Justus
L09: Professional
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- 24 Sep 2005
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jup. :wink3:MaxTax schrieb:Habt ihr euch schon mal den Resistance Trailer auf der neuen deutschen PS3 Homepage angeschaut??
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jup. :wink3:MaxTax schrieb:Habt ihr euch schon mal den Resistance Trailer auf der neuen deutschen PS3 Homepage angeschaut??
??? Justus Jonas schrieb:jup. :wink3:MaxTax schrieb:Habt ihr euch schon mal den Resistance Trailer auf der neuen deutschen PS3 Homepage angeschaut??

Snake Eater schrieb:??? Justus Jonas schrieb:jup. :wink3:MaxTax schrieb:Habt ihr euch schon mal den Resistance Trailer auf der neuen deutschen PS3 Homepage angeschaut??
Der eigentlich uralt und von Sonys E3 Seite stammt![]()
. Dachte die Scenen im Backstein gemäuer wären neu aber is ja eigentlich egal.
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Didn't get enough last week? Check out all new exclusive footage.
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).
There have been a few myths surrounding Resistance we would like to clear up: You do not learn the Chimeran language over time so you can understand it by the end of the game, and dead bodies do not pile up on the ground indefinitely (though they do stay there for a long time). Click the image above to check out all Resistance screens.
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. 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 (Shattered 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 Shattered 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.
phase schrieb:hab echt mehr von dem spiel erwartet..in grafischer hinsicht, was die PS3 da leistet ist echt schwach. Resi 4 auf dem GameCube sieht ja besser aus
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phase schrieb:hab echt mehr von dem spiel erwartet..in grafischer hinsicht, was die PS3 da leistet ist echt schwach. Resi 4 auf dem GameCube sieht ja besser aus
naco schrieb:phase schrieb:hab echt mehr von dem spiel erwartet..in grafischer hinsicht, was die PS3 da leistet ist echt schwach. Resi 4 auf dem GameCube sieht ja besser aus
Blödsinn!
Selbst das beeindruckendste Game der letzten Generation (Resi 4 für GC) kommt bei weitem nicht an Resistance ran.
Zumal Resi ja auf 640x 480 läuft und Resistance bis zu 1900x1200.

naco schrieb:Blödsinn!
Selbst das beeindruckendste Game der letzten Generation (Resi 4 für GC) kommt bei weitem nicht an Resistance ran.
Zumal Resi ja auf 640x 480 läuft und Resistance bis zu 1900x1200.
Gatsu schrieb:Aso, jetzt weiss ich was so viel Speicher frisst.![]()