Resistance: Fall of Man

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New vid:

http://www.megaupload.com/?d=V40GSAGD

Top right corner, enter the three letters. It's a developr interview, it's on Gamespot, but this is higher res.

OK, it's final. I'm not going near this game. The little one was scared out of his mind and I was getting a little motion sick. Typical FPS that I cannot stand... The game looks fantastic, though. I'm sure FPS lovers will go nuts for it.

Picture quality video was amazing on my new HDTV set. I wish all trailers look that good. The interview videos looked horrible, though, but who cares.

Great link, dude.

EDIT: I love this part. Shooting your own guy in the back. Nice.

respic1yg8.jpg
 
I feel the same for most fps games, but some games that I feel are doing something a little different get my attention. I like killzones art direction despite it looking like the developers ran out of system resources and kinda rushed the game. This and Killzone are the 2 fps i'm interested in.
 
I feel the same for most fps games, but some games that I feel are doing something a little different get my attention. I like killzones art direction despite it looking like the developers ran out of system resources and kinda rushed the game. This and Killzone are the 2 fps i'm interested in.

Killzone and Black I like, but that's it.
 
[B]August 31, 2006[/B] - With all the industry coverage of Insomniac's Resistance: Fall of Man in the past several weeks (especially via the extensive billion-page preview from the last issue of PSM), it appears that more questions arise every time another one gets answered. For a little clarification, we asked the guys at Insomniac about a number of different topics that have been circling around the Internet. And while we certainly can't claim that all the loose ends left by previous articles will suddenly be tied up, at least we learned some new info -- and had fun while we did it. Here's what the guys had to say:

IGN: 40-player online is pretty ambitious for a game that has this much data being tossed about at once. What convinced you that you could upgrade from 32 to 40 without any problems and how will the game deal with a few poor connections amongst the solid ones?
Eric C. Ellis, Lead Online Gameplay Programmer: We set a target to run with 32 players at 60 frames per second and we hit that goal solidly for our E3 demo. After hitting that target, (which we were pretty proud of), and getting a lukewarm reaction to those numbers, we went back and decided that what would show off next-gen power better was a game with more stuff blowing up and more players.

So, we made the decision to run at 30 frames per second and add more players and a greater level of things that explode along with more environmental effects. To make sure we run well over the internet with that many players, we have all spent a lot of time running with artificially high latency and packet loss so that we make sure our systems are designed to handle them without looking bad.
IGN: Multiplayer allows you to play as both Chimera and human warriors. Are these differences simply skin swaps or will there be distinct advantages or disadvantages to choosing one side over another?
Mike J. Stout, Online Lead Designer: Both the hybrids and the humans will have distinct advantages and disadvantages. They require a different play style -- humans are more team-oriented and hybrids are more about going it alone. The humans have a speed advantage, as well as more advanced detection abilities. The hybrids have an ability called "Rage Mode" -- which they can use to do more damage (and gain a few other neat abilities) but doing so puts them at risk of taking extra damage.
IGN: The inclusion of the tilt feature is definitely one of the most intriguing new goodies. It has been mentioned that shaking the controller will free you of an enemy's grasp, but is this something that can be toggled? Will there be instances in the game where you HAVE to use the 6-axis tilt for specific reasons?
Peter Hastings, Gameplay Programmer: We have several more tricks up our sleeve where we intend on using the tilt-sensor to increase immersion and improve control (nothing we want to give away just yet, though!) We're also aware that some players are a lot more animated than others, and if it's someone's style to shake the controller around while they play, we don't want them accidentally triggering unwanted actions all the time. So, players will have the option to disable all tilt-sensing if they want.
IGN: How much impact does a successful or unsuccessful hero moment have in the overall story or level progression? Are they purely self-contained or do they have an effect on the bigger picture?
Colin Munson, Lead Designer: When you start a large-scale battle, you might have a couple dozen allies with you, so if one of them falls to a Hero Moment it won't be that big of a deal. But, by the time you get close to the end of the battlefield, your forces will have diminished and you'll be glad to have as many allies as possible to help you in the final stages. But the British forces are fighting the Chimera on multiple fronts, so Hale will likely not see soldiers that he has saved in previous battles. However, that doesn't mean they don't owe him their lives.
IGN: The game's tech specs have been a frequent topic of discussion. So that said, what level of HD will it run in (720p, 1080i, 1080p), what's the final framerate, and what sort of audio codec have you decided to support?
Al Hastings, Chief Technology Officer: Our intention is to support all HD modes including 1080p. The framerate will be locked at 30 frames per second in both single-player and multiplayer. We use a number of different codecs internally including AC3 and ATRAC3 depending on what's best suited to each particular case. The highest quality output format our game supports is 7.1 uncompressed over HDMI.
IGN: You've previously mentioned that bodies will be persistent, so if you come back to an area later they'll still be there. Does this imply that the game is somewhat "open" in a way, where you can choose to wander back to previous areas at any time to find new secrets, or will areas be revisited throughout the game's storyline?
Drew Murray, Designer: Each level will be a totally unique environment and experience. While some of the levels in Resistance: Fall of Man, such as the battlefields and vehicle levels, will be more open and less linear, we have to have a certain amount of control over where the player is at certain times in order to build the horror and suspense that's part of our core experience.

The player will have opportunities to choose multiple tactics and paths in order to overcome certain challenges, such as our massive battlefields, and there will also be more restricted environments. These allow us to control timing and suspense, and offer some fantastic one-off events, such as the Burrower that crashes through the walls at the end of our E3 trailer.
IGN: What is Nathan's role at the start of the game, and what is Rachel's part in the war?
Josh Wall, Writer: US Army Sgt. Nathan Hale begins as just one of thousands of US Army Rangers dropped into a foreign country to fight an unknown enemy. Upon engaging the horror that is the Chimeran invasion, Hale's entire unit is infected by the Chimeran virus. While everyone else falls into a coma, Hale alone somehow manages to awaken.

Hale soon meets British Army Intelligence Corps Captain Rachel Parker and joins the remains of the British Army. As the Chimeran infection continues to evolve within him, Hale gains uncanny insight into the Chimeran plot. He begins to realize that only he will be able to seek out the heart of the Chimeran operations in Britain and bring a halt to the invasion.
As for Parker's role, by the time the Chimera finally reached England, she thought she knew all there was to know about the threat. When the Chimera shattered the British Army, Parker realized it wasn't enough. She marshaled the remaining forces and led them to safety. In the months that followed, it was only Parker's ability to think one step ahead of the Chimeran invasion that kept any of them alive.
As the Chimera grew stronger and began to close in, defeat at the fangs of the Chimera seemed inevitable. It was only when Parker met the sole survivor of a failed US assault that she found a new reason to hope.
IGN: The game's AI is touted to be cognizant of its environment, making it aware of surrounding actions while unaware of things that may be hidden or disguised, like the player. Does this imply that it's possible to take a somewhat stealthy approach to the game?
Colin Munson, Lead Designer: Yes and no. The player will experience a huge variety of gameplay scenarios from massive battlefields, to dark, creepy corridors. On the battlefield, a stealthy approach is impossible. The player has to use his unique weapons, loud explosions, and some balls to break through the enemies' frontlines. In the darker corridors, when the player is alone, that's where there will be some opportunities to be sneaky.

For example, you can crack patrolling hybrids in the back of the skull with the butt of your gun, sneak up on a group and snipe two in the head before the other two even see you, or shoot the rope that holds a hanging crate so that it falls and crushes a patrolling enemy. Or, if you're the kind of player who likes more fast-paced combat, you can toss a Hedgehog grenade into the group and watch as it impales a couple of them with a few dozen three-foot-long spikes. Then, use your Auger to create an energy shield and take out the remaining enemies with a hail of firepower. The game accommodates a huge variety of play styles, and the player is encouraged to experiment.
IGN: Many of the game's alien weapons sound extremely powerful. How are you making sure to balance each of the weapons in power and function, not only for multiplayer but single-player as well? It sounds like you might be SOL if you run out of alien ammo and are stuck with human weapons at later.
Ken Strickland, Designer: Tuning a huge suite of weapons is one of those happy dilemmas; it's only difficult if there's a lot of variety. Luckily, we have a few ways of tuning our weapons relative to each other. Some are balanced with ammo counts alone, like the LAARK rocket launcher. Others have more plentiful ammo, but are limited by heat or charge bars. The most powerful balancing mechanic we have, though, is specialization. Many of our weapons are wonderfully powerful, but only if used in the correct time and context. The Sapper requires time and planning to use to form traps. The Bull's-eye can technically be used on anything, but the limited number of tags means that good players use it only against fast-moving enemies. The weapon designs are meant to encourage strategic choices between weapons from situation to situation, and the added strategy that comes from that will help players through the second and third play-through.
IGN: Speaking of weapons, with as many that the team has already created for the Ratchet series, how do you continue to come up with new ones? What is the process of developing a new and more interesting weapon for a game that takes itself a lot more seriously than the Lombax?
Ted Price, Founder & CEO: Coming up with new weapons is definitely fun, but it can also be pretty tough. Early on we decided that this game needed weapons as exotic as Ratchet's, but with a more serious flavor. We encouraged everyone at the company to come up with suggestions for weapons and as usual, we got some excellent ideas from lots of team members. But I have to give real props to Nathan Fouts and Ken Strickland who together came up with many of the designs and implemented our craziest weapons. To their credit they were always open to anyone making comments on the guns. And, during the project it was very cool to walk by and see a group of people at Nathan's desk point at the screen saying, "Hey, can you make that go faster? And what if it had more auto-targeting?"
IGN: Would it have been possible to create Resistance on anything but the PlayStation 3, like the PS2, Xbox 360 or PC, and if not, why? Have you had the idea for the game on the backburner and been saving it for capable hardware?
Ted Price, Founder & CEO: It would have been very, very difficult to create Resistance on any other platform. First, this game requires an incredible amount of processing power to support the large number of moving characters and objects in the levels. Every one of our characters has sophisticated AI and navigation routines running in the background. Plus, every object -- including characters -- has to access our physics and collision systems constantly. And, of course, I'm ignoring all the other processes that have to occur simultaneously to create immersive, believable environments. What a game like Resistance requires is parallel processing on a massive scale and fortunately the Cell's SPUs give us this. We can take complex and expensive systems and move them onto the SPUs, which are extremely good at number-crunching. When these systems run in parallel it means we can do more per frame and that means more detail in the game.
Second, the game requires more than 20 gigabytes of storage space, which means that the only viable storage medium for us is Blu-ray. We could not have fit this game on a DVD or a HD-DVD. So, yet another reason that the game could only have been created on the PlayStation 3.
:)
IGN
 
Man...I really would like to find some scans from the newest OPM....I can't find any. We all need to search, because I want to see what this new lighting engine is all about.
 
Man...I really would like to find some scans from the newest OPM....I can't find any. We all need to search, because I want to see what this new lighting engine is all about.

I still haven't got my copy yet. :nervous: I've been wondering where it's been!
 
I still haven't got my copy yet. :nervous: I've been wondering where it's been!

I've been waiting for mine as well...just hoping that someone on the west coast has already recieved it (seems like they get theirs about 2 days before I do:ouch: ).

That and I'm dying to read the coverstory's. Army of 2 and Burnout 5 for the win.
 
Do you mean they look like the Prey aliens? Or just remind you of them?

I don't know, they don't look like the Prey aliens to me, if that's what you mean. But, they do look really good :)
 
Yeah they kind of remind me of those aliens you fight at the beginning (not sure if you've played Prey or not) but obviously they look a lot better :D
 
Nope, I didn't get my copy of PSM, yet. This issue seems very late. I wonder if they had trouble getting PS2 demos to stuff inside the demo disc. The last two-three months have been pretty pathetic.

Cool new pics of the new lighting engine. It looks a lot better.
 
New 1Up hand-on::scared:

Typically, when a developer skirts the question, "How long has your game been in development," it's a bad sign. It often means the game has been rushed to stores, or had a limited development schedule. In the case of Splinter Cell Chaos Theory, as we later found out, the co-op mode had only been in development for three weeks when it was shown at E3 for the first time.

With Resistance: Fall of Man, that logic doesn't work. Insomniac may be avoiding the development length question, but the developer also has -- as of today -- hands down the best performing and most ambitious title we've seen running on a PS3 development kit.

By a wide margin.

During a recent visit alongside Electronic Gaming Monthly to Insomniac in Burbank, CA, we were stunned to find the game running as smoothly as something we'd find in stores. While many developers are working to get their PS3 projects up to the level of their 360 counterparts at this point, we experienced hours of Resistance gameplay -- across all major modes -- and did not once see a performance error that suggested this couldn't be released as is.

Our day at Insomniac started with a look at the game's multiplayer. Recently revealed as a 40 player affair (up from 32), the mode is broken down into various subsections. Beyond the standard Deathmatch and Team Deathmatch, players will be able to participate in Breach and Meltdown game types (as well as some that have yet to be revealed).
Breach pits two teams against each other, with both trying to capturing the other's base, but features various nodes on the battlefield that add complexity to the fight. As a team captures a node -- by shooting out posts to make them regenerate in its team color -- part of its base becomes more secure against invaders. For players who want to try to Rambo through these added defenses, they can ignore the nodes, though it will make things much more difficult, and if the other team captures all the nodes, impossible.

Meltdown has a similar focus on nodes, but instead of the overall goal of getting to the other team's base, in Meltdown the bases lose energy depending on how many nodes the other team has captured, and whichever team loses all their energy first loses the match.

Most of our time focused on Breach, and it showed what a key role teamwork plays in the game. Matches can turn around almost instantly if a team coordinates and grabs the right nodes at the right time, and can drag on for upwards of an hour if players don't work together due to having 40 players on the field. Breach can only be played with 40 players present, but other game types will support smaller sizes: tiny games support eight players, small support 16, medium support 30 or so (undetermined at this point), and large are the 40 player battles.

The balance between human and Chimera players is another interesting aspect of multiplayer. While general movement and controls are the same, each type has unique attributes. Humans have better radar functions, recharge health quickly and can sprint forever, while Chimera can transform into Rage Mode to power up, and have heads sitting below their necks -- making head shots from behind impossible. The two have more subtle differences as well; for example, Chimera don't deal well with heat, so they will emit steam when in Rage Mode and don't do so well using flamethrowers.

Apart from flamethrowers, Resistance features a nice assortment of creative weapons, as you would expect from the company behind Ratchet & Clank. Perhaps the best result of this is the variety of ways it gives players to mess with each other. Ever wanted to chase other players with a rocket, pause it in mid-air, and then go after someone else, or even a group of others? That level of control is in your hands. With all the different weapons, we imagine there will be quite a long learning curve for players who want to explore all the advanced strategies possible.

After our time in multiplayer land, we had a chance to check out some of the game's new single-player missions, and it was at that point we realized just how massive a game this is. It's extremely rare to have a title that excels in both single-player and multiplayer -- especially a launch title -- but from what we witnessed, Resistance has a great chance to be that game.

Single-player, in a word, is chaos:tup: . From the massive number of enemies fighting you at any given time to the building-tall size of some of their contraptions, playing often feels overwhelming and makes you want to take cover. The game doesn't take things as far as a Gears of War where the idea is to take cover religiously, but with the hefty number of enemies around, cover still needs to be a vital part of your approach.

Though vehicles will not be present in multiplayer, they have made their way into single-player, and function much like the vehicles in Halo, though with what looks to be a different control scheme. The similarity comes in with the movement and context -- if you stand 20 feet from the screen and blur your eyes, the jeep in Resistance seems a lot like the Warthog in Halo, with slightly rocky animation and a zoomed-out third-person perspective. In the version we saw, the vehicle controls used a button for gas and the left analog stick for moving left and right, though according to Insomniac that may change before release.

In the vehicle-based level we saw (Cheddar Gorge), the game shifts to a grassy wide open outdoor area with stone vistas in the distance and mountains all around -- somewhat like the outdoor areas in GUN but with a supremely impressive draw distance and a shocking sense of scale. The draw distance here provided the single most impressive example of the tech behind the game we saw all day.
Gameplay in the jeep is pretty straightforward -- you take the driver's seat while an AI buddy sits on the gun turret in the back. In Cheddar Gorge, that means jetting from point to point, getting out at each, taking out a few enemies and triggering different checkpoints -- and it all flows smoothly and performs well even with all the chaos going on.

If you'd prefer not to worry about relying on an AI buddy, Resistance also features offline co-op play through the entire single-player campaign. The experience is pretty much the same as going at it alone -- you'll get some of the enemies from the harder difficulty settings on lower difficulty levels but otherwise it's the same experience. So don't expect any synchronized button pushing or optional high fives, but instead techniques such as distracting an enemy with one player so the other can reach the weak point on his back.

The co-op level we played takes place in a cathedral, with loads of small critters running around and trying to sneak up on you from behind. Given the wide open indoor space, it's tough to find safe ground, so you always have to be on your toes and ready for the enemies as they approach you. As the level progresses, players move outside the cathedral in a smooth transition to a large outdoor area -- another nice technical achievement.

As the developers describe it, online co-op has been out of the plan from the beginning of development, which -- given how few games have been able to successfully pull it off -- isn't much of a surprise. It's also the only minor chink we've been able to find in the game's armor thus far.

From the intensity to the variety to the pure amount of content, Resistance is well ahead of anything else we've seen yet on PS3 -- in the launch window or otherwise. There may be a few challengers for "top PS3 title" at Tokyo Game Show in a couple weeks, but given what we've seen, it'll be a surprise if any of them pose a significant challenge to Resistance come launch day.
media

media
 
My only criticism of Resistance (from the screenshots I've seen anyway) is the lack of colour and softness of tone. The pics do look good, it's just everything looks like it's been toned down. Kinda' reminds me how Killzone had that washed out look.
This could be purposeful or it may not be. Perhaps the levels shown are not indicative of the whole game. But when compared to other FPS's (both 360 and PS3) there does seem to be a lack of colour.
However, perhaps the game is better for it. After all, when you see newsreel of Iraq and Afghanistan you never see neon bright and iridescent colours. So perhaps Resistance has a more realistic war-torn look to it? I hope so, because in terms of sheer visual vibrancy Resistance seems lacking.
 
My only criticism of Resistance (from the screenshots I've seen anyway) is the lack of colour and softness of tone. The pics do look good, it's just everything looks like it's been toned down. Kinda' reminds me how Killzone had that washed out look.
This could be purposeful or it may not be. Perhaps the levels shown are not indicative of the whole game. But when compared to other FPS's (both 360 and PS3) there does seem to be a lack of colour.
However, perhaps the game is better for it. After all, when you see newsreel of Iraq and Afghanistan you never see neon bright and iridescent colours. So perhaps Resistance has a more realistic war-torn look to it? I hope so, because in terms of sheer visual vibrancy Resistance seems lacking.

lol, Europe isn't a jungle my friend ;) During world war 2, this is what europe was like, dark, grim, and grainy.

There are a lot of games with a limited color pallete. Games are created like this for visual presentation, just like movies (i.e. the Matrix, etc).
 
Please correct me if i am wrong, MGS4 also has this kind of war torn color, doesn't it?:dopey:

That ugly yellow filter at work, yep. I don't care for it, but Kojima always uses a specific color for his MGS games. Looks like MGS4 is yellow.
 
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