Well if anyone was wondering why they chose such a blah color scheme, not that I agree with it
http://www.tgdaily.com/2006/05/11/e32006_first_impressions_resistance_fallofman/
One of the key visual cues that history went a different direction is the jump jet, with tilting rotors whose concept was borrowed from a modern Harrier, but whose execution looks more like a late '40s transport plane. Another clue is the town of Manchester itself, which looks wasted without the aid of disgruntled soccer fans. The scenery is mostly washed out and desaturated - for a moment, you might wonder why color was supposed to be a key feature of the PS3. As Michael Stout, one of Resistance's lead designers, explains, "One of the artistic decisions we made early on in the project was to go for a very stylized look. We're looking to convey that 1950s retro, very desaturated , and we're trying to use color in localized to convey emotion."
Resistance is indeed a game that plays with time, so that red police box might have you wondering for a moment.
There are cinematic cues in this game, including the obvious resemblance to Saving Private Ryan. Another Spielberg-like cue is the use of very saturated color in select spots. This was done, Stout told us, to help the game convey emotion. For instance, there in the midst of the bleak wasteland is a bright red police box. For another brief moment (you start counting the brief moments while you're playing this game), you start to think time may have been invaded by a lord from a different genre altogether; but no, the police box is simply meant to set the scene a little off-key, like a well-played, yet sad note.
"Right now, it's a telephone booth," Stout conceded, "but in the end, you'll be able to knock it over, roll it around, use it as cover, that sort of stuff.
Of all ten games Sony demonstrated yesterday for November's PS3 platform, Resistance was most obviously the closest to completion, both in terms of concept and execution. Spectators were drawn immediately to its bleak landscape with selective use of color; and they also, we noticed, spent the most time sampling Resistance, not turning away as quickly as for other titles.
As development of the game progresses, Stout said, not only more subtleties will be added, but also objects that respond to physics, for which interaction is meaningful. The police box, as we mentioned, becomes an efficient mobile blockade; but in future renditions, there will also be smoke, dust, excessive wind, and a less crystal-clear view of the desolation that only scorpion creatures can leave behind. "I think by the time this game ships," Stout promised, "you're going to see another layer of polish on this that will just make it gorgeous