5 Reasons Why You Should Buy...: "Resistance 3": "You're The Last Hope In A World Gone To Hell"

Monday, Oct 24, 2011 1:05PM

Written by SOHH for Marcus Smith

[With the new release of Resistance 3 steamrolling onto video game platforms nationwide, Insomniac Games Creative Director Marcus Smith gives you his Top 5 Reasons you need this alien vs. human, non-stop shoot 'em up frenzy in your stash.]

1. A Different World

The world of Resistance 3 is just so different than any of the other shooters out there. With Resistance 3, we wanted to give the player's a more 'personal' journey, one where they are the last hope in a world gone to hell. We created an experience that's like "The Road" meets "District 9", where the player must endure a brutal world, but has a crazy arsenal with which to do it. Another big difference is that we're a sci-fi shooter in an alternative-history Earth, not some exotic alien world you can't relate to, but also not held in-check with reality. So, our weapons are more exotic than an M-16. Your standard military shooter doesn't have a gun that turns enemies into puking pus-bombs.

2. Best You Ever Had

I do [think R3 is the best in the series]. I say that as someone who worked on all three PS3 versions. We had more time to polish the experience and that time allowed us to pace the game much better, tune it as a full experience rather than focusing too much on particular sections at any one time. The story is more grounded and relatable, the controls are tighter and the design philosophies allow players to play the game *they* want to play, not making them figure out the one intended solution a game designer had in mind. Additionally, our game engines have gotten better and better and we were able to utilize technologies to affect the experience in new ways, from increased weather capabilities to post effects that brought new ways to present an emotional arc through coloration and lighting.

3. Shoot 'Em Up

When we thought about the game we wanted to make [we wanted to ensure that] Resistance [represented] three [aspects]: 1) Compelling back-story (Chimera 'seeding' the Earth, using mutated humans to eliminate mankind) 2) Exotic weapons 3) Addicting multi-players. And the game we want to make should focus on humanity, since the others were more about being soldiers. So, we made some decisions that help tell that story and sell that experience. For example, we want you to feel like you're barely surviving and your decisions matter, so we moved away from regenerative health, which is almost a default mechanic in modern [first person shooters], because if you can hide behind a wall for 15 seconds and regain your health, it takes away from our theme. Likewise, out gameplay philosophy was 'player choice'- as I mentioned earlier, we want players to experiment and find their own solutions to the challenges we've created. In order to allow player the most options, they should have access to all weapons.

4. The Day After Tomorrow

We wanted to take the franchise in a new direction and tell a different story, make it more personal. That meant making a lot of changes. From developing new pipelines in order to incorporate 'vignettes' (little story elements that make the world feel more alive), to developing the technology required to build 'traversal' levels. Since we wanted to show how humanity was coping, the best way to see lots of different types of people is to tell a 'road story'  and once you've committed to doing a journey, you want to show movement through the world, so we have a few levels where you are travelling- on a boat, on a train... each meant making a lot changes to the way we draw effect particles, how our enemies navigate and how we calculate physics, because everything changes over the course of every frame. It's almost comical how much is involved when someone says something as simple-sounding as, "we should have a level on a boat!"

5. Unconnected Connection

This is the first generation of consoles (and PCs) where you can play them more than 4 feet away from the TV. Being tied to anything via cord sucks, so I'm glad we live in the world we do. But headsets, and more specifically the ability to talk to one another changes what was once thought to be an insular experience into a social one. All day we walk around talking on our cell phones or texting friends, so why not be connected in a more meaningful way when playing games? I know people who used to play Halo just to talk to their friends- partly because they didn't have long-distance plans, but also because it's a great way to be active while catching-up. As far as strategy- it's day and night. Being able to talk to people truly makes a game cooperative. You can strategize. You can warn your teammates. Cooperative games without an easy way to communicate are impossible and headset/mic makes communication the easiest. In summary: I'm anti-cord and pro-talking. (but 'mute player' is a must option for any multiplayer game!)

You Decide. Will you purchase Resistance 3?

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