, R3 aiming wasn't any better. Plus it now improves accuracy for weapons besides Fareye.
That said, I prefer Carbine aiming and Bulseye tagging the way it was.

Oh, but I feel R1 worked well (better) because is was a On/Off toggle, where as in R2, L1 needs to be pressed the entire time while aiming. Added to that, L1 is only really beneficial for long-range weapons such as the FarEye. Close to mid-range weapons, you're better of just firing anyway, which IMO excludes the reasons for even having an "aiming button" in the first place. I take it, they got this idea from the CallofDuty games where this set up makes sense, because L1 actually offers an advantage over normal aiming. In R2, it seems they wanted a CoD style gameplay with no "run and gun" and then after heavy criticism from RFOM fans, they made run and gun possible again. It's a broken system now and doesn't work.

Even if you wanted to use FROMs button setup, you can't, because you can't turn the "aiming button" to toggle-mode and you can't get rid of it entirely or but it back to the R3/L3 button, because you need it for the long range weapons (FarEye).


I appologise if this is more of the bitter same from oh so many RFOM players. After sticking with RFOM for over a year, spending the time to fully master it and buying every game Insomniac offered since the PS2 era, I feel I just had to post it and get some air. It's not a bad game - in so many ways, it's by no doubt a masterpiece. While the "2" is justified in the title and entitles to change, I'm not sure the "Resistance" is.

With CoD5 on shells sooner, R2 might lose some of its appeal for being too similar on many fronts, but not going the full way. It's a game stuck between RFOM and CoD5, not knowing, what it rather wants to be. A game lost in confusion IMO. :cry: :oops:

Epic battles and a definite rocking single player game will make it a must-buy for me. As for online gaming, I might just stick to RFOM.
 
I like the changes because it added a lot of balance and need for team work. If you want to snipe in your squad in Team Death Match, do so with a buddy who will use a marksman for close / medium range, while you pick off enemies from afar. If you both have headsets, it's an amazing feeling when your spotter (the guy with the marksman) see's someone out of his range.

I don't know, I'm of a different breed than everyone else apparently. Loved R1. Love R2. I welcome change, keeps the game fresh and rewarding, while staying in the same universe. I really don't want to play R1 again with new maps, I played that game long enough.
 
The Beta is starting to piss me off. I play deathmatch and I get killed all the time. I shoot and shoot and shoot, and the opponent doesnt die. But he kills me instantly!!!

Its so annoying!! What am I doing wrong???

AAAAAAAARFGGGHH!!!!
 
Had my first real stab at co-op tonight. Whilst I'm not blown away by the GFX, they'll do. In fact I'd put them above just doing. It is a little bit slower than R1 but not so much that I mind.

I love the feeling you get when placed in a squad, in a 60 player game. Moving around. There seem to be some very intelligent players. Can't wait for full release.

Might have to fire up R1 again. Just for old times sake.
 
The Beta is starting to piss me off. I play deathmatch and I get killed all the time. I shoot and shoot and shoot, and the opponent doesnt die. But he kills me instantly!!!

Its so annoying!! What am I doing wrong???

AAAAAAAARFGGGHH!!!!

There is an immorality glitch, and people who use the ironheart berserk can take far to much damage.
 
There is a thread about on myres. It has people reporting they've seem immoral players or have been immoral themselves and have the screens with over 50 kills no deaths to prove it. An Insomniac has already replied to the topic that player don't have to worry about getting banned if this happens to them. So they are aware of the issue and are mostly likely trying to find solution.

I'm actually surprised they still haven't solved the issues with matchmaking so close to release.
 
As an example: If you're stuck with the FarEye, you're practically defensless if someone attacks you short-medium range. The handgun won't net you a kill quick enough
Magnum has alt fire, you need to use it after shooting someone.
and thanks to the slower gameplay and less bullets required to take someone down,
Less bullets required to take someone down?
I suck I guess, because without ironheart I'm having difficulty getting multikills.
It certainly seem to take more with bullseye, and I rarely loose against anybody even when they use any other weapon at close range.
The BullsEye's new tagging system is more difficult and when engaging in a firefight, you're better of just pulling the trigger anyway.
That seems to be the case.
It's a masterpeace on so many levels, but I still remain very bitter on the front that they changed so many things that made RFOM such a rewarding and fun experience.
Give me my tagging back, I'm good to go.
To be honest, I might not have seen most levels yet, but I was indeed refering to the San Fransisco level for the most part. It's the only smaller level that I've got to play more than a few times to far and I don't like it. Graphics aside, I still much prefer the layout of RFOM levels.
I think it's a little early to talk about the map design, but I currently like what I'm seeing considering there is no spawn points or dictated obvious strategy yet.

Since the game does not remember your matchmaking preferences, nor retry automatically I ended up having to play 3 ranked deathmatches in SF level. What I like there is the new horizontal jumpers. They all point to the same area in the map, gathering everyone around.
Oh, but I feel R1 worked well (better) because is was a On/Off toggle, where as in R2, L1 needs to be pressed the entire time while aiming. Added to that, L1 is only really beneficial for long-range weapons such as the FarEye. Close to mid-range weapons, you're better of just firing anyway, which IMO excludes the reasons for even having an "aiming button" in the first place. I take it, they got this idea from the CallofDuty games where this set up makes sense, because L1 actually offers an advantage over normal aiming. In R2, it seems they wanted a CoD style gameplay with no "run and gun" and then after heavy criticism from RFOM fans, they made run and gun possible again. It's a broken system now and doesn't work.
I totally disagree here. Since I'm a tagger, I played R1 with high sensitivity. As a result my carbine skills suffered at medium range, since aiming for head was difficult. Hence I had to rely on R3 to temporary decrease sensitivity, but it would have been much easier and more consistent with otherwise fast gameplay of R1 if it was on L1(hold).
With CoD5 on shells sooner, R2 might lose some of its appeal for being too similar on many fronts, but not going the full way. It's a game stuck between RFOM and CoD5, not knowing, what it rather wants to be. A game lost in confusion IMO. :cry: :oops:
I played a lot of CoD4 after R1 matchmaking started to suffer to the degree it was unbearable, and with all the praise CoD4 was getting during Full Moon show I was afraid R2 would be more like CoD4.
You know what, while I'm totally unhappy about Bullseye, and slightly off about reduced speed, the game still feels and plays way more like R1 than CoD4.
 
apparently that nice chap by username TTP from neogaf has unlocked the option for Motion blur in the game after snatched some trophies he says. he can also adjust the strength of it too. sweeet!
 
There is an immorality glitch, and people who use the ironheart berserk can take far to much damage.

I think you might be right! Because I remember a very specific moment I was shooting at someone who was simply standing for 10 seconds and wouldnt freaking die. After that I got my ass kicked again.

Other things I ve noticed in the deathatch were people that could shoot at me and move extremely fast at the same time as if they were pressing the "running" button. I couldnt get a shot at them!

And how on earth can they kill me instantly with a normal gun? Someone can assume a headshot. But:

1) I cant kill someone with a headshot even if he is standing right in front of me and shoot him directly on the head

2) How on earth can someone manage a headshot with a normal gun while he is way too far away from me and I am "running"????
 
I think it's a little early to talk about the map design, but I currently like what I'm seeing considering there is no spawn points or dictated obvious strategy yet.

Actually thanks for reminding me - the spawn points are terrible. After playing quite a few deathmatches, everytime you get killed and re-spawn, you either should get the hell out of there quick or next guy who respawns at that point will be sure to put some bullets in your back. Thanks to less ammo required to kill someone, your chances for survival, no matter how skilled, are small at best. However, if you go behind the spawn point, you can pick up the next ones respawning there. They really have to sort this out (and yes, I've tested this quite a few times). The frustration level is rising.

Since the game does not remember your matchmaking preferences, nor retry automatically I ended up having to play 3 ranked deathmatches in SF level. What I like there is the new horizontal jumpers. They all point to the same area in the map, gathering everyone around.

To be honest, I don't like the horizontal jumpers much. It's lifts you to places you don't see. If there happen to be a few players there fighting each other, you're either lucky to get some kills while coming down, or you're killed before you get an aim on someone because you just land in their line of fire.

In the San Fransicso level, the one jumper (on the right side, in front of the building where you can snipe from) gets you in a little area surrounded by a fence (close to the docks). I've been killed numerous times because some sh*t decided to wait in the corner for anyone coming down. I know it's not the players fault, but I also don't think these things go well with the "more realistic approach" R2 seems to be taking on. If you have full blown RFOM gameplay, yes, it works. But with R2 style realism being the new trend, you die far too many times and I don't see a way of avoiding that, unless you simply don't use those jumpers.

I totally disagree here. Since I'm a tagger, I played R1 with high sensitivity. As a result my carbine skills suffered at medium range, since aiming for head was difficult. Hence I had to rely on R3 to temporary decrease sensitivity, but it would have been much easier and more consistent with otherwise fast gameplay of R1 if it was on L1(hold).

What?! You used Zoom with the Carbine at short to medium range to get headshots? Using zoom to battle anyone medium range with the carbine will get you a dead sentance unless you're playing against n00bs that have no idea how to take evasive action...

But seriously, in R2 - I can't believe you find the aiming button all that much use? If you're using the Bullseye for example - even on high sensitivity - pressing L1 barely tightens up the control. The only thing that changes, is the weapons position and the turning speed which is reduced slightly at best...


Oh well, will play more R2 while the beta still lasts. It's growing on me, but for different reasons and not because of the Resistance in the title... Coop is quite a lot of fun when you battle your way through with some friends...
 
Phil, this is my gentlemans disagreement :)

While I understand where you are coming from, I think you're complaints are a case by case basis. Yes, I've died a few times from spawn points, but I'm generally fast enough to get heads up and stay competitive. In a 10 player DM in SF I usually go 1.8 for a KDR, 2.0+ on good days. That's without spawn camping or hiding. It's really just knowing your weapons and how to play with them. If you're using the marksman, being cautious and saving your alternate fire for a heated battle keeps you alive. If you're using the Carbine, you absolutely need to stay within mid range and avoid staying in one place, you'll die. Move fast and often, and always try to stay close range, avoid long distance shoot outs. Same can be said for the Bullseye and Shotgun. People playing with the Fareye need to keep moving to different sniping points, remaining stationary will get you killed. The Bellock is the type of weapon in 10p SF DM that needs corridors. Use the alternate fire to trap your opponent with fire, make them rush, then launch the primary fire around htem. Though you almost absolutely have to have the 1up on them.

If anything, I think you're still playing the game too much like RFOM, and not like "R2". At least that's what it sounds like.

But I will agree that the spawn points need to be more varied, and there certainly need to be more of them...but in a small map like SF, that's kind of hard.
 
:oops:
Phil, this is my gentlemans disagreement :)

While I understand where you are coming from, I think you're complaints are a case by case basis. Yes, I've died a few times from spawn points, but I'm generally fast enough to get heads up and stay competitive. In a 10 player DM in SF I usually go 1.8 for a KDR, 2.0+ on good days. That's without spawn camping or hiding. It's really just knowing your weapons and how to play with them. If you're using the marksman, being cautious and saving your alternate fire for a heated battle keeps you alive. If you're using the Carbine, you absolutely need to stay within mid range and avoid staying in one place, you'll die. Move fast and often, and always try to stay close range, avoid long distance shoot outs. Same can be said for the Bullseye and Shotgun. People playing with the Fareye need to keep moving to different sniping points, remaining stationary will get you killed. The Bellock is the type of weapon in 10p SF DM that needs corridors. Use the alternate fire to trap your opponent with fire, make them rush, then launch the primary fire around htem. Though you almost absolutely have to have the 1up on them.

If anything, I think you're still playing the game too much like RFOM, and not like "R2". At least that's what it sounds like.

But I will agree that the spawn points need to be more varied, and there certainly need to be more of them...but in a small map like SF, that's kind of hard.

Oh, no hard feelings... I don't mind others having a different opinion on the game. Just trying to find some form of justification for my bitterness towards the game that's all.

Ironically though, all the advices you gave me above, are ones that apply very much so to RFOM: Knowing when, where and how to use your weapons. Only problem is: You only have two and changing/finding weapons during a heated deathmatch game is rather difficult. The easiest way to do that, is to die and start with your ideal weapon - something I prefered in RFOM where the player was forced to find it first (gave the whole game more variety). That's like starting the game everytime with BullsEye in RFOM (as human). Or with the ArcCharger.

Oh and btw (this more applies to Betan):
Playing with the FarEye as a team with someone to protect you may work very well in team deathmatch (and is a blast), but in deathmatch, highly unlikely. :p Of course, moving around helps - but in a crowded 10 player (or more) deathmatch, this may be quite difficult to achieve. I haven't seen all levels yet, but those that I have seen aren't really optimal, which I think is a shame. I loved sniping in RFOM.

Oh and btw: for the record - I'm not bad at R2. My kDR so far has been around 1.5 up to 2 or higher in the few deathmatch games I've played. Not something I messure myself though - it's always dependant on how skilled players you're facing. On the other hand though - that's exactly my point: It required more skill in RFOM to play good (and in itself is/was more rewarding in the end). Perhaps this is it, what made the game more accessible to many?


Perhaps I can add you to my PSN friends list and we can play a few matches together. Those on my list haven't been playing much R2 - either they aren't in the beta or not really happy with it.
 
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