Game looks like it might be fun (challenging at least) but it's definitely not a system-seller.
I would rather have a Twisted Metal sequel with a superb online mode.
Of course Resistance is a system seller! Not necessarily because it might be a very good game (we don't know that yet), but because, as a launch title, and one that seems to be at least more interesting than most other launch titles on PS3, it is bound to be taken home with a lot of PS3 in a month time.
Heck, even the 87 EA sports titles available at launch can be called "system sellers".
Shooting at the exact same alien 10 hours straight mus tbe boring tought.. What's up with that. Looking at the vids and screens it's always the same aliens running around..
Looking at the vids and screens it's always the same aliens running around..
Some videos from gamers day. Good videos. Bad music. :smile:
http://www.gametrailers.com/player.php?id=14327&type=mov
http://www.gametrailers.com/player.php?id=14331&type=mov
http://www.gametrailers.com/player.php?id=14329&type=mov
I find it amazing that the guy killed like 50 enemies and none of them dissappeared/vaporized like they do in doom. Wouldn't that take up alot of ram for each body to stay in the level?
It looks very smooth, but I'm not sure what to think of the visual style. Some stuff looks a bit cartoony while other stuff looks realistic.
Could be the video quality too by the way...
From what I've seen, R:FOM seems to be shaping up well graphically and the gameplay looks solid though not revolutionary (though the weapons maybe be interesting). The only thing I've seen that I have a major problem with is weapons switching. Have any of you noticed that the gameplay pauses so the player sifts through the weapons menu? That's just plain backwards.
There is a quick weapon change that doesn't pause the gameplay.
Ok, great. I just don't recall seeing it. Maybe the that pause screen that I'd seen was were weapons could be tweeked. Thanks Bobbler.
Something that bothers me is the robotic nature of player movements. I'd like a bit of organic motion, where a turn isn't 'absolute start, absolute stop', but has a sort of shifting of weight, accelarating into and out of the movement. After all if you were to turn and fire a heavy gun, the act of turning would apply momentum and likely carry you a little past your mark, until you trained yourself to stop earlier. Similarly the sniper rifle is perfectly still. It ought to be bobbing around a bit, even if you claim some stabilizing tech in operation.
As it is, it feels more like you're controlling a robot than an adrenalin-pumped human. Linking in the motion controller to the camera would add some organic element straight away, with a camcorder style shake!
Definitely. The best efforts on organic movement to date have been a bizarre 'clown's unicycle' bobbing motion as you run. It's not even a hard thing do, so I'm surprised it's as unnatural as it is.All good points Shifty, though I feel that these are more problems of the FPS genre as a whole.
Id rather rank up kills because of my aiming instead of having luck the gameplay-character dragged the gun somewhere else - NO THANKS. Seriously, why has it to be "realistic" if the opposite is just having more control.Something that bothers me is the robotic nature of player movements. I'd like a bit of organic motion, where a turn isn't 'absolute start, absolute stop', but has a sort of shifting of weight, accelarating into and out of the movement. After all if you were to turn and fire a heavy gun, the act of turning would apply momentum and likely carry you a little past your mark, until you trained yourself to stop earlier. Similarly the sniper rifle is perfectly still. It ought to be bobbing around a bit, even if you claim some stabilizing tech in operation.
As it is, it feels more like you're controlling a robot than an adrenalin-pumped human. Linking in the motion controller to the camera would add some organic element straight away, with a camcorder style shake!
Something that bothers me is the robotic nature of player movements. I'd like a bit of organic motion, where a turn isn't 'absolute start, absolute stop', but has a sort of shifting of weight, accelarating into and out of the movement. After all if you were to turn and fire a heavy gun, the act of turning would apply momentum and likely carry you a little past your mark, until you trained yourself to stop earlier. Similarly the sniper rifle is perfectly still. It ought to be bobbing around a bit, even if you claim some stabilizing tech in operation.
As it is, it feels more like you're controlling a robot than an adrenalin-pumped human. Linking in the motion controller to the camera would add some organic element straight away, with a camcorder style shake!