Mike Bantick
Wednesday, 19 November 2008 09:14
Opinion and Analysis
Page 3 of 3
This is magnificent, and spills over to the multiplayer options which
can see co-op squads go up against the Chimera enemy or full on –
players everywhere – sixty player death match and team death match
games.
As the campaign progresses, Hale will journey over a wide variety of
locations, utilising a colour palette that Fenix and his Gears of War
buddies could only drool over. From an under water base, to a
city-under-siege. From a ravaged and deserted (sort of) small country
logging town to the decks of a flying enemy battleship.
In only a few of these locations does Insomniac suffer from design
stereotyping. And good level design is to be expected from the crew
that brought us games such as Ratchet & Clank. Taking one example,
the floating battleship could easily have been a maze of twisted
corridors leading to the goal. In some parts it is, but for the most
part this traditional game design process is eschewed. Giving us multi
level open walkways and the perception of the ability to get anywhere
on the ship, with only subtle, almost subconscious clues to guide Hale
(and therefore the player) in the required direction.
Yes it would be easy just to stack Resistance 2 up against Gears of War
2 in a PS3 versus Xbox 360 pissing contest, but the reality is, that
though they come from the same shooter pedigree, and feature for
feature could indeed be compared, both bring an element of sameness and
eventually an element of their own to the genre. It is these
differences that distinguish the titles unto themselves, and is why
each should be judged in pure isolation. Which means it is good that
they are exclusives on rival platforms then.
8 Auger-toting Hybrids out of 10