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Author Topic: Resistance PS3 Game  (Read 8569 times)

Offline Soul Reaver
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Resistance PS3 Game
« on: May 31, 2006, 06:14:52 PM »
Resistance Interview at 1up.
http://www.1up.com/do/previewPage?pager.offset=2&cId=3151083

For those at work:

Quote
When it was originally shown to the world under the name I-8 at Sony\'s E3 2005 press conference, Insomniac\'s debut PlayStation 3 game surprised the audience with a much grittier and more serious appearance than fans had come to expect from the Spyro and Ratchet & Clank developer.
But as Insomniac is happy to point out, the company actually started making games with a PlayStation 1 first-person shooter called Disruptor, and now that I-8 has come a bit more into the spotlight -- having been officially revealed as Resistance: Fall of Man -- we\'re starting to get a better feel for the part military shooter/part sci-fi shooter/part survival horror game. But we wanted to know more, so we went to Insomniac president Ted Price to get his take on where the game came from, how it straddles the line between being a military shooter and not, and the target audience for a game on a $600 system.

1UP: Where did the idea for Resistance first come from? You were walking down the street one day and soldiers and aliens started running around in your head?

Ted Price: When we began brainstorming on what to do for the PS3 a few years ago, we all agreed that we wanted to make a mature first-person shooter. We wanted something dark, but something that also allowed us to take advantage of our love for cool weapons and sci-fi themes.

We started out with a sci-fi concept that doesn\'t really resemble what Resistance: Fall of Man is now. But as more and more folks got involved with the story, characters and backgrounds it evolved into what we have today. The real turning point for us was when we decided to base the game on Earth in the mid 20th century. The juxtaposition of recognizable environments with monstrous creatures in an alternate history setting got many of us jazzed about what we could do with the story. From there we went nuts creating a deep backstory and we hope players will find a compelling in-game story about the Chimera\'s conquest of Asia and Europe.

1UP: Given Insomniac\'s history with Disruptor and Ratchet, do you see Resistance as a spiritual successor to either game? Are there any concepts from those you are consciously attempting to carry over into Resistance?
TP: We\'re not trying to bring specific elements from Ratchet & Clank or Disruptor over into the Resistance: Fall of Man universe. We want each franchise we create to stand out distinctly on its own merits and represent a fresh experience. However, when you look at the collective body of games we\'ve produced at Insomniac, there are some signature traits that we believe make our titles stand out. For example, we think we\'re known for consistently demonstrating well-crafted level design, lush environments, intriguing characters, creative storytelling, and of course, our weapons strategy. We\'re confident the elements that have defined Insomniac\'s games will be readily apparent in Resistance: Fall of Man.

1UP: What can you say about how the game\'s title, Resistance: Fall of Man, relates to the story?

TP: This is a great question. Obviously, we put a great deal of thought into the name of our game and franchise. For "Resistance," there\'s a double meaning involving humanity\'s response to the Chimeran threat, and...well...you\'ll have to wait to learn more. As for "Fall of Man," we\'re referring to how quickly the Chimera has decimated populations in Asia and Europe, and the imminent assimilation of the human race.

1UP: Looking at Resistance\'s concept, it almost seems to be poking fun at itself. It\'s a historical military shooter...but it\'s "not a WWII game." It almost seems like a way to appeal to the audience that likes these sorts of games without really becoming one of them because of the different elements. Would you agree?

TP: Another great question. We didn\'t set out to make a WWII game with a twist. In Resistance: Fall of Man, we\'re trying to create a believable, immersive universe that feels like it really could have taken place on Earth in the 1950s. For example, we\'re supporting this universe with a meticulously detailed outline of watershed 20th century events leading up to July 11, 1951. We\'re creating our own unique fiction and didn\'t want to be limited by strictly human weapons or actual historic events and battles. Out of this world weapons are among the things we do best, and we wanted to take advantage of that in a non-traditional way. Not to take anything away from WWII games, but we think our approach is fresh and gives us many more options to pursue a unique direction.

1UP: How intense will the story be? Will it be serious all the way through, or will there be lighthearted humorous moments followed by intense, dramatic moments?

TP: Well, it\'s safe to say there won\'t be any Sheepination in Resistance: Fall of Man, if that\'s what you\'re asking. Seriously, Resistance: Fall of Man is an intense, bleak and brutal story of the near total annihilation of Asia and Europe in a short period of time by the Chimera. So, don\'t expect to hear any butt jokes or find any Crotchetizers lying around.



1UP: Given Resistance\'s different elements, what other shooter out there would you say it is most similar to? Call of Duty 2? Half-Life 2?
TP: This is a tricky one, because everyone wants to quickly classify our game based on other games they\'ve seen or played before. This has been a little frustrating to us because we\'re going to great lengths to create something unique in Resistance: Fall of Man. We think that once people begin playing the game and experiencing the weapons strategy, story, and diverse interactive environments, they\'ll agree we\'ve done that. What it comes down to is that we\'re creating a military action experience featuring creepy, smart, varied and vicious creatures...and they\'ve got one hell of an arsenal at their disposal. And we\'re going to tell that story in what we think is a stylized, unique manner. More on that at a later date though.

1UP: Between Resistance and Killzone, Sony seems to be building a strong set of first-person shooters to take on a genre that has historically been stronger on Xbox. Do you see games like Halo 3 as your main competition?

TP: First off, in terms of the shooter genre, it\'s important to remember the tremendous success the SOCOM franchise has enjoyed on PlayStation 2. As for whom Insomniac views as our competition for Resistance: Fall of Man, we have a different take on the subject. Our primary objective has always been to simply make games that we ourselves would want to play. That\'s been a rule of ours at Insomniac since the very beginning. So, it doesn\'t matter to us who our competition is as long as we continue making the kinds of games that inspire and challenge us to grow as developers.

1UP: Do you guys and Guerilla ever compare notes on PS3 first-person shooters?

TP: Not really, though we\'ve spoken informally about our PS3 projects. We\'re friends with Guerilla Games, but each studio works on its own projects independently of the other.

1UP: Given that this will be a launch game and the PS3\'s announced system price(s), at least initially it seems like Resistance will be put into the hands of a pretty hardcore audience. Are you doing anything in particular to appeal to that audience?

TP: Insomniac is comprised of hardcore gamers, and many of us are hardcore FPS players. The company\'s roots are in the FPS genre, and we\'ve demonstrated in the Ratchet & Clank franchise that we know how to blow stuff up in unique ways. Combine our experience with what we\'re doing on the PS3 in terms of our proprietary engine, systems and tools, and we think hardcore FPS fans are going to flock to Resistance: Fall of Man.

But what is it that makes hardcore fans happy anyway? When we\'ve talked about that over here we\'ve determined that it\'s all about creating a game with many ways to approach each challenge. In Resistance: Fall of Man, each combat situation can be approached in a lot of different ways with the unique set of weapons we provide. We learned a lot about deep weapons strategy in the Ratchet & Clank series and we\'re bringing that expertise over to Resistance: Fall of Man. With each weapon having multiple uses and often effective when used in combination with others, players can do a lot of experimentation on what works best (and is most enjoyable) against the many different types of enemies in the game. Plus, since each of our enemies has unique behavior as well, effective weapons strategy is pretty essential to making it through the game.



But I think that there are plenty of other things we\'re doing to satisfy hardcore gamers -- things such as providing well-hidden hints about what\'s really going on in the world, offering unique online multiplayer modes with a lot of community support, creating unlockable difficulty levels, and much more.

In other research, we contacted a Russian folklore professor at a prominent university to help us flesh out the backstory for some mysterious, savage characters in our game. Bet you want to know more, huh...


Looks really bland, but it\'s one of the more pushed titles for the PS3 so I\'ll hold some hope.

Offline Soul Reaver
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« Reply #1 on: May 31, 2006, 06:18:23 PM »



Offline mm
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« Reply #2 on: May 31, 2006, 06:26:27 PM »
where\'s the bump mapping?
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Offline pstwo
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« Reply #3 on: May 31, 2006, 06:31:18 PM »
I like this game.
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Offline Phil
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« Reply #4 on: May 31, 2006, 07:14:41 PM »
yay another FPS :rolleyes:
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Offline Viper_Fujax

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« Reply #5 on: May 31, 2006, 09:10:00 PM »
im too lazy to read about it, but the reason there\'s a grip of FPS\'s coming out is because theyll actually be decent on the next gen. I HATED FPS\'s on consoles..theyre pieces of shit. They were forced to be linear, aiming is crappy, etc.

But i actually had fun with COD2 and perfect dark on the 360. Aiming is still kinda bad but thats because its a controller.
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Offline clips

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« Reply #6 on: May 31, 2006, 10:04:49 PM »
Quote from: Phil
yay another FPS :rolleyes:


same here....these fps look ok but i for one hate fps...and now it seems half the games i\'m seein are fps...
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Offline Titan

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« Reply #7 on: May 31, 2006, 10:13:53 PM »
I have a question. Why the hell didn\'t they ever use the USB ports on the PS2 an allow you to use a mouse and keyboard for FPS games? It never made sense to me. It woudl have been a hell of a lot better.
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Offline Viper_Fujax

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« Reply #8 on: May 31, 2006, 11:51:11 PM »
Quote from: Titan
I have a question. Why the hell didn\'t they ever use the USB ports on the PS2 an allow you to use a mouse and keyboard for FPS games? It never made sense to me. It woudl have been a hell of a lot better.


never really thought about that. When madden first came out i bought some random (non-sony) keyboard to help with typing and it worked fine..wonder if you can just plug a mouse in. might feel kinda weird though since a pc has a desk and shit to put the mouse..usually just play consoles in a chair
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Offline Eiksirf
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« Reply #9 on: June 01, 2006, 03:15:13 AM »
Quote from: Phil
yay another FPS :rolleyes:

Same here. I\'m glad I skipped most of the interview once I saw what they were talking about.
 
Ooh, an FPS that\'s... gritty. Here\'s my money!
 
Titan, maybe once Nintendo does it they\'ll think of it. ;]
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Offline mm
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Offline Eiksirf
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« Reply #11 on: June 01, 2006, 05:06:39 AM »
Can\'t argue that. Also goes to show you the success that add-ons achieve.
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Offline Knotter8
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« Reply #12 on: June 01, 2006, 05:16:00 AM »
C\'mon . this game looks alot better than when it was first revealed.

The bump... ahhum normal mapping is in there, but a bit more subtle
and it depends on the lighting in each particular scene.
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Offline mm
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« Reply #13 on: June 01, 2006, 05:22:42 AM »
peripheral != add-on
\"Leave the gun. Take the cannoli.\" - Clemenza

Offline Soul Reaver
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« Reply #14 on: June 02, 2006, 06:00:06 PM »
Fuck your h-scroll






 

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