See, this is also how I feel. Rather than just push the envelope with pretty visuals, they want to move in another direction and offer something no other developer is offering. Scope and scale are two things that have been sorely lacking this generation.
How many games have we played this generation with hacked in Co-op? Even RE5 looks like it's force feeding people some hack job co-op with a new character. Insomniac decided to do something entirely new and innovative for online co-operative multiplayer in a First Person Shooter. Instead of just offering campaign, they offered massive battles that have great replay value.
Sure, we've all played 16 player shooters with smaller maps and vehicles, but how many of us have played 60 player maps?
Even more importantly, why does the 16 player title only look marginally better than Resistance 2? Even the much smaller Gears of War doesn't look like it's a generation ahead of Resistance 2, with 1/6th of the player count (and smaller levels to boot).
These things are all infinitely more important to me than "that texture looks nice" or "that brick is casting a shadow on my characters foot!".
I don't mean to belittle anyone, however, you can easily see that the better looking titles are often the ones that have the least replay value.
Bioshock
Uncharted
Army of Two
Assassins Creed
GTA IV
Unreal Tourney 3
I'm sure there are plenty more to add, but Single Player or Multiplayer, these games all expired long before many thought they would. Who is still talking about Assassins Creed? Once you get over the visuals, the game itself was rather shallow and repetative, with a story that I personally thought was poor.
I would argue that Uncharted was great, but came no where near the scope or scale of R2. Insomniac needed to use 1 engine to create 3 different components of the game, which all support massive amounts of polygons and particle effects. To knock them for not giving you a nice texture on some walls, or shadowing on crates...is just over the top, IMO.
They've certainly made their achievements, and worked hard to get where they are. To sell them short, or pretend that what they've done is some sort of betrayal to fans is ridiculous. They are a company, and they are certainly looking to the market to see where the money is. I don't hold that against them, it's what they do with that direction that counts. With Resistance 2, I think they've offered up a meaty shooter with plenty of depth to keep players coming back for more, while making it accessible enough for new players to get into it quickly and have fun.
You're listing a bunch of games, some of which didn't even have online MP to knock them for their lack of "replay value"? Obviously MP wasn't the developers' focus. Are you arguing that when people look at the R2 SP campaign, they're required to take into account that the game has MP so the SP campaign won't look as good?
Uncharted as a single player campaign had excellent AI and plenty of replay value, multiple difficulties, and enemies that at least give the appearance of behaving dynamically and intelligently, most of the levels allow for different approaches by both players and enemies, and players can employ different play styles, it's accessible to the point where it CAN be and often IS, replayed many times, Uncharted is by far much more replayable than the SP campaign in RFOM IMHO.
I doubt either of us have played through the single player campaign in R2 yet so I'm not sure if R2 SP is so much more replayable than Uncharted, obviously Uncharted doesn't have online MP but Naughty Dog wanted to focus on SP and it really shows because they did an amazing job in terms of gameplay, visuals AND audio. For a game that toutes its scope, from various footages the R2 SP campaign seems rather linear, for that kind of linearity I'm not sure why the game couldn't look better. If you can't have crates or sandbags that cast shadows, bake them, or light your levels in a way that they won't stick out as much.
In HALO3 the fights against scarabs was the definition of "scope" with multiple approaches to taking down the enemies whether you want to use a tank or fly around or even fight on the scarabs but what in the R2 SP campaign shown so far has indicated that R2 has THAT kind of scope? The goliath fight and the leviathan fight both are rather linear from what they've shown. Like I said, I'm all for the argument for "scope" but when we're talking about scope it shouldn't simply be what the player is seeing but never gets to interact with. Fighting one of the bosses in SOTC, THAT'S scope, having a bunch of scripted events and following a series of linear paths, is not really scope or at least what I prefer as "playable" scope.
R2 co-op resembles more an objective game against a bunch of bots, well, a TON of bots. Personally I prefer co-op over the MP competitive because the player is playing with friends, it also makes the relatively unsophisticated AI more palatable, a lot of times things are made more difficult because of enemie spawning right next to you rather than the enemies being really intelligent and aggressive, even with the enemies getting more aggressive as you level up I've still yet to see enemies that really try to outflank the players.
I do think R2 has turned out to be a good game, one that I look forward to picking up tomorrow, but it just seems to me that for each of the modes it offers, there are problems that could have been addressed, whether it's the aiming (ironsight not really being ironsight), MP competitive lacking in objective mode types, MP co-op not having exactly strong AI, SP campaign inconsistency in graphics, that the game could have spent another 6 months in the cooker.
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