Resistance 2

The grim making an entry felt great, but after that it tapered off.

Yes, I liked the R1 Menials better. It had a different behaviour when you're too close. Sometimes it also carried an energy ball that can cause a chain of explosions when the ball bounced. So you have to be more careful when dealing with them. The Grims are more like mindless zombies.
 
Yes, I liked the R1 Menials better. It had a different behaviour when you're too close. Sometimes it also carried an energy ball that can cause a chain of explosions when the ball bounced. So you have to be more careful when dealing with them. The Grims are more like mindless zombies.

whaaat!? Dude I have to disagree with the strongest of emotions (lol).

The Menials were slow, boring, and really never even posed a threat to the player unless you happened to miss one of them hiding in a corner. You could always take them out from an extremely long distance, it just wasn't that fun.

Grims attack you in numbers, and demolishing them is just...satisfying. When you see two dozen grims headed your way, and you ravage them with a shotgun or splicer, you just feel really really...cool. Unfortunately, there are only 3 instances during the entire freaking game where this happens, which stinks big time.

Now I'm sad that I don't have a really good internet connection :( I just finished off all the trophies for R2 Co-Op, and now I'm just craving some great competitive action :(
 
I will agree that weapon placement was bad in some areas like Idaho, but that was the only area that I remember where weapon placement was that bad (like in front of the diner where you see the bellock by a truck, but have no clue it's there becuase you're taking on a crap ton of auger fire).

Things could be better in areas, but all games are like that. I think it was more a result of the first title having so much that seemed to fall into place that it makes R2 feel under-developed in some areas.

There is another bellock in Idaho a bit further when you face the 3 titans. And again its well hidden, it lies next to one of the titans in the grass. So your natural reaction is to keep some distance between them, nor would you see it if you wouldn't be standing directly in front of it. It's great weapon though, one that I would have liked to use more.


The grims are one of the best enemies in R2 IMO. It's good fun to cut them to pieces with the Splicer, or blow them apart with the shotgun as they come rushing in. Still its strange they left out some of the old favourites like the Menials or the Widowmaker. And the same thing goes for some of the weapons like the Hailstorm, Sapper and the dragon.
 
whaaat!? Dude I have to disagree with the strongest of emotions (lol).

The Menials were slow, boring, and really never even posed a threat to the player unless you happened to miss one of them hiding in a corner. You could always take them out from an extremely long distance, it just wasn't that fun.

That's true ! But in a closed room with tons of enemies, the Menials can be deadly too because you end up running into them (and they grabbed you).

They could have introduced faster Menials and retain some of the older behaviours. A level with a few loose and slow Menials is definitely boring.
 
Yes, I liked the R1 Menials better. It had a different behaviour when you're too close. Sometimes it also carried an energy ball that can cause a chain of explosions when the ball bounced. So you have to be more careful when dealing with them. The Grims are more like mindless zombies.

I definitely did like (and miss) the whole conversion center 'scene' from R1. It added a nice touch, the scarabs, spire attacks, etc etc... and the menials were like the worker bees/ants in these colonies. They're relatively easy, relatively oblivious to you, but will attack to defend.

It was nice societal flavor for the chimera. In R2, the chimeran 'society' seems to have gone off in a completely different direction.
 
I thought both Grims and Menials were great. In fact I'm puzzled by visual similarity of designs and absence of Menials from R2 (as a design choice not story wise). I also miss Grey Jacks, particularly sniping them. And Angels, the overlords. :(

Anyway, health regen, as is implemented in modern shooters is a cheap trick, considering how limited combat mechanics generally are. Same goes for the two weapon system.

Honestly I wanted to see Resistance 2 (SP campaign) go more of an RPG route (or more specifically the way of Jedi Knight). It has the right setup, but Insomniac choose a more traditional approach. Even R&C, though not obvious, has a lot of RPG elements.

Still, I'm hopeful, considering the events in both games. :oops:
 
That's true ! But in a closed room with tons of enemies, the Menials can be deadly too because you end up running into them (and they grabbed you).

They could have introduced faster Menials and retain some of the older behaviours. A level with a few loose and slow Menials is definitely boring.

I can definitely see that.

WHat I would have liked is if the Furies had something like Mendials, where they would grab you and you could shake the controller or something to break free...I have no idea why that omission was made.

Another thing I would have liked to see in R2 would have been a live spire attack while playing, some civilians, and some spinners. Idaho would have been so much better if you walked into a big shelter full of humans, only to have a spire land through the roof and spinners start wrapping up the civilians.

IMO, that is the biggest problem with the Resistance universe across all games, is that you never run into any civilians or victims. Just like the Halo Franchise, there are only two sides, the soldiers, an the enemies. I've always hated that about first person shooters, these games need more 'regular' people that are victims, just NPC's that you can protect or let die, but have no real impact on the story.
 
Yesterday finished Resistance2 singleplay campaign, second difficulty level. Overall I liked the game and will replay some of the parts to find more intel docs and achieve some trophies. Favourite gun pair was Auger and a sniper rifle.

Auger does seem to make some of the fire fights a bit too easy, go near enemies but stay behind a corner and obstacles . Headshot enemies through a wall. Probably should play without Auger to have more challenge.

About grenades, in R1 I did not use them properly often enough. Took a lesson this time and was throwing grenades like a mad, great fun.

The most favourite fire fight scene:
Near the end where team had to escort a fission bomb up to the enemy ship, going up the bridge. A massive wave of enemies run down the bridge and we had to break through them, it felt a good old Last Man Standing moment.

Next R3 version: More and more massive wave of enemy fire fights, great fun trying to break through overwhelming enemy lines. And maybe drop Auger, even if was my favourite gun, or change it to give a negative impact on overuse.

If I remember right, R1 had an annoying glitch where it load spin a disc drive 3-5 seconds before hidden enemies attacked on you. You knew immediately next corner has an enemy line. Thanks Insomniac for fixing it R2 did not have anything like that.

edit: about the technical merits. Very smooth run, had none slow downs, no complaints about the graphics either, water simulation one of the best seen.
 
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1.40 patch on Monday.

According to jstevenson, this is the patch without content update: http://blog.us.playstation.com/2009/01/23/resistance-2-patch-140-details/

Multiplayer Progression

Some people have seen their competitive and/or cooperative characters reset to level 1. For several of those cases, this patch will not only bring back all the XP, stats, and attributes that you’ve lost, but it will also add to your character profile the XP/stats/attributes that you’ve earned since those levels were reset. For example, say you were a level 20 medic and after being reset to level 1, and you earned 5,000 XP. Thanks to the patch, you’ll return a level 20 medic and that 5,000 XP will be added to your profile.

This patch will also correct some medal and trophy issues, including the “Killing Machine” trophy (if you’ve already accumulated 10,000 kills but haven’t received this trophy, it’ll pop up as soon as you download the patch).

Here are some additional patch 1.40 details:

Trophy/Medal/Ribbons

* “Salute Me” trophy is not awarded until player reaches level 31 (Lieutenant)
* “Berserker” trophy can be collected during non-ranked games
* “Survivor” medal can be collected in cooperative games
* “Sure Shot” ribbon is awarded if player has accuracy of exactly 50%

Clans

* Added clan support for viewing members, sending invites, and setting up clan tags
* Default clan region is now USA

Match Balancing

* Unbalanced ranked games are cancelled in staging before the game is started
* Parties are prevented from matchmaking into free-for-all Deathmatch games

Competitive

* Loadouts can be disabled in the “Create Game” screen in competitive games
* Balanced the chance of dropping large ammo pickups in competitive games
* Core Control scoreboard displays “Kills”
* Improved scoreboard formatting

Cooperative

* Balanced the amount of XP gained by the Medic class in cooperative games
* Stalker movement enabled in cooperative games
* Small ammo pickups don’t give LAARK ammo in cooperative games

Weapons/Gameplay

* Splash damage on Pulse Cannon can damage the player firing it
* Rossmore reticule better reflects its accuracy
* Fire is easier to shake off
* Players cannot swap weapons in the middle of a melee attack

Miscellaneous

* Localized text updates
* Network message optimizations
* EULA displays the correct language text for Norwegian, Finnish, Swedish and Danish

Now you may be asking, “But what about adding the option to save the second player’s character progress?” Truth be told, it required a certain PS3 firmware that wasn’t available at the time of Resistance 2’s release. We now have that firmware and are currently working to implement the feature. As soon as it’s ready, we’ll get it out to you.

There is another one with content update in the works (May or may not need to pay for that one. No details yet)
 
Quite small changes, though a lot of them. Fire being easier to shake off is something i wanted from day one.
Also, i hope that medic XP balance is a nerf.
 
Overall fairly uninteresting patch with only a couple of useful changes. But I have to say, I'm really sorry double melee glitch has been (is going to be?) fixed.
It wasn't abused a lot, and was certainly not an easy trick to pull (with the default control layout I'm using).
On the other hand I'm in favor of more complex melee mechanics in FPSs. It was a good start. :)
Can be a bitch with Wraith shield though.

edit: yeah stalker movement is cool (hopefully), on the other hand I'm not so sure about downgraded medic experience.

edit2: what the hell I missed this
* Balanced the chance of dropping large ammo pickups in competitive games
I was looking under weapon changes. :|
Awesome news that is. And also this:
Loadouts can be disabled in the “Create Game” screen in competitive games
Was sure to come (as was the case in R1), yet still nice to see more gb friendly environment so soon.
 
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Hopefully I will finally be able to send clan invites and build my army of troops!

There are a lot of substantial changes there that will change the way the game is played. Pulse cannon and Rossmore are two big changes, especially if it carries over to co-op. Also the balancing of large ammo pickups should reduce the number of people throwing multiple grenades and spamming 40MM ammo.

I'm really hoping in the next patch they'll reduce the size of splash damage for the LAARK, but increase the damage. As it is right now, I feel the splash damage radius is waaaay too large. That, and the secondary fire seems to be awefully powerful, much more powerful than it was in R1 at least.

That said, the patch is farily substantial, lots of game fixes and stat corrections. My buddy will be happy to hear that the Login Patch will be on the way. I wonder how they'll make that work? Should be cool to go to his house and log in with my PSN ID and play co-op split screen, then go home and see those results.
 
What is the double melee glitch ?

R3, triangle, R3. Kills instantly if you don't miss.

Melee normally one-hit kills only from behind, and following with another melee takes time.

But if you change weapon right after R3, if the melee hits you get the points, long melee wait is interrupted and you can do another melee immediately.

The whole thing made Wraith a little overpowered, as you can simply run to people with shields up and melee them in the face, but since many couldn't do it, or didn't know, it wasn't a big deal.

Nice skill if you ask me. I'd like to see another combo like that.
 
Yeah, not a Wraith guy here. :(

Now you may be asking, “But what about adding the option to save the second player’s character progress?” Truth be told, it required a certain PS3 firmware that wasn’t available at the time of Resistance 2’s release. We now have that firmware and are currently working to implement the feature. As soon as it’s ready, we’ll get it out to you.

I wonder if they are refering to firmware 2.60 here (Ability to save second character's progress on the same PS3 for co-op games)
 
They may be, and it will indeed be interesting to see. Honestly, I think they're talking about another FW update that may come later, and I don't expect to see that functunality until they release a content pack.

I'm really curious to see what could be done for Co-op for content, or at least what they have planned. Could get interesting :)

Most of all though, I want to see a new map that is WIDE OPEN in an area where we can fend off maybe 2 stalkers that are mobile, a few titans, and a mobile Marauder. MAKE IT HAPPEN PLZ!?
 
It's a nice update, but I hope it fixes more than this. Like party screen bugs, Auger not being able to hit crouched players, not exploding grenades, the grenade indicator, improve respawning, remove invisible walls.
 
:oops:

Auger not being able to hit crouched players, not exploding grenades, ..., remove invisible walls

These problems exist ?

The grenade indicator sometimes come up too late. Would definitely be nice to fix it (Perhaps the optimized netcode attempts to address it ?)
 
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