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Joystiq hands-on: Resistance 2


Are we allowed to say that Resistance 2 is "bigger, better and more badass" than the original PS3 launch title? Because that's exactly what it is. In many ways, R2 is incredibly predictable, offering all the improvements one would expect from a highly anticipated sequel. Improved visuals? Check. Better gameplay? Yep. More features? Of course.

While Insomniac has been largely focused on its ambitious 60-player online multiplayer offering, yesterday's demonstration finally let us experience the single-player campaign for the first time. Finally, we could see what the new engine was capable of -- and it's much, much more than what the multiplayer has led us to believe. The new lighting and particle effects are particularly noteworthy. The expanded color palette is a refreshing change from the grays and various shades of brown so prominent in the original. In fact, the vibrant particle effects and bright, sunny presentation reminded us a little bit of Ratchet & Clank ... that is, until a Chimera exploded into bloody chunks.
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There's an increased emphasis on gore, we were told at the presentation, right after a man is torn in half by an invisible, Predator-like Chimeran enemy. Our single-player experience had enemies exploding into chunks, with organs flying in every direction. This is supposed to happen, we were told, but not quite as frequently as we were able to produce. This ready display of M-rated violence is supposedly a glitch, as every single enemy we killed ended up as little more than a potpourri of body parts. Hopefully, they keep this "glitch," as each kill left us with a satisfied grin on our faces.

Our demo took us through two levels in the single-player campaign. The first was the Iceland level, which takes place immediately after the end of the first game. This serves as a tutorial of sorts, introducing players to the basic controls utilized in the game. However, we should note that it felt like anything but a tutorial, as we were forced to take down a Goliath, which towered above us through the entirety of the level. Along the way, we went through various hallways, lined up with a copious amount of explosive (you guessed it) barrels. As Chimera poured in, we re-learned to take advantage of each weapon's primary and alt-fire. The default controls felt a little loose, but a simple change in the menu helped us tweak the sensitivity to our liking.

The entire introduction was incredibly polished, but that's not unexpected from a game from Insomniac. Everything about this level was rock solid, but no single aspect of the game really stood out as extraordinary. The next level showcased (Orick, CA) was a bit more ambitious, and it left us excited -- but there was no floor-to-jaw contact here either.



The level began with a cinematic said to be rendered using the game engine with post effects. From the looks of things, these post effects are rather substantial because as pretty as the game looks, it looks nowhere near as nice as this sequence. In it, your squad is ambushed by a surprise Chimeran attack, which kills a few of your men, and destroys your vehicles. Guess you're going on foot.

The Orick level took us through a dense fog, a lush forest, and ended up at a camp where the Chimera were building a stronghold. Here, the engine showcased its impressive dynamic water, believable volumetric fog, and stylish diffusive lighting. However, in spite of all this visual trickery, it still lacked the visual "oomph" to make it a showcase title for the PS3. Everything is solid -- but nothing is extraordinary.

It's always clear where players have to go, thanks to the mostly linear level design and an on-screen indicator that shows where the next objective is. There are a few nice set pieces, our favorite being the aforementioned Predator-like sequence. You don't have much time to respond when one of these cloaked enemies lunges at you. Their ability to insta-kill you in one hit certainly makes them terrifying. Being afraid of a small handful of enemies in a quiet, open space is a nice change of pace from the typical approach to other battles in the game.



While single player offered no real surprises, we're glad to report that online co-op is an absolute blast. When the game launches in November, it's clear this will be the mode of choice for players. Online co-op gives teams of eight a chance to go through a separate mini-story that parallels the main single player adventure. Insomniac has crafted a well balanced mode that offers the addictive nature of Call of Duty 4's XP, an emphasis on teamwork vis-a-vis Team Fortress, and an endless flood of enemies a la Serious Sam.

What does that even mean, you ask? Players in co-op mode will select one of three classes at the outset. The classes are rather straightforward: warriors will have the most firepower; medics will be able to heal others; and specialists will be able to drop ammo for others to use. It's the simplicity that makes co-op mode so easy to get into. These three classes perfectly complement each other as players will find a constant need for health, protection and bullets. The number of enemies that appear in co-op is almost absurd. You will be mowing down dozens (maybe hundreds?) of enemies in each sequence, and only proper teamwork will ensure success. The most effective strategy has the warriors out in front, as not only do they have protective shields, but can mow down the most number of enemies. All the support characters should stay back and pay close attention to their HUDs.

If your character doles out health, you'll be able to see health displays on top of every character, keying you to those that need your help the most. If your character distributes ammo, you'll see ammo. Playing as a medic was incredibly fun as we tried to keep an eye on the team, while still trying to kill as many enemies as possible. The medic may not be the strongest character -- but he's far from a wimp. Should the team start separating, as we did at one point, players will start dropping like flies. The Chimera are ruthlessly strong, able to take out enemies in just a few hits. Due to the deadly nature of these crowded and fierce firefights, everyone must cooperate and use their resources wisely.



As an observer, the mode looked absolutely silly. We thought fighting so many enemies would become tiresome very quickly. However, playing the game made us realize how important coordination and teamwork is. The experience system will undoubtedly hook a lot of people, especially because leveling up is so rewarding. During my first match, my medic leveled up from 1 to 2, and I unlocked the ability to use a new item: a healing ring that should be used in the most dire of situations. Each class will have its own experience track, encouraging players to play as different classes.

Taking down a number of super-Ravagers with other games journalists made for quite an entertaining evening, and it was easily the highlight of the event. Too bad our game ended rather abruptly, with a Network crash that kicked us all out. And we were right at the end of the level too! Ah, shucks. Online cooperative mode has the same level of polish we've come to expect out of Insomniac, but cranks up the "fun" level to new heights.

It's clear that Insomniac is offering a lot of content in Resistance 2, and after an evening with the game, we're pretty pumped for its release. While the single-player component plays like a rather unremarkable (but solid) FPS adventure, the online co-op mode has really reinvigorated our interest in the game. With so many different modes, and so much planned online functionality, it seems like Resistance 2 will offer a little something for everyone. As we wait for the game's November release, we can't help but think one thing: we feel sorry for you, SOCOM Confrontation.