Resistance: Fall of Man

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tha_con
I'm not saying that's bad, I am however, saying that there are "better" FPS's out there that are severely overshadowed JUST because of the "popularity" that Halo enjoys.
When did I say Halo was the best FPS ever made? I said the single player in number 2 was pretty crappy and linear. I still think they have a lot to offer though. I think it's absurd to think Halo is responsible for other great games to not be noticed. The cream will ALWAYS rise to the top. FarCry came out with (comparitively) zero fanfare, just look at how much people respect that game and how insane people are going over Crysis. You don't need to be concerned with good games not getting the attention they deserve, just because Halo is doing well. Halo is great, its doing well because it offers something most people want (accessible, easy to get into but still offerring a challenge in Legendary mode, great style, great multiplayer, great weapon balance, great fun). What's wrong with that? If another game hasn't got exposure, it is SOLELY because it doesn't offer what people are looking for en-masse. There is nothing wrong with a game doing well because it's initially accessible and presents a universe that people connect with. This is just part of great game design.

I always see games that are popular and I'm often confused as to why they're so popular, until I play them and it doesn't take long to work out why. They all have something that would be appealing to certain people. You just need to put yourself in a casual gamer's shoes. They'll be thankful for the auto-aim etc, it helps them have fun and be much less frustrated. Hardcore "twitch" FPS games need a considerable time-investment to get competitive at, they're absolutely a niche in the broader gaming sphere, and anyone who makes a game that isn't designed for "everyone" has developed that game knowing full well it won't sell the numbers of a Halo or a StarCraft. You can say its unfair or whatever, but can you logically blame Halo or other games for this? Not at all.

tha_con
Final Fantasy. Case closed.

Perhaps Final Fantasy has qualities you don't look for in a game? Maybe your personal gaming choices dictate too much what you recognise as a quality game. Final Fantasy is more about story/atmosphere and characters, and the overall experience in that universe. I don't care for it either (I like more immediate action based games), but I see where it's quality lies, and how it presents this in a better fashion than other games directly competing against it in the genre. There are many people that say that FF7 was the best game they ever played, and that it had characters they cared about more than any other game. I've heard many people say it's the only game that made them shed a real-life tear when a certain character died. Is that not well-crafted entertainment, regardless of personal opinion?

You can't say "case closed" like that, again this is a flippant point that you've made that highlights the exact point I was making (and why I'm correct about how you're wrongly seeing games). You seem to only be able to understand a game in the context of whether you personally enjoy it. There is no game that is super popular (over a long period of time) that doesn't offer something great to a certain type of player that loves it. You need to think in a broader spectrum than your own gaming views, to identify a quality (no matter what form it takes) in a product irrespective of personal likes and dislikes. I've learnt to do this as a designer for many years (I need to work in many styles I wouldn't personally choose to do given free reign creatively). People like different things, and you desperately need to respect and understand why they might.

I don't think Resistance will be a an exceptionally bad game, I never said that. I just don't think it will ever be considered a true AAA title that is played and bought long after it was initially released. It doesn't have the makings of a true classic, IMO. It isn't a Halo, it isn't a Goldeneye. Its clear to know that much, I'm not sure why this is difficult to judge.

I was basically just saying "hey why bother being so obsessed with this game when there are loads of other FPS games that present a much higher probability of being really great, given what was shown at E3". Resistance will never be mentioned in the same breath as HL2, Halo or Crysis, especially 6 months or so after it's release. Its arrogant to assume the mainstream gamer doesn't understand or know what he or she likes or finds entertaining. I absolutely do not think that sales figures in the multiple millions can ever be entirely undeserved. I've never seen this happen randomly, just for the hell of it. Believe me, you don't want to meet a Final Fantasy obsessed nutcase. There are many, and they obviously see something in that game you don't. I can SEE what that is at least... even if I don't want to play it.

Of course you can think what you like. Just wait and see. We'll see who has guessed where Resistance fits in the FPS scheme of things in good time. I bet you $5 it'll end up more where I'm guessing (not a classic to be talked about for years, but a solid B-title).
 
James2097
Name one occurrence where conformity has generated strong sales, AND the title continues to sell very well years later, where conformity has been the MAIN driving factor for the majority of sales. This is a ridiculous claim about Halo. You can't, it just doesn't happen. I don't like many games that are popular, but as a designer I can see their quality and who they're for. The Sims, for instance. But its not my cup of tea.

Madden....... I never said it was main driving factor nore was that the factor for Halo, just most people who've never played a fps on PC that dont like anything that isnt Halo. But i'll step away from the argument :)
 
That's a heck of a lot of players

Never before in the history of console gaming (or as long as we can remember, anyhow) has there been a FPS game that allowed 40 players to go crazy on a virtual battlefield. Until the PS3 came along, that is. A report from PSM says that Resistance: Fall Of Man will feature 40-player online capability, which is even more than the previously announced number of 32.

Here's the juicy quote from PlayStation Magazine:

We put in some serious time playing various maps and modes in multiplayer, and despite our constant deaths at the hands of Insomniac's seasoned testers we had a blast. Resistance should offer PS3's Flagship online Multiplayer experience at launch. Of course, you can also play with friends offline via split-screen deathmatch,or partner up and play, co-op through the entire single player game(this can only be done offline).

Online matches are where the real action is, though where as many as 40 players can pack the battlefield(a recent eight-player improvement over the 32-player support announced at E3) We tried standard deathmatch in a small, hilly ice area, and massive 40-player "MELTDOWN" campaigns in a huge jungle-type enviroment with wooden bridges and platforms in the trees, "Ewok Village"- style.

Meltdown is an extension of another mode called "Node," in which two teams race to take over as many nodes as possible. Nodes are large chambers that contain several cylinders, you can re-configure the nodes for your team. Once you control a node, you can choose to re-spawn there after you die, adding strategy to the order in which your team goes after them. Meltdowns adds the twist that these nodes are actually coolants for each team's base, so by taking them over, you're overheating the enemy's headquaters. At certain heat levels a base's defenses will temporarily go down, allowing the opposing team to get inside and deal major damage.

This is the kind of feature that if done right, could be huge for PS3 sales.

Source: NeoGAF
 
Do you really think they would cut the frame rate in half just for 8 more players? The E3 32player game demo's were at 60fps. But you saw it coming :)
 
LaBounti
Do you really think they would cut the frame rate in half just for 8 more players? The E3 32player game demo's were at 60fps. But you saw it coming :)


I don't think it's the 8 players that cut down the frame rate, it's the added destructive environments, at least that's been said to have been added.

For instance, John Woo's strangle hold is only running at 30fps on all consoles, but the destruction in it is amazing. I can live with a little sacrifice in this game if I get a lot of action and destruction...and of course my classic trademark Insomniac weapons :D:D
 
I never knew Insomniac made the PS1 FPS game "Disruptor". I really liked that game (even with the dodgy video cutscenes with dodgy acting). Yeah, it wasn't bad at all, for the time.
 
French gaming website, Play3-live, have managed to get hold of some scans from the U.S issue of Playstation 3 magazine, shedding further light on Sony's sci-fi first person shooter, Resistance: Fall of Man.

The magazine appears to have an exclusive on a number of levels that have never been seen before and provides details on some of the new features, including weapon pods that display countdown timers and columns that displace air where you can float and gain an height advantage over the enemy. According to the article we'll also get to experience a 'War of the Worlds' type octopus.

Resistance: Fall of Man will also utilise the tilt controller, apparently shaking the controller will allow you to break free from enemies.

Although a lot of the content within the article shows that Resistance: Fall of Man bears some resemblance to the gameplay of Halo 2, including effective melee attacks, the writer is quick to quash the comparisons.

Playstation 3 magazine are billing Sony's first person shooter as being the 'must-have' launch title.

Set in a frightening, alternate 20th century reality, Resistance: Fall Of Man capitalizes on PlayStation 3’s superior processing power to deliver a thoroughly believable world that blends epic military action and unnerving horror. Utilizing its signature creative style, Insomniac Games has created a truly next-generation experience featuring smarter enemies, a wide variety of horrifying creatures, physics-based weaponry, playable vehicles and highly detailed, diverse environments. Players will be challenged online and offline as Resistance: Fall of Man delivers an engaging single player campaign, a co-operative mode and one of the most complete multiplayer offerings in a console game.

Features

Resistance: Fall of Man draws players into a deep, frightening story that rewrites the 20th century and pits the United States and Britain against a horrific species of unknown origin.
• In addition to an epic single player campaign, Resistance: Fall of Man features co-op, split screen multiplayer and highly customizable online gameplay. • PlayStation 3’s superior power enables Resistance: Fall of Man to feature a wide variety of fluidly moving characters that exhibit more sophisticated behaviors and interact with their environments more realistically.
• Greater processing power on PlayStation 3 and Blu-ray technology enables more immersive visual and sound effects in Resistance: Fall of Man, heightening the chaos of large-scale warfare.
• A powerful rendering engine allows Resistance: Fall of Man to feature a greater variety of highly detailed and interactive environments for a console FPS experience, including large battlefields and sprawling military command centers.
• Insomniac Games has combined its passion for creating exotic weapons and vehicles with a proprietary physics system to create a unique human and alien arsenal. There are a further seven scans over at Play 3-live. (You don't need to click over there to see them if you get OPM Magazine)

http://www.play3-live.com/news-ps3/1594/resistance-fall-of-man-se-fait-scanner.html
 
Bump.

Some of those aliens look really sweet. Like the pale alien with the huge mouth and awkward teeth...that's really sweet I think. I dig it, they look really tortured.
 
Some new screen shots abound, although a little small, maybe we will get bigger shots now that these have hit the net.

1pd8.jpg

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as you can see, new enviroments and new aliens, and they look ace, allot better than what we have seen so far.
 
The second pic with the walker in it - that looks pretty good. It's looking more and more likely that Resistance will be the launch title for me.
My only gripe is that the aliens, when in a group, seem to look too similar in stance etc. but I guess that's the same for many FPS's - grunts tend to look like clones.
 
GameFile
: 'Resistance: Fall Of Man,' 'Untold Legends,' 'Dead Rising' And More


08.22.2006 6:00 AM EDT

'Resistance' game makers insist it's for PS3 only.
"Resistance: Fall of Man"
Photo: Sony
NEW YORK — Ryan Schneider concluded a 50-minute demonstration of what may prove to be the most advanced PlayStation 3 game launching this year with a comment that was kind of a suggestion, sort of a hope and just a touch of smack-talk.

"Hopefully we just demonstrated [that] what you're seeing here could only be done on PS3," he said on Monday afternoon. As the spokesperson for Insomniac Games and the tour guide for an almost hour-long demo of the November-launching "Resistance: Fall of Man," Schneider is paid to make that kind of pitch. But did he have a point?

Fifty minutes earlier, Schneider and Insomniac Associate Producer Greg Phillips flanked a massive high-definition TV and powered "Resistance" to life. Here came the pitch. But first, the story: This first-person shooter from the makers of "Ratchet and Clank" would chronicle four days in July 1951 across an England scarred by a war against the several-eyed humanoid aliens called the Chimera.

"It is not a World War II game," he said, not just because it takes place in the '50s and replaces Nazis with aliens, but because in the world of "Resistance," that war never happened. Aliens swept through Russia at the turn of the century, the Communists never took over, and Lenin died in a gulag. A congressional filibuster blocked U.S. involvement in World War I. For a time, America stayed secluded from global conflict (which is historically accurate, as the U.S. did not get involved in World War I until 1917, three years after the conflict began). The Chimera took hold of Asia, then continental Europe, and then England. Come 1951, an American Army ranger named Nathan Hale would go missing during combat against the Chimera in England. His four days in England are the player's to experience. That's the plot — which sounds possible, probably, on any console.

Next from Schneider and Phillips came a demonstration of the game's first level, a shootout between humans and aliens in the city of York, frantic and detailed enough to not appear on game machines that launched five years ago. Aliens shot laser guns from second-story windows; foot soldiers returned fire from the ground. Cars in the courtyard combust in different ways: Shots deflate tires or explode gas tanks.

In the opening level, the hero Hale held a basic rifle and Schneider offered a next-gen tease: "We are going to be supporting the tilt functionality of the PlayStation 3 controller," he said. "You're going to be able to shake off melee advances, and you'll be able to counter-strike with a rifle butt. And we're looking at other tricks as well."

None of those techniques were in the incomplete build on display in Manhattan, but onscreen text indicated when they'd be allowed. A vampiric smothering from one foe was the moment for the shake. The jolt with the rifle butt — holding the controller with two hands and jabbing forward with the right — was animated into the game but triggered, for now, just with a press of the button. Players will have a choice of button press or flick to make it happen in the finished game. Those maneuvers might be possible with the Wii as well, but with the detailed pandemonium of the "Resistance" version of England? Probably not.

Schneider offered some distinguishing stats. Thanks to high-res graphics and orchestral music, the game, he said, currently takes up 22 Gigabytes of memory on a Blu-Ray disc, the new disc format supported by the PS3 and playing one-half of a VHS vs. Betamax format war erupting between tech companies throughout the year.

"We're going to fit more on a Blu-Ray disc than you could on an HD DVD," he said, referring to the competing format, which in its most basic discs can't hold more than 15 GB. More numbers: 40-player online matches at launch; 60 levels of player progression while playing online; two-player offline co-op. Phillips promised better, deeper support than any Xbox Live title.

Next came a level from halfway into the game. A deep crater in a rustic English town makes a foundation for the elaborate metal alien node. An alien of Incredible Hulk proportions and armed with a massive flame-spitting gun prowled the crater floor. The game is gritty and grim.

Asked if anything in this bleak, gray, brown and yellow war shooter could claim inspiration from the bright, green, blue and silver "Ratchet and Clank" games, Schneider had a ready answer. " 'Ratchet and Clank' stood out because of the weapons," he said. "We've brought the same kind of design sensibility [to 'Resistance']."

Talk of "Ratchet" weapons conjures memories of guns that spat exploding bowling balls, including one that spawned small black holes and a cannon that turned enemies into sheep. "Resistance" guns are designed to be fired with more of a grimace. The "augur" blasts energy that slows through a cover of sandbags but eventually punches through. A sniper rifle comes equipped with a slow-motion viewpoint that allows players to juke between incoming energy bullets before firing from long range. The rocket launcher can leave its fired rocket suspended in mid-air until it finds a target and lets the journey end.

The "sapper" shoots goo. Fired on walls, it drips down onto enemies, sapping their life energy, naturally. This armament, Schneider said, couldn't be done last-gen. He pointed to the sapper's goo, including the "level of interaction between the globules from a physics standpoint."

He and Phillips did a developer cheat, nearly freezing the game world as they had Hale launch a bomb called the "hedgehog" — which is like a sea urchin — radiating 50 spikes. With the game slowed and the hedgehog gliding through the battlefield, Schneider talked about each of the 50 connected spikes probing the game world with their own artificial intelligence, assessing where they're about to make contact with the game's environment, when to ricochet and where to go. He pointed to enemies reacting with smooth, retreating animations. He noted the metal-on-metal ping as the hedgehog hit steel and said a different sound would have triggered if it tapped wood. He showed how the hedgehog figured out when to suddenly extend its spikes into a waist-high obstacle and erupt toward nearby enemies.

Then they fired another, this time without the slowdown, and that complexity re-emerged quicker than two finger-snaps. No, that couldn't be done on a PS2, they said. Not like that.

Schneider said the game was developed with four criteria: immersiveness, believability, fun and creepiness. "That was the guiding light for us from beginning to end," he said.

But there's clearly a fourth criterion now part of the message: show off the potential of the $500 to $600 PS3. An hour makes a strong argument for the system's unique potential, but the case isn't closed

resistanceaug01qn3cd6brr2.jpg


that shot looks ace, and 22gb used on a disk, just goes to show that BD was the way to go.

edit, new video.

 
I read somewhere that they finally implemented the final lighting system. The one used for the E3 demo was a simple "lightmap" system. And I guess there will be new screens showing off the new lighting and the game doesnt look anything like the E3 demo anymore.
 
The swarm of leapers looked really cool.

Yeh that struck me as pretty cool too, a bit like the scene with all the spiders in the woods from "HP & The Chamber Of Secrets"

I read somewhere that they finally implemented the final lighting system. The one used for the E3 demo was a simple "lightmap" system. And I guess there will be new screens showing off the new lighting and the game doesnt look anything like the E3 demo anymore.

Yes apparently they will show this off at TGS, because the shots above arnt using it yet, this is an earlie build from a couple of months ago. If thats true or not im not sure.

The only thing I think this game could do with is DOF, that would really set this game off nice.
 
22GB, man, that's...alot, the game is sounding and looking better everytime I hear from it:)

..Those aliens, they need serious dental work:crazy:
 
22Gb's eh. I'm hoping this'll lead to better textures. The 360 may have good compression but regardless it will affect textures as well as speed (uncompression in real time requires cpu run time I believe).
It's looking good and it's getting better all the time. Definate launch purchase.
 
You guy's will be able to see the new lighting much Sooner than TGS, just pick up next months OPM (which should be out in a week or so?) and you'll find a ton of new scans with the new Resistance light engine.

Also, I recommend all of you listen to RadiOPM (Official Playstation Magazine podcast). It's AWESOME. I love it, I'm an avid listener.

http://radiopm.1up.com

Check it out!
 
You guy's will be able to see the new lighting much Sooner than TGS, just pick up next months OPM (which should be out in a week or so?) and you'll find a ton of new scans with the new Resistance light engine.

Also, I recommend all of you listen to RadiOPM (Official Playstation Magazine podcast). It's AWESOME. I love it, I'm an avid listener.

http://radiopm.1up.com

Check it out!


good, i listen all of those. EGM live, radiopm and 1upyours. 1upyours is the best one... you can find them all at www.1up.com

its really good
 
1upyours is pretty good, I just enjoy radiOPM more becuase of the editors, they seem to be a bit more like me, lol.

Kenji - Nice find, I love the siren sound, it's awesome...it sounds sooo good on the movie (silent hill) blasting through surround sound...*shivers*.

ANyway, off of silent hill, I can't wait to see the new lighting engine, and the alien skull is an awesome touch on the teaser site.

Edit: Okay, I thought this was the new lighting engine, apparently it's not...so we'll see in a while what it looks like. But this first shot is from the E3 build, and the second from a later build.

E3
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Updated build
resistancefallofman20060824114313306zj0.jpg
 
NEW HAND-ON PREVIEW FROM GAMESPOT:)

Resistance: Fall of Man, from Southern California-based developer Insomniac, is an upcoming first-person shooter that's arguably the most scrutinized PlayStation 3 launch title. The game has garnered a fair share of attention after being one of the first games to be shown running on the PlayStation 3 at this year's Game Developers Conference. A positive showing at the Electronic Entertainment Expo continued to raise the game's profile, as word spread that the Ratchet and Clank developer was cooking up a tight first-person experience. However, despite the aforementioned showings, we've been anxious to find out more on the game, as info on its story, arsenal of weapons, and gameplay have been deliberately spare. After a visit to Insomniac's Burbank offices, we've finally had the chance to see what's going on with the promising title firsthand, thanks to some time spent with a work-in-progress version of the game.
Our look at the title began by sitting in on a weekly meeting, where members from the teams working on different aspects of Resistance showed off their current progress. The particular day we were there, the environmental-art leads showed off their handiwork on the cinematics and the character leads unveiled some human and Chimeran skins for multiplayer. The centerpiece to the meeting was a look at one of the later cinematics in the game, which gave us a better idea of the game's plot. Sadly, we can't go into too much detail on what we saw, but it helped put the conflict at the center of the game into better perspective.

What we can tell you is that Insomniac appears to be going the Bungie route and not saying much outside of the bare minimum when it comes to Resistance's story. What we know is that the story takes place in an alternate history, where WWII never happened and an alien species known as the Chimera have decided to make themselves at home on Earth, despite the planet's current occupants. You'll play as a US soldier named Nathan Hale who's been dispatched to help the UK repel the Chimera. Though Hale is something of a lone wolf, he'll rely on Rachel Parker, a member of British Intelligence who also serves as the game's narrator.

From what we've seen and heard, Resistance's story is shaping up to be one part X Files, one part Marvel Comics What If? (or for DC aficionados, Elseworlds), and one part Saving Private Ryan. The tale will unfold via the aforementioned cinematics, which will blend hi-res still art with traditional in-engine cinemas, all of which is tied together by Rachel's narrative. The end result in what we saw at Insomniac is a very moody, stylistic approach that helped set the game's unsettling tone. The game's story will also unfold in smaller ways, such as through radio messages you will receive as you play.

One of the highlights of our visit was checking out the latest work-in-progress version of the game. Thanks to a combination of hands-on time and Insomniac-led demos, we were able to check out several different areas in the game. Our first peek was at an updated version of the Manchester level shown at E3. The demo showed several different areas in the massive level. The first area we saw was a cathedral, where Hale and a small team were making their way to a rendezvous point to meet up with another team. We had just enough time to take in the surroundings and realize it was a prime locale for something horrible to happen when flocks of leapers (facehugger-like critters) came skittering down, looking for trouble. Thankfully, the cathedral had a fair amount of maneuvering room, so it was possible to put enough distance between Hale and the creatures to aim properly. Things were a little rougher for his comrades, but if you're mindful of their safety, they'll help you deal with enemies.
The level also showed off a new enemy, the leonine howler. The twisted creature was big and deadly and had an annoying penchant for ramming its targets. Worse still was its equally troublesome ability to live up to its namesake and call in reinforcements. Fortunately, there was a little something in your available arsenal of weapons in the demo that was just right for taking it out. After sending you through the assorted enemies in the cathedral, the level continues through a ruined part of the cathedral wall that lets you make your way to the streets. The street portion of the level offered up a different, claustrophobic feel and resembled a more traditional first-person shooter experience. We were then shown the open area seen in E3, where hell breaks loose as humans and Chimerans clash, and this scene has been polished up some since May. The action had been cranked up some, and there seemed to be a greater emphasis on using cover than we remember. For those keeping score at home, the cathedral and street portion of the level take place after the area seen at E3 and represent the middle portion of the level.
Though three areas are part of the same massive level, they're only a small sampling of the kind of trouble Resistance is going to drop you into. Since Hale is obviously going to be helping out the Brits, the action will spread throughout the isle as it comes under siege. Residents of the UK will likely recognize some familiar urban and rural locales (albeit slightly worse for wear due to the alien invasion). Residents of Grimsby may not be able to tell the difference, however. Time of day and weather will come into play, as well, as you'll find yourself guiding Hale through darkness and snowy environments that are thick with foes. Aside from the leapers, the howlers, and the now-familiar grunts seen at E3, we got a look at a few other enemies in assorted shapes and sizes that show off a good amount of variety.
Besides offering plenty of variety (and copious amounts of target practice), the enemies and levels are designed to encourage players to take advantage of Resistance's versatile array of weapons. The weapons look to have been influenced by Insomniac's work on the Ratchet and Clank series, which has resulted in the creation of a powerful arsenal that's both deadly and creative. Besides the array of weapons seen at E3--such as the augur, the tagging bullets, and trusty FPS staples like shotguns and assault rifles--we had the chance to check out a few others, as well as their alt-fire features, which are all very cool. The rocket launcher, dubbed the LAARK, primarily fired old, reliable rockets, but its secondary and alt-fire functions definitely offer a lot of options for those looking to get creative with their killing. Holding down R1 on the controller will keep the rocket suspended in the air indefinitely until you release your grip. Another nifty option is the ability to fire off a number of smaller rockets to deal with foes before being depleted. A trap weapon, dubbed the sapper, fires seemingly innocuous blobs of goo that can be stuck to ceilings or stacked on the ground. The gooey masses are great for slowing down enemies and, when detonated, taking them out with chain reactions. As with the LAARK, the sapper lets you get hands on and manually control when the blobs blow. You can also set the blobs as a trap, since they'll remain on the map until an enemy stumbles on them, which can be useful if you want to ensure you get no rude surprises from behind when you're sneaking around.

Our look at the secondary fire on weapons showed off a new facet of the augur. Besides its useful ability to shoot through objects, its secondary-fire option lets you erect temporary shields that you can fire through in the weapon's primary-fire mode. This feature comes in handy when you're dealing with mobs firing at you from a distance. Sadly, the shield doesn't stop blasts from others' augurs, so you'll have to be careful, as the Chimerans also pack the versatile weapon and have no qualms about shooting you in the face. One of our personal favorites of the arsenal that we saw demoed was the fareye, which is a deadly sniper rifle that lets you enter a "focus" mode where time slows and you can line up your shot. Besides trying the weapons out in the actual game, we got to see some custom demos in a test room the team uses to balance the weapons. While there, we got a peek at one of the mech vehicles in the game, a wicked spider-looking vehicle known as the stalker, which was begging to be boarded.

The arsenal of weapons, with its various firing modes, may seem a bit complex, but Insomniac has crafted a smart, intuitive control scheme that's in the same vein as Ratchet and Clank's accessible system. As we found out at E3, getting around in the game is a breeze with the basic setup that has you using the dual analog sticks. Weapon switching and firing is mapped to the shoulder and face buttons, letting you swap arms quickly--often a must in the heat of battle. The team is aiming to take advantage of the PS3 controller's tilt functionality as much as possible; the game currently relies on the feature to let you "shake off" leapers or other enemies that grab you.
Besides the single-player experience, our time at Insomniac gave us a peek at the multiplayer game in motion. Though the version was still undergoing a hefty amount of work to ensure the game holds up when 40 players are online. We got a chance to spend some time in a session to get a feel for the experience...and promptly died. In retrospect, it probably wasn't the smartest idea to tangle with a pack of testers deep into their daily blood frenzy, but you learn fast that way. It's a testament to the game's smart control scheme that we were soon exacting revenge like a champ.
Our session found us competing in one of the multiplayer game types, called meltdown. The goal is to take out the opposing team's base. This is, of course, easier said than done, as you'll be able to collect items that upgrade your team's base up to five times. The upgrades start off being low key, but they ramp up to extremely useful. Your first upgrade bumps up your radar to show enemies. The second spawns extra weapons. The third activates turrets in the corridors leading to your base. The fourth activates mine launchers. The final upgrade armors up the core of your base, making it invulnerable to attack and forcing would-be destroyers to take out nearby rods before they're able to focus on the core. The session was very fun once we got the hang of it. The funky part of the multiplayer game is that we were able to play as Chimeran soldiers who have their own unique attributes, namely a rage mode that enhances their stats temporarily, letting you run faster, jump farther, and melee better. Though the multiplayer in Resistance will support up to 40 players online, some of the larger maps will scale down to accommodate smaller groups. The one we played on, a Chimeran dig site, scales to fit as many as 40 or as few as eight. Another aspect to note on the multiplayer is that weapons have been rebalanced--for example, modified clip sizes and firing functions--to ensure a better experience.
Our time with the single- and multiplayer game felt good, despite the expected rough spots from a work-in-progress game. The frame rate held up reasonably well in single-player, and the controls were responsive. There were a few places where the camera acted a bit odd, but reps on hand noted that little kinks like that were in the process of being ironed out. The multiplayer game felt almost as good, although there were some lag issues in spots, but that's to be expected at this early stage. In spite of these hang-ups, the game was very playable and fun in the brief time we played, and both of our sessions with the game certainly showed off a lot of potential.

Besides the gameplay, one of the key points of scrutiny for Resistance will be its visuals. As one of the inaugural titles for the PlayStation 3, expectations are quite high for Resistance to deliver stunning graphics. To ensure the game delivers impressive visuals, and the frame rate to match, Insomniac is taking a multipronged approach to crafting Resistance's graphics. On the art side, the team features a group dedicated to pumping out in-game visuals that will hold up to being displayed in HD. Though we saw the game running at 720p, the team is aiming for the title to support 1080p. A separate group is working on the graphics that will tell the game's story, as well. On the tech side, Insomniac has folks dedicated to making the PlayStation 3 multitask its heart out and work the system's several processors. One of the most obvious areas we saw this at work was for the use of physics in the game, especially the hedgehog grenade. The explosive's tracking shrapnel does its own thing after exploding, and once you factor everything else going on at the same time, the physics here are a pretty complex action. By putting the burden on the PS3's cores, Insomniac is making an interactive sandbox that's shaping up to be quite cool. Though what we played was early and rough in some spots, there's an impressive level of detail on display.

The audio in the game appears to be one of the areas where Resistance's dev team is running amok like a kid in a candy store. The additional channels of audio available on the PS3 have let the team go to town with 7.1 audio. It should go without saying that the weapons and explosions in the game will be getting the star treatment, as they'll be front and center to the action. In addition, Resistance will feature layers of voice tracks unique to the individuals on the battlefield to create an impressive amount of chaos. You'll hear the cries of human soldiers, which we're told are going to change on the fly based on what's going on as you make your way through the game. Your Chimeran foes will get a similar treatment, although their vocals will be in their native tongue. Outside of the playable segments of the game, Resistance will feature a hefty amount of voice-over to tell its story in the cinematics. The work-in-progress version of the game we checked out gave us a good taste of all of the above and left us with a good impression. The mix of human and Chimeran chatter with weapons firing and explosions booming sounded sharp and immersive, which complemented the hectic visuals. We were also able to hear bits of the game's music, which helped sell the tone of the adventure. We heard sparse but effective tracks during combat and proper orchestral-influenced music during the story sequences, which gave it a cinematic feel that worked.
It's not much of a stretch to say that Resistance: Fall of Man will wind up being the game that's held up as the PlayStation 3 poster child when it launches. As the highest-profile title that's been confirmed for the system's launch, it faces a lot of scrutiny. Fortunately, Insomniac knows a thing or two about crafting fun games. The single-player game is good and definitely engaging from what we've seen so far. Besides the gripping action sequences you'd expect out of a first-person shooter that faces you off against hordes of aliens and their superior technology, the game is looking like it's going to have some nice nuances to it, thanks to its story. Further, Insomniac's penchant for giving players wicked toys to wreak havoc with is paying off, as Resistance's weapons are a blast--pun intended--to play with. Though we didn't see much, the multiplayer game has a lot of promise to give the game legs well after players have finished the single-player game. If Insomniac sticks with tradition by polishing up Resistance's single-player experience and delivering on the promise we saw in the multiplayer, the game will be a strong showcase for the PlayStation 3's potential. Resistance: Fall of Man is currently slated to ship this fall for the PlayStation 3, so look for more on the game next month from the Tokyo Game Show, where it will be among more than 25 PlayStation 3 titles at the show.

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notice the super dude under the four legs robot? lol

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Edit: There is an interview on gamespot site, go there check it out
 

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