MAGAZINE

Resistance 2 Hands-On

Edge Staff's picture

By Edge Staff

October 14, 2008

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For something being shown to the public as well as press so shortly before release, it is in a surprisingly unpolished state.

With the sequel to Resistance: Fall Of Man, Insomniac has left behind the sepia tones of second-rate British urbanity, skipped across the Atlantic by way of Iceland, and left the player battling bigger and more numerous foes across the protagonist’s home country. We were able to dip into a brief section set in the back alleys of an American city, while another hands-off demonstration depicted a vast behemoth, not dissimilar to Cloverfield’s sky-scraping beast, laying waste to downtown Chicago.

The playable section, entitled Grims’ Alley, sees the player and a small squad of allies face off against a vast swarm of gangly, speedy mutants – a scene that, minus the elongated fangs and oddly placed eyes of your enemies, could easily be from any film of the ‘fast zombie’ genre. While it’s designed to showcase this new creature, as a representative snapshot of the game as a whole it’s something of a worrying choice. The sequence is a turkey shoot: despite the speed of your foes, they present no threat of over-running or outflanking you, making their attack largely devoid of tension. With annoyingly transparent AI behaviour, the few mutants making it through your wall of bullets ignore CPU-controlled squadmates to zero in on the player.

For something being shown to the public as well as press so shortly before release, it is in a surprisingly unpolished state. Enemy animations fail to segue without notable awkwardness between running, attacking and dying. The streets and buildings of Resistance 2 well evoke a deserted, depression-era America, but the details of this picture – the washing lines, the broken masonry and papery detritus floating in the wind – all too often fade into the overwhelmingly grim palette of browns and greys. Despite the best efforts of the environment artists, the contrivances of level design remain undisguised, and your movement through the city feels constricted. Motion and aiming lacks the deft control of its PS3 shooter sibling, Killzone 2 – which, by contrast, seems to be in supremely sound form.

Though the brief time with a controller in our hands is underwhelming, hands-off demonstrations of the game held elsewhere look much more flattering, showing off new weapons like the sawblade-spitting Splicer, and detailing Insomniac’s plans for multiplayer. With Resistance 2 and Killzone 2, Sony is swinging for the lantern jaw of Xbox Live – and, in this respect, both games seem to be pretty heavy hitters, with their own websites, player advancement and community features. Resistance 2’s 60-player battles have some intriguing ideas about how to tie XP into the second-to-second gameplay and an eight-player co-op campaign, separate to the single-player mode, will presumably look pretty good when number-crunching the features list with that of Gears Of War 2. Such a robust online offering alone confirms that Resistance 2 isn’t without promise and, despite its shaky showing, it’s difficult to make dire pronouncements on the game’s health given the competence of its predecessor. We just hope that taking the gunplay across the pond has expanded Insomniac’s ambition rather than blurred it.

Dan_Chippendale's picture

Looking forward to this game. I only got a copy of the first one a couple of months ago. It's good fun, but does drag on a bit. Hope the 2nd will maintain my attention a little better.

littlewilly91's picture

Nice article. Very insightful. I think the problem with a lot of the shooters these days is that frankly they are too intense. A lot of the audience, my dad for example, probably will be majorly pissed off with Killone 2 and this. And Far Cry 2 has the potential to be brutally punishing
Thanks for the heads up on the crappy controls...

I heard they were trialling a new technology "randomized geometry" in the multiplayer deathmatches. It was supposed to vary the environment each time. Does anyone know how they've implemented this? Because it sounded like it would kick ass. -every time you respawn through the map it'd be more a new experience for you, more like it is new for the character. They could put the craters in the street in different places each time, and rearrange doors and buildings a little each time to keep the gameplay exciting.

And 60 players? Are they going to separate us into squads or is it just like the ultimately unsatisfyingly chaotic experience of Fracture.