non-gravity said:
Resistance 2 was very very lackluster until the Chicago level which was more than halfway past the singleplayer. Multiplayer also took a big graphical hit and playing the co-op mode offline was really pointless.
I did like it's online features though. |
Reistance 2 had a boatload of problems. They abandoned the weapon wheel, removing most potential methods fo taking down enemies. Instead you could only carry two weapons at a time, with the weapon they decided you should use always appearing right before each encounter. They also abandoned traditional and offline co-op, and had barely any time to implement AI and animations for enemies, which is why many of the enemies (the Titan) were bullet sponges that stood in one place.
The Full Moon Podcast Resistance 2 Retrospective sheds a lot of light on this. The Stalker, for example, wasn't even functioning in game until about a week before it went gold. The AI and animations were actually worse than they were in Resistance: Fall of Man, given Fall of Man used Insomniac's PS2 engine, thus they had to rebuild much of the Resistance universe around the engine they had built alongside Ratchet & Clank Future: Tools of Destruction, something they just didn't have time to do. They realized this, and this is why they moved to a three year dev cycle for Resistance 3.
There were also many complaints about the change in style from Fall of Man to Resistance 2. They abandoned the dark, oppressive, almost survival horror-esque tone of the first game in favor of a cleaner look more similar to Half-life or Halo.
All of these issues, even that of color tone and atmosphere, are issues they have specifically stated they are trying to fix with Resistance 3, so they seem to agree that the game wasn't all that it should've been.
The game was still pretty good, to be sure, but it lost a lot of the identity the first game had, so it came off feeling somewhat generic compared to other shooters at the time.







