Resistance: Fall of Man gameplay impressions

Maybe that was a demo feature and it'll be changed in the game? Or maybe they get a lot of shootouts in that part of the world and invested in bullet-proof lightbulbs? (They can't afford bullet-proof windows, obviously :D)
 
RancidLunchmeat said:
WOW!

I just re-watched the trailer for this (because.. I watched most trailers at work with no sound.. so, watching them again.. hehe)

And.. UHh.. I thought the game looked good and fun the first time (with no sound) still think it looks good and fun with sound.. I agree that it's nothing revolutionary.. But..

HOLY CRAP, PEOPLE!

There's a part in the trailer, right after it cuts away from the opening outdoor action to the inside action where the player spends about an entire clip BLASTING away at the LIGHT fixture over head.

And the light DOESN'T GO OUT.

Sorry, but that's just retarded. They spend about 30 seconds or so demonstrating how you can 'shoot out windows' WOO HOO! YIPPIE! GREAT! How wonderfully 'next gen' that you can shoot out windows!

But you can't shoot out LIGHTS?

Ugh. Horribly disappointed when I noticed that.
Which video is that? I watched the "official" trailer from us playstation link and I think most of the other footage and just couldn't see the part you described.
True, there's scenes with lots of shooting in a room with lamps, but I didn't notice where "the player spends about an entire clip BLASTING away at the LIGHT fixture over head.".
Can you please link me to that footage.
 
Nesh said:
Thats the ironic part. The light is hanging from the ceiling, the player shoots at it, and it swings. The light source moves in the room. Developers put the effort on this but the easy thing that you shoot a light and is shut off is not there. :LOL:

Btw if I remember well that video was from IGN.

Because it was more a demonstration of physics.(he didn't shoot the bulb )
BTW ,i count a lot and i'm pretty confident in insomniac to make a game less generic and unoriginal than one could think.Weapons for a start.
 
I've been seeing these pics and pics of Gears of War and alway's though they were the same game until now. :oops:
 
So, he was shooting the lamp shade, not the bulb?
Big deal then. Ok, maybe in the real world, with real physics the bulb would shatter even if you shot the shader, or the bullets would likely pierce the shader, but unless the game has eralistic materials and physics applied to everything it's not realistic to expect such behaviour even from next gen games.
That's nitpicking.
 
If it were to have realism then the player himself would have killed 50% of his fellow soldiers the way he was shooting. :LOL:
 
multiplayer is a given.... 32players online, cant be bad lol

singleplayer, not my favorite part in games but, in this one we still dont know the story. Just an invasion and fight back.

halo was in way worst shape the E3 before it came out, both story and graphics (reports claimed it was failure just waiting to happen). It did alright, we think? :)

lets wait for TGS in october, if its no good by then.. well...
 
http://www.gamevideos.com/video/id/3692

Good point about the lack of friendly fire in the game as well

Anyway, it's at the 52 second point in the above trailer, and no, he's not just shooting at the lamp shade.

He shoots the friggin light. Inside the shade, the bulb, outside the shade, and the light doesn't go out.

It IS pathetic and it's not 'nitpicky' to expect destructible environments in 'Next Gen' games, and I think the very least of environments that should be destructible are lights. Sure windows, but next? Lights. Absolutely.

It's one thing to say that a grenade didn't blow a chunk of concrete or paint off a wall (which I think this generation should also be able to provide), but it's something else to say that it's perfectly OK for games to continue to have bullet-proof lighting.
 
lol yeah

but they can always come with the "its an alternate reality! lights aren't made of glass in this dimension" lol
 
Thanks, I finallly know what you mean. I think like someone said, they were trying to show off the dynamic light sources. In fact, in terms of impressiveness, I think this is more so than just having the light get busted. Maybe in the final version, they'll make the light move like that for a few shots, and then break :smile:
 
Make a light destructible and it's expected of all kind lights. Then you're screwed if you want starkly lit environments because if the player can shoot out all the lights, especially during a firefight, then they can potentially turn the game into a murky Doom 3 clone minus the flashlight. That wouldn't be fun, or next gen, it would just be poor game design.
 
idsn6 said:
Make a light destructible and it's expected of all kind lights. Then you're screwed if you want starkly lit environments because if the player can shoot out all the lights, especially during a firefight, then they can potentially turn the game into a murky Doom 3 clone minus the flashlight. That wouldn't be fun, or next gen, it would just be poor game design.

SO?

Then that's POOR GAME DESIGN.

Or, it's "DAMN! I shouldn't have done that, now I have to start over!"

Using the excuse of making the game idiot proof is just.. well.. idiotic.

If you shoot out all the lights and then you can't complete the level because you can't see whats going on.. Well, DAMN! Guess what? You restart the level and DON'T SHOOT OUT THE LIGHTS!

Seriously... What year are we in? Shooting out the lights isn't something that should just be 'NEAT'. At this point, it should actually be a TACTICAL DECISION because you have infrared goggles and your enemies don't. Or maybe they DO and YOU don't and the enemy AI should target the lights to shoot them out to put you at a greater disadvantage!

This isn't just some 'Oh well.. You're being an ass by pointing this out' kinda thing.

Shooting out the lights shouldn't just be an ABILITY that you're capable of, it should actually IMPACT the game play! Of both yourself as the player and of the AI that you are fighting with.

To me.. THAT'S what 'next gen' is all about.
 
I was tired of lights not being destroyable... in 1999. But this is not a Resistance problem, but an industry/technology problem. From a gameplay perspective, it is about time they added it. if it screws up part of a level make them restart. i.e. Make gamers make real-world decisions.

But this could help gameplay!! A room full of baddies? Knock out the hall lights or room lights. Use this to either confuse them or to bipass them all together. As many gameplay problems it introduces, it adds even more options--and realism. And you could do some cool stuff with the AI here as well.

But to do this you really need a nice lighting/shadowing system that reacts to dynamic changes. I know the D3 engine allows this form of unified lighting and allows the user to make changes to lighting in real time.

It is hard to knock Resistance here (as a lot of top-end PC shooters have the same issues), but this is a general issue I would like to see addressed. I hope a team gets ambitious, but also back to basics. Time to rethink why we cannot shoot through doors and bust lights.
 
Acert93 said:
Time to rethink why we cannot shoot through doors and bust lights.

You can shoot through walls in the game: http://www.gamespot.com/ps3/action/insomniacshooter/news.html?sid=6149622&mode=previews

"... The auger has a standard shot for a primary shot. The alternate fire for that will burrow through walls and other objects. It's similar to, say, the X-ray gun from Perfect Dark, but the key difference is that the shot slows down while it digs through objects, then speeds up again when it gets out. Another weapon is a standard machine gun, but the alternate fire is a tagging shot that fits into a "tagging and trapping" system. You can tag an object with a tagging shot, then fire regular bullets at the tag. The bullets will start swarming around the tag. When you point at an enemy and fire, the swarm will shoot over and pump the enemy full of swarming, hot lead. As far as grenades go, you've got a basic grenade as well as the hedgehog, which is a spiked ball that explodes and sends spiky shrapnel everywhere. Overall, the weapons feel pretty satisfying."

I didn't try shooting out the lights.
 
I'm sorry but this is nitpicking. I can't shoot out the lights! waaaa! The game sucks! 1 out of 10. Come on now. The games not even finished.
 
dizzyd said:
I'm sorry but this is nitpicking. I can't shoot out the lights! waaaa! The game sucks! 1 out of 10. Come on now. The games not even finished.

I agree. I'm glad someone brought it up, but come on this complain about it this much is crazy. At least wait until the game is out to complain over and over about it.
 
dizzyd said:
I'm sorry but this is nitpicking. I can't shoot out the lights! waaaa! The game sucks! 1 out of 10. Come on now. The games not even finished.

That's not nitpicking. I gave Oblivion a 1 out of 10 because I couldn't kill every single NPC. How come I could kill some of them but not all of them? Stupid game.Just because some of the people I tried to kill had to do with the main quest. Meh...so not next gen;)
 
Acert93 said:
. But this is not a Resistance problem, but an industry/technology problem.

if you can make the light move ,it's dynamic.So ,turning it on and off is not a problem.
 
But this could help gameplay!! A room full of baddies? Knock out the hall lights or room lights. Use this to either confuse them or to bipass them all together. As many gameplay problems it introduces, it adds even more options--and realism. And you could do some cool stuff with the AI here as well.

you mean like splinter cell, I think it's more of a game design problem then a technical problem
 
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