What Resistance 3 Could Learn From Two
by Chris Faylor, Oct 16, 2009 7:26am PDTBack when the PlayStation 3 launched in 2006, I went home with two games--Resistance: Fall of Man and Ridge Racer 7. I'd actually been able to beat Resistance and publish my review before its release, but I still wanted a copy for myself.
That's how much I liked Insomniac's alternate history shooter, which saw the England of 1951 besieged by the alien-esque Chimera. That purchase turned out to be a good call, as I've played through the campaign a few more times since then.
And when the sequel hit last fall, I bought it without reservation. Two hours later, all of my excitement had been replaced by frustration, the disc was back in the case and the case was on the shelf--where it would remain for close to a year.
With the recent sign that Resistance 3 is in the works, I opted to give Resistance 2 another chance. After wrapping it up this week, it's safe to say my feelings didn't change much and that I'm hoping Resistance 3 is closer to the first than the second.
Resistance 2 abandoned much of what I loved about the original. Where the first Resistance provided players with a cache of creative weapons and the freedom to experiment with them, Resistance 2 took a more guided and much more linear direction which resulted in a restricted experience that simply wasn't as gratifying.
Instead of tempting me to be creative with multiple approaches to a given situation, much of Resistance 2 felt like an experiment in trial and error to find that one correct approach. Worse, numerous areas featured one-hit kills that forced me to replay a section over and over until I had it memorized.
For example, there was one particular area where I had to get close enough to a foe to "lure" them into a trap three times. If I got too close, it was instant death, meaning that I spent a lot of time trying to do this three times without dying. How much frustration could have been avoided by replacing one-hit kills with more gradual damage, or removing that section all together, I can't even begin to speculate.
There are plenty of other examples. Multiple areas feature invisible foes that kill in one hit. Even better, they appear in groups of twos or threes, meaning I'd take one down, not notice the second, and then keep replaying until I'd memorized their positions. Another area repeatedly forced me to wait while a certain even unfolded and then crushed me to death with falling debris because I zigged when I didn't know to zag.
Another major issue stems from only being able to carry two weapons at once, instead of having an entire cache of weapons available a la the original. That means I was stuck using only the weapons the designers wanted me to, instead of having the freedom and variety of weapons to come up with my own approach.
And while we're on the subject of weapons, Resistance 2 falls short there as well. Part of the fun of the original Resistance was messing around with unconventional weapons--using the Hailstorm to bounce bullets off a wall and around a corner, setting a trap using the explosive sticky goop of the Sapper, that sort of thing.
Sure, Resistance 2 brought some of them back, such as the Auger that can shoot through walls and the time-slowing Fareye sniper rifle. Not everything made the cut though, and their replacements, like the flying saw blades of the Splicer and the HVAP Wraith minigun, don't really change anything up.
Perhaps most frustrating is that these issues are, at least in hindsight, extremely obvious and could have been avoided with some slight tweaks here and there. It felt like the developers forgot what made the first Resistance so unique, and rather than build upon that, they tried to make a more conventional experience instead.
So please, Insomniac, if it's not too late for some constructive criticism, please take these points into consideration with Resistance 3. Give me the freedom to experiment with a variety of approaches and weapons. Give me more creative weapons.
And above all, please, please don't give me another Resistance 2.
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Comments
Resistance 2 offered a vast improvement over the original in almost every respect. The level design was much more inspired, the gunplay was refined and the iron sites issue was fixed, and the online play, particularly the coop, is what made R2 stand out amongst its peers. All in all, it had a much better feel than the original -- I know this is subjective, but the original just didn't feel modern to me. It felt like a last-gen Call of Duty console game (not the IW Call of Duty games) with inventive weapons. But hey, I liked the ending, so I'm definitely in the minority of Resistance fans!
Resistance 1: FPS on console, not worth it, but I bought it to try it. Let's just say a few years later and a couple levels in I still haven't finished it.
Resistance 2: FPS on console, not worth it.
Resistance 3: Make it third person, with the option to be first person, much like Batman or Uncharted.
Sorry all, I am purist when it comes to mouse and keyboard on a PC for FPS and RTS. I know there are mouse/control stick combos for the PS3/X-Box or whatever, but it's just not the same.
HOWEVER!!! Had a thought! The new PS3 motion controller may fix the the FPS problem... Hmmmm... So if it is designed for the motion controller, I may be all in on Resistance 3.
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What's even more confounding is that Insomniac was under a LOT of pressure to make the PS3 launch with R1, yet, it is a gem. They had plenty of time with R2. Go figure.
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you described my exact annoyances with 2, with the exception that somehow the graphics got worse.
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I have a feeling all of the R1 lovers were early adopters of the PS3 and played it on release and thought it was a good game because they were still enamored with the PS3 as a system. Just like people who liked Motorstorm which IMO was one of the worst racing games I have played.
Maybe I'm wrong, but I played each game for about 2-3 days, beat it, and never felt the desire to play either again.
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The coop was a lot of fun and so was competitive with all the unlockable berserks. Some of the latter berserks were very unfair to the newbies though.
I do wish they would have released more coop levels.
Hopefully, they can take what was good from 1 and 2 and make 3 an excellent game.
Also.. Did you play the psp game Chris? It was pretty solid for a PSP FPS.
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My roommates would hear the sound of me dying from the other room and yell out "stop dying so much!" :(
Still had some great sections in it though, especially the epic boss fights. Hope R3 takes a little of both prequels and comes out great.
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Your fellow soldiers also flew around in spaceships as if they were current technology. Made the game feel more like Halo than the WW2-era-alien-invasion of R1.
But still... I held onto R2 because the online is great. I love the co-op.
I hope R3 adds vehicles back and R2 was too linear so hopefully that'll get fixed as well. I would also like to see the hold every weapon thing again, but I'm not expecting that to come back as with most modern shooters everyone can only hold a couple weapons yet magicaly heal themselves.
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I think R2 failed on dying, and this one thing would've improved my playthrough experience immensely. Every time you died, it was a heavy somber moment with some repetitive music and a panning camera with a slow fade out that you could not skip. If you died 20 times in the same place trying to get past a difficult encounter, seeing the same heavy handed death sequence over and over (and I still can't get that music out of my head, its awful) nearly caused me to give up. Fix this one thing, and R2 goes from an 80 to a 90 metascore in my view.
I was pleased and amused with their coop, it was so different from the other 2 games (SP and MP) that its nearly confusing... creating this completely different play experience with levels and unlockables. They shoulda merged SP and coop into the same game. And if anything splitting their attention between 3 distinct game modes (SP, coop and MP) with their own unique content and rules was a design fail of epic proportions. The coop was amusing for a short while, but I think in the end it just took attention off polishing what could have been a better combined SP/coop game.
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After hearing that I suddenly desired a PS3 a whole lot less. (And I already had almost no reason to buy one.)
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The graphics were so-so and enemies fell over in embarrassingly stiff poses. I thought the whole game was too long and I couldn't force myself to finish it. :/