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 PLATFORM: PLAYSTATION 3

hen you look at the top-line bullet points for Resistance 2, the list is impressive: a single-player campaign combined with an eight-player co-op mode and a competitive multiplayer that pits up to 60 players against each other. It’s even a mouthful to say, and once the words leave your lips, you have to dabble off that bit of drool left behind. This is a feature set that any gamer will find hard to, well, resist.

I put the disc in my PlayStation 3 ready to experience the true next generation of first-person shooters, from a developer I consider to be one of the best in the business: Insomniac Games (Ratchet & Clank is still one of my favorite series of all time). Unfortunately, my journey with the single-player campaign didn’t go exactly as I had hoped. Insomniac has altered a number of the basic mechanics I loved in the first game. The weapon wheel, which let you choose from a number of ingenious weapons, has been removed and replaced with the classic Halo two-weapon loadout that is all but standard in today’s first-person shooters. This works wonderfully in multiplayer, but ultimately removes one of the things I admired about the original Resistance. The strategy of figuring out which weapons work best for each encounter is gone. In a game where the weapons are the stars, limiting the player’s choice nullifies one of the standout features.

The rest of the single-player experience continues down that same road. I often found upcoming encounters telegraphed by the weapons I found in the area (oh look, a rocket launcher – a big dude must be just around the corner). Other encounters are a process of trial and error; some enemies jump out and zap you for an instant kill, but next time you know where he is coming from, so you simply blast the dude and move on.

The production values are phenomenal; the graphics are among the best you’ll see this year, and the soundtrack and sound effects also impress. Enemies like the chameleon emanate an eerie, frog-like gurgle that gives away their presence, and later moan as they lay dying on the floor.
While Insomniac could have done more to make the war for our planet against a Chimera invasion feel far more epic, the story of Nathan Hale’s defense of America in the face of enemies attacking from all sides does pay off. I was impressed with the game’s dark conclusion, as Insomniac didn’t take the easy road and prop up some flimsy plot twist to ensure a pat Hollywood ending.

All told, the single-player experience is definitely better than most, but it was not the knock-down, drag-out experience I had hoped it would be. Luckily, I can’t say the same for the game’s multiplayer modes, which are easily the best part of Resistance 2.

The cooperative mode in particular is especially addictive. Before going into battle, players choose from three classes: soldier, medic, and spec ops. In classic RPG terms, the solder is the tank class with a shield for taking damage and a giant chain gun for dealing pain. The medic uses a gun to both damage enemies and heal the group, while the spec ops class fills the glass cannon requirement. With 30 levels for each class and unique rewards for each, it’s easy to sit with buddies and grind through the six different zones. These zones feature a random element, as set-piece scenarios are assembled like puzzles pieces to create fresh experiences each time you load a mission. With a total of 61 different missions for players to conquer, the gameplay suffers from some repetition as you grind your way to level 30, but there is also enough variety to make the missions stand up to multiple playthroughs.

Competitive play also features a fair amount of innovation. Three of the modes, Core Control, Deathmatch, and Team Deathmatch, will be familiar to any fan of the series, but the new Skirmish mode is delightfully ingenious. Players are aligned into groups of five-man squads, each of which has different objectives throughout the encounter. Your squad is then repeatedly pitted against a rival squad to create grudges between other players, even within the mayhem of 60-player matches. These objectives are determined on the fly by the game’s AI, and ultimately lead to giant showdowns where all the squads converge on the same goal.

Resistance 2 is one of this year’s standout first-person shooters, but its single-player campaign ultimately isn’t as satisfying as this title’s stellar multiplayer modes. To be fair, many of the concessions the team made to the single-player campaign also lead to this game’s addictive multiplayer experience. For multiplayer fans, Resistance 2 delivers everything you could want from a game, but the single-player experience sadly falls short of expectations.

  

MATT MILLER   8.5
The novel approach to cooperative gameplay in Insomniac’s juggernaut game could keep you busy for dozens of hours all by itself. Randomized level layouts and three class types that each level up independently combine to make an endlessly replayable mode. The explosive co-op fights are often frantic, but they lose some punch without more narrative context to tie it all together. Competitive play offers huge 60-player wars waged across sprawling battlefields, as dynamic objectives respond to the action at hand and send small squads running to keep up with the action. The ebb and flow of contained skirmishes that roll into much larger conflagrations makes for quite the rush. But I can’t be quite so effusive about the core game experience, its single-player campaign. It delivers dramatic locales, a lengthy story, and some of the best weapons in the genre, but I just couldn’t shake the feeling that the game has lost touch with its own identity in an attempt to be more like other shooters. I miss the variety offered by the weapon wheel – in its place is the two-weapon system of so many other games. It’s a problem that feeds into the game’s biggest dilemma – the whole experience is consistently on rails. It is so heavily scripted from moment to moment that it’s hard to feel like you’re doing more than going through the motions. Tack on some wildly inappropriate difficulty balancing, and the experience is often extremely frustrating – a sensation at odds with the high polish exhibited in the rest of the game.
8.5
CONCEPT:
Use guns to shoot things across a number of different modes, most notably the cooperative campaign
GRAPHICS:
With a large variety of environments, each with a unique look and feel, the game is gorgeous from beginning to end
SOUND:
A good soundtrack, great sound effects, but only mediocre voiceover work
PLAYABILITY:
The control is solid, but the slower movement is noticeable and the lack of a weapon wheel limits strategy
ENTERTAINMENT:
The single-player campaign is good, but the true draw of this game is the cooperative and competitive play
REPLAY:
Moderately High
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