PS3 Resistance 3

Nun ja keine gute entwicklung, aber wird bald gang und gebe sein.

EA macht das, Activision heult schon davor rum. Wird bei jedem großem MP Game wohl so sein
 
stört mich nicht... da ich die games ja sowieso original kaufe (wenn der preis unter 30€ fällt also 2 wochen nach release :kruemel:) ist mir das egal.. die games werden für mich dadurch nicht teurer!
 
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Will auch :)
 
ich würde ja gerne über die Beta sprechen, aber NDA und so :awesome:

Aber ein Video gibts trotzdem :)

[video=youtube;htTgQ1RNFvU]http://www.youtube.com/watch?v=htTgQ1RNFvU[/video]

Geilster comment auf YT:
so it's a rifle that turns enemies into steaming piles of shit.

I LIKE IT!!


Hier könnt ihr euch um Codes bewerben ;)

http://www.insomniacgames.com/resistance-3-beta-drawing/

wie James Stevenson im NeoGAF schon schrieb. Aktuell ist es eben die closed Beta Phase für das SCEE Beta Tester Team (jemand ein amerikanisches Socom 4? Die Codes gehen angeblich auch schon), später wird es auch eine public Phase geben ;)
 
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Danke für den Link, hoffe es klappt :(

Hab jetzt mal ne Confirmation Email bekommen, was passiert danach?
 
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ah ok gut zu wissen :) kannst du mir sagen wie es sich spielt? eher wie der 2er oder der 1er? oder darfst auch darüber nicht sprechen? :)
 
ich darf nichtmal sagen ob ich sie habe :ugly: ich habe meine Infos natürlich nur aus dem NeoGAF :v:
 
:( machts wenigstens bock?

warte gleich kommt er und sagt er habe die Beta garnicht :v:

Muss ich wohl oder übel noch durchhalten ^^
 
um den titel mal zu pushen poste ich paar prewievs rein :)

http://www.examiner.com/gaming-lifestyle-in-national/resistance-3-hands-on-the-first-7-chapters

It's rather interesting that the two first person shooters of 2011 that were set near the middle of the United States both progressed to opposite ends of the country as their stories unfolded. Homefront started Colorado and ended in San Francisco, while Resistance 3 starts in Oklahoma and supposedly ends in New York City. We happened to get our hands on with a preview build of the latter featuring the first 7 chapters, enough to bring us all the way to St. Louis.

Four installments in (counting the superb PSP release as well), it does feel like the right time to tell the Resistance story from a perspective beyond of the military frontlines. The game starts by giving us a glimpse at the life of protagonist Joseph Capelli. While the resistance is still alive and well, Capelli, his family and the residents of Haven, Oklahoma attempt to have some semblance of ordinary life. It's world where only 10% of the population has survived and it's too early to have any idea of rebuilding, especially since the Chimera are everywhere. This image of humans in hiding convey the same kind of bleakness we've seen in everything from The Terminator to Metro 2033.

Even in Oklahoma there are Chimera, from the highly agile Longlegs to the gargantuan Goliath. It doesn't take long for Capelli to take arms, starting with both the trusty Bullseye and the Magnum. The folks at Insomniac seem like a receptive bunch, the kind of studio that listens to its fans more so than other developers. At least, that's the impression that I got with the weapons and the weapon interface in Resistance 3. The weapon wheel does make a return welcome return after its omission from Resistance 2, making it all the more easier to swap out the primary and secondary weapons. And there is an understandable familiarity with weapons, like an old pair of shoes, making it that much easier to blaze through the first few chapters with ease. It's the kind of ease that almost makes you feel sorry for the enemy; just the magnum alone, with its user-triggered explosive round, makes me feel like a next-generation sniper. That's not to say Resistance 3 is easy. Without spoiling anything, there was one section in St. Louis that found me dying five times. Perhaps Insomniac wanted me to let my guard down in Oklahoma.


The dark browns, beiges, general earth tones, combined with the improved texturing do a lot in making Resistance 3 a marked visual improvement over the last game.

One section that featured Goliaths in the distance, covered in fog felt especially imposing with a War of The Worlds vibe. The sound is equally compelling, where the music in the Oklahoma chapters are ominous in tone similar to Howard Shore's work in Se7en. There's also an impessive section in Chapter 6 that sounds inspired by James Horner's pieces near the end of Aliens. It's tension-inducing stuff. It's this overall sense of atmosphere that looks to sets Resistance 3 apart from previous installments. It is when you get to the 7th chapter that you get to witness the game's first change in atmosphere. At the risk of spoiling too much, let's just say that Dead Space fans should enjoy this brief interlude of darkness. And we should add that those who keep track of Wilhelm Screams will find it in this chapter.

This preview build also featured the same chapter shown at the GDC demo, complete with that nasty storm, depicted with beautiful particle effects. The scene rounded out the Oklahoma arc, kicking off Capelli's long trek to a tower in New York. It's a curious choice of destination, as it mirrors the tower climax from the original Resistance. Hopefully that will be the only parallel to the other games as Resistance 3 has a lot going for it in how it's a welcome departure from the rest of the series. We'll all find out when Resistance 3 hits store shelves September 6, 2011.


http://www.movemodo.com/news/2011/07/first_impressions_resistance_3

Even from the first scenes of the new playable character, Joseph Capelli – R.I.P. Nathan Hale – it’s apparent that this is a dark game. Pain and suffering from emotional loss can be read upon Capelli’s face, and it’s obvious that the years of war against the Chimera have taken their toll, not only on Capelli, but on Earth itself as well. The graphics have been significantly improved, especially character modelling, and the film grain returns to keep the visuals' ‘gritty’ appearance. The dark score keeps the opening cinematic dramatic as ever: as Capelli boards a small river boat, Dr. Malikov tells him he's “doing the right thing”. Capelli looks down into his hand and his deceased child’s small knit mitten.

http://www.destructoid.com/insomniac-brings-much-needed-atmosphere-to-resistance-3-206009.phtml

The differences between Resistance 2 and Resistance 3 are stark, immediately noticeable as the game begins. In fact, even compared to Fall of Man, Resistance 3 has an entirely unique vibe. While Resistance 2 seemed to shed its focus on atmosphere for relentlessly bombarding players with over-the-top battles on a grand scale, Resistance 3 isn't worried about taking a breather to set the mood.

Oh, and those crazy inventive guns that I used once or twice before falling back on typical standby weapons? I don't know what I'd do without 'em now.

After playing through the first few hours of the upcoming shooter, I'm confident after some missteps with 2008's sequel, Insomniac Games is back on track to deliver with Resistance 3.

Visually, the game almost looks like painting, with muted, understated colors and a grainy, film-style filter spread across everything. Going back and playing Resistance 2, you'd be forgiven if you were to think that Resistance 3 isn't even a game in the same series -- the contrast is that striking. Resistance 2 had a crisp look, with hard lines and bright oranges applied generously across what seemed like, well, everything. Resistance 2 had a mechanical, hard look; Resistance 3 feels more organic and human in every way

After spending some time wandering and rubbing elbows with my fellow survivors, when I finally do have to pick up a gun to defend my home, I'm already invested in the world. I want to protect my home, my family, my friends. Insomniac, as is it's specialty, has provided a slew of curious and enjoyable firearms to do so. When I first pull the trigger on the Bullseye, a weapon that's been a staple of the series since Fall of Man, it's clear that Insomniac means business here.

Every gun feels heavier and more substantial than they have in either Fall of Man or Resistance 2. It doesn't feel like you're playing with some cool toys -- it feels like you're holding weighty, threatening instruments of execution.

When it comes to weapons, Insomniac consistently come up with the most inventive in gaming, whether it be in Resistance or its Ratchet & Clank games. But I found in previous Resistance titles that I shied away from the more exotic weapons, simply because it was easier (and sometimes more effective) to stick to what I knew. In Resistance 3, I've found more reasons to explore, thanks in part to not only how the weapons function, but how the enemies behave.

Take the Bullseye, for instance. This weapon's secondary fire acts as a "tag," which all bullets will then follow, whether that be up, down, behind you, and even around corners. The Chimeran longlegs, which jet briskly around the environment, seem designed to be kill primarily with the Bullseye. When shooting at tagged objects, you'll even see a distinct trail showing you were your bullets are headed. Even some of the game's new weapons, like the electric-bolt-shooting Atomizer, were incredibly useful in battle. This gun's secondary fire lobbed a small gravity well that pulled in enemies from all directions, making it key for a number of "last stand" situations I found myself in.


The differences between Resistance 2 and Resistance 3 are stark, immediately noticeable as the game begins. In fact, even compared to Fall of Man, Resistance 3 has an entirely unique vibe. While Resistance 2 seemed to shed its focus on atmosphere for relentlessly bombarding players with over-the-top battles on a grand scale, Resistance 3 isn't worried about taking a breather to set the mood.

Oh, and those crazy inventive guns that I used once or twice before falling back on typical standby weapons? I don't know what I'd do without 'em now.

After playing through the first few hours of the upcoming shooter, I'm confident after some missteps with 2008's sequel, Insomniac Games is back on track to deliver with Resistance 3.

The opening sequence of the game finds the player in an underground settlement organized by humans in the midwest, more specifically, Oklahoma. Unlike in Resistance 2 -- where players were almost immediately given a magnum and pushed, kicking and screaming, into battle -- Insomniac sets a tone. The game's protagonist, former Sentinel soldier Joseph Cappelli, has shifted his focus from actively eradicating the Chimeran menace to simply surviving. Along with a cluster of human survivors, he lives a simple with his wife and kid, sheltered from the perilous threat of the Chimera.

The first few minutes of Resistance 3 I spend simply exploring. Capelli exchanges pleasantries with his wife, who has just woken him from a nap. His son still lies asleep, motionless in nearby bed, and Capelli reaches over and touches him tenderly. I make my way around the subterranean camp and I see how people are living, and it's a life, but certainly not pretty. A man sleeps on a tattered couch, a mangy dog napping on his chest; a young boy plays with an old wooded train set by candlelight; 50s music crackles softly from a nearby radio.

Visually, the game almost looks like painting, with muted, understated colors and a grainy, film-style filter spread across everything. Going back and playing Resistance 2, you'd be forgiven if you were to think that Resistance 3 isn't even a game in the same series -- the contrast is that striking. Resistance 2 had a crisp look, with hard lines and bright oranges applied generously across what seemed like, well, everything. Resistance 2 had a mechanical, hard look; Resistance 3 feels more organic and human in every way.

4-620x.jpg



After spending some time wandering and rubbing elbows with my fellow survivors, when I finally do have to pick up a gun to defend my home, I'm already invested in the world. I want to protect my home, my family, my friends. Insomniac, as is it's specialty, has provided a slew of curious and enjoyable firearms to do so. When I first pull the trigger on the Bullseye, a weapon that's been a staple of the series since Fall of Man, it's clear that Insomniac means business here.

Every gun feels heavier and more substantial than they have in either Fall of Man or Resistance 2. It doesn't feel like you're playing with some cool toys -- it feels like you're holding weighty, threatening instruments of execution.

When it comes to weapons, Insomniac consistently come up with the most inventive in gaming, whether it be in Resistance or its Ratchet & Clank games. But I found in previous Resistance titles that I shied away from the more exotic weapons, simply because it was easier (and sometimes more effective) to stick to what I knew. In Resistance 3, I've found more reasons to explore, thanks in part to not only how the weapons function, but how the enemies behave.

Take the Bullseye, for instance. This weapon's secondary fire acts as a "tag," which all bullets will then follow, whether that be up, down, behind you, and even around corners. The Chimeran longlegs, which jet briskly around the environment, seem designed to be kill primarily with the Bullseye. When shooting at tagged objects, you'll even see a distinct trail showing you were your bullets are headed. Even some of the game's new weapons, like the electric-bolt-shooting Atomizer, were incredibly useful in battle. This gun's secondary fire lobbed a small gravity well that pulled in enemies from all directions, making it key for a number of "last stand" situations I found myself in.


5-620x.jpg




Weapons are also upgradeable through use in Resistance 3. The upgrades appear to be automatic, and will happen without any input from the player outside of killing Chimera and killing them often. The weapons I encountered in my preview and their upgrades (for both primary and secondary fire) are as follows:

ACHTUNG NEUE WAFFE WIRD GESPOILERT!!

Bullseye
Upgrade 1: Exploding rounds
Upgrade 2: Triple tag

HE .44 Magnum
Upgrade 1: Supercharged rounds
Upgrade 2: Overkill

Auger
Upgrade 1: Triple shot
Upgrade 2: Shock shield

Marksman
Upgrade 1: Eagle Eye
Upgrade 2: Tempest Turret

Rossmore Shotgun
Upgrade 1: Combustion rounds
Upgrade 2: Arsonist grenades

Atomizer
Upgrade 1: Arc charger
Upgrade 2: The Big Bang

Deadeye
Upgrade 1: The Deadener
Upgrade 2: Phase shot



The differences between Resistance 2 and Resistance 3 are stark, immediately noticeable as the game begins. In fact, even compared to Fall of Man, Resistance 3 has an entirely unique vibe. While Resistance 2 seemed to shed its focus on atmosphere for relentlessly bombarding players with over-the-top battles on a grand scale, Resistance 3 isn't worried about taking a breather to set the mood.

Oh, and those crazy inventive guns that I used once or twice before falling back on typical standby weapons? I don't know what I'd do without 'em now.

After playing through the first few hours of the upcoming shooter, I'm confident after some missteps with 2008's sequel, Insomniac Games is back on track to deliver with Resistance 3.

The opening sequence of the game finds the player in an underground settlement organized by humans in the midwest, more specifically, Oklahoma. Unlike in Resistance 2 -- where players were almost immediately given a magnum and pushed, kicking and screaming, into battle -- Insomniac sets a tone. The game's protagonist, former Sentinel soldier Joseph Cappelli, has shifted his focus from actively eradicating the Chimeran menace to simply surviving. Along with a cluster of human survivors, he lives a simple with his wife and kid, sheltered from the perilous threat of the Chimera.

The first few minutes of Resistance 3 I spend simply exploring. Capelli exchanges pleasantries with his wife, who has just woken him from a nap. His son still lies asleep, motionless in nearby bed, and Capelli reaches over and touches him tenderly. I make my way around the subterranean camp and I see how people are living, and it's a life, but certainly not pretty. A man sleeps on a tattered couch, a mangy dog napping on his chest; a young boy plays with an old wooded train set by candlelight; 50s music crackles softly from a nearby radio.

Visually, the game almost looks like painting, with muted, understated colors and a grainy, film-style filter spread across everything. Going back and playing Resistance 2, you'd be forgiven if you were to think that Resistance 3 isn't even a game in the same series -- the contrast is that striking. Resistance 2 had a crisp look, with hard lines and bright oranges applied generously across what seemed like, well, everything. Resistance 2 had a mechanical, hard look; Resistance 3 feels more organic and human in every way.



After spending some time wandering and rubbing elbows with my fellow survivors, when I finally do have to pick up a gun to defend my home, I'm already invested in the world. I want to protect my home, my family, my friends. Insomniac, as is it's specialty, has provided a slew of curious and enjoyable firearms to do so. When I first pull the trigger on the Bullseye, a weapon that's been a staple of the series since Fall of Man, it's clear that Insomniac means business here.

Every gun feels heavier and more substantial than they have in either Fall of Man or Resistance 2. It doesn't feel like you're playing with some cool toys -- it feels like you're holding weighty, threatening instruments of execution.

When it comes to weapons, Insomniac consistently come up with the most inventive in gaming, whether it be in Resistance or its Ratchet & Clank games. But I found in previous Resistance titles that I shied away from the more exotic weapons, simply because it was easier (and sometimes more effective) to stick to what I knew. In Resistance 3, I've found more reasons to explore, thanks in part to not only how the weapons function, but how the enemies behave.

Take the Bullseye, for instance. This weapon's secondary fire acts as a "tag," which all bullets will then follow, whether that be up, down, behind you, and even around corners. The Chimeran longlegs, which jet briskly around the environment, seem designed to be kill primarily with the Bullseye. When shooting at tagged objects, you'll even see a distinct trail showing you were your bullets are headed. Even some of the game's new weapons, like the electric-bolt-shooting Atomizer, were incredibly useful in battle. This gun's secondary fire lobbed a small gravity well that pulled in enemies from all directions, making it key for a number of "last stand" situations I found myself in.



Weapons are also upgradeable through use in Resistance 3. The upgrades appear to be automatic, and will happen without any input from the player outside of killing Chimera and killing them often. The weapons I encountered in my preview and their upgrades (for both primary and secondary fire) are as follows:





Thankfully, Insomniac has also brought back its "weapon wheel," which pauses the action and allows players to thoughtfully choose weapons on the fly. This also means that you'll be able to keep on you all of the game's wild guns at any given time, unlike the frustrating "choose two" nonsense of Resistance 2. I also noted that the default controls have a more traditional first-person shoot mapping -- clicking the left stick sprinted, the circle button crouches, you'll throw grenades with the left trigger. This compared to Resistance 2's left trigger to run (and also crouch!) and the circle to throw grenades. While you were able to remap the controls (and all of this comes down to personal preference, of course), I think it's smart for Insomniac to adapt to more the more traditional scheme.

Resistance 2 wasn't perfect, but not a bad game by any stretch of the imagination. But did seem to be a disappointing departure away from the direction Insomniac seemed to be going with Fall of Man. Resistance 3, on the other hand, seems like a giant leap in a direction that fans of the series (and first-person shooters in general) will appreciate when the game lands on September 6.

VIDEO+PREVIEW:

http://www.gamespot.com/ps3/action/...ign-preview?mode=previews&tag=topslot;title;1

http://www.movemodo.com/news/2011/07/resistance_3_is_making_a_right_bloody_mess

kleines bonusfeature:

We'll let the British Board of Film Classification explain why "Bloody Mess" sounds like the most fun you'll have with Move this year:

The game also contains a bonus feature called 'Bloody Mess', in which targeted enemies can be blown apart in a gory explosion of body parts. RESISTANCE 3 is therefore most appropriately classified ‘18’.

infos zu den party-leader und privatmatches in R3:

http://www.examiner.com/video-game-...ers-and-private-matches-detailed-resistance-3

Here is how it works:

A game host sets up a private match (with whatever options they want). The game host can invite/kick people out of the game.

There are also party leaders. If you are a party leader you can invite/kick people out of your party (which in turn kicks them out of whatever game you are playing). The party leader can choose what superset or private game the party joins.

private games are unranked

ich finde dieser titel hat viel mehr beachtung verdient!
 
das party system gabs doch schon in beiden vorgängerteilen, warum wird das so hervorgehoben? :confused:
 
Hi!

Ich habe gerade einen Beta Key für Resistance 3 bekommen, zusammen mit 2 weiteren Betas, da ich aber nicht so extremst auf Resistance stehe, würde ich den gerne abgeben oder tauschen oder irgendwas in der Richtung.
 
Nimm meinen Modposten :( :v: xD
(Just a Joke... gleich kommt man mit Anwalt und so) :v:
 
Okay einer von euch hat jetzt einen Resistance 3 Beta Key. ;)
Schade das keiner etwas zum tauschen hatte, insbesondere keiner der die Beta von Star Wars The Old Republic spielt, hatte gehofft das da jemand tauschen möchte. ^^
 
Lord Lightning natürlich, thx Dark :)
Ist das jetzt die closed Beta?
Kann man die Beta sharen?
Wann startet sie?^^

Habe gegoogelt...25.7?
 
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