Goldrusher
Member
:lolEmCeeGramr said:
"You stupid GAFfers don't know what you want! That's why you post on GAF! Cuz you're stupid!"
:lolEmCeeGramr said:
"You stupid GAFfers don't know what you want! That's why you post on GAF! Cuz you're stupid!"
EmCeeGramr said:funny shit
Tech - Very good. I like the polygon-heavy good-modeling approach your games take. It helps differentiate them visually from the bad-models-with-normal-maps approaches on the market. I really, really like the solid image quality: no tearing, always some form of AA, and pretty decent framerates. Probably the weakest point would be your lighting engine, which I make a point about in the Art section. Technically I think your games are all superb, though I believe it could be deployed differently to support a different design scheme (see that section).Mike Acton said:What do you think we could do to make our stuff an even better experience for you, personally. What have you liked? Where do you think we got it right? And yes, where do you think we got it wrong? I'm a little biased - I'd like to mostly talk tech and art - but I'm sure I won't be the only one watching this thread with interest.
Finished the game earlier today. My thoughts right now:
The Good:
+ Long, just right amount, singleplayer (11-13 hours on Normal)
+ Battle scenes are the biggest I've seen in a shooter in terms of number of enemies
+ Plenty of enemy variety and very often mixed on the field
+ Good bosses, two excellent ones inandSwarm (my favorite)+ Character animations (not actual controls or Nathan/weapon however) upped quite a bit from first gameQueen Spinner
(my cousin, she was kinda disappointed Insomniac went for a more realistic style in R2, the first was pretty much the only fps she's played and digged) but I'm fine either way)
+ A lot of variety in environments and pace
+ Music was surprisingly good, I wasn't sure about Boris after some podcast teasers but the whole soundtrack was pretty engrossing though mostly classical
+ That was an interesting ending...+ All the weapons had a place in the arsenal, doing a two gun system was a sensible balancing choiceI remember reading at surfer girl that the game ended in Mexico and that was correct. I didn't read all though and I would hate to know that Nate died before hand, I'm not sure if that detail was given however. The ending itself is so out of norm I wasn't immediately sure if I should expect R3 on the PS3
+ Graphics can be really detailed in various assets, character models in particular look stunning
+ Henry Stillman was pretty cool (well done Insomniac dev voice man)
+ Gore was actually very well done despite (what seemed to me from following the production) being a late addition. I love how guts run slowly down the wall, excellent gibbing actually
+ Horror segments was excellent, ecspecially the+ The UI, menu flow, speed and all interface aspects are really smooth, well thought out and executedindoor renaissance buildings in Chicago and the tunnel in a earlier level
+ Co-op is the very prototype for MMO-FPS raiding (I'm not sure if we are allowed to say revolutionizing). I say Insomniac should make themselves a new franchise, an actual MMO-FPS and build upon these gameplay aspects with more variety and diverse content. You're definitely ahead of the competition in this department so now run with it!
+ Net code performance, Insomniac still delivering the best running online modes of a game I have ever seen, continuing the tradition from Resistance 1. Give the network programmers a raise!
The Bad:
- Graphical/Art inconsistency, can't really remember seeing bad textures (though you can definitely see it's not a consistent quality) but there is something unconvincing about furniture and vehicles. Maybe shadowing, scale, texture complexity..etc. It's a relative common problem, doesn't seem to fit in. Some areas looked really beautifulwhile some likehorror segments, Utah, Chicago excluding furniture/vehicles, Alien/high tech environments and Iceland and Suburban backyards, anti-alias problems in surfaces with a lot of specularity something it shares with Gears1&2.swamp area/wet area was unattractive in R&C and same with Louisiana in R2
- Enemy impact leaves something to be desired still. The gibbing is actually really good but just normal bullet impacts (especially with scoped-marksman) isn't convincing. We need hard, impactful sprays precisely where it hits and not just standard blood droplets outside the body frame.
- Competitive is so-so, hides too much of the battle (could just as well be a 24-30man game), R1 game modes actually felt a bit more epic with base upgrades and nodes
- Rachel Park, where is she, I liked her narration
- Singleplayer was lacking a bit in more- No photo mode, no save replay functionalityopen areas, fields (R1 had a huge double canyon level, I was hoping something like that or better)
- EU manual & cover innards
The Ugly:
-- The competitive avatars, so bad and ugly and hard to study
-- No Documentaries on the actual game disc, no local option for EU folks
legend166 said:This just in: Insomniac games suddenly become horrible after listening to forum goers.
This will end well:Mike Acton said:Hi!
My name is Mike Acton and I'm the Engine Director at Insomniac Games. I haven't posted here much on GAF, but I'm an avid lurker (Don't hold that against me!)
I hope that by now you've seen what we've been doing on the PS3 and have enjoyed at some of our PS3 games (maybe all?) - Resistance, Ratchet and Clank Future, Quest for Booty, and Resistance 2.
Then you know where we've been. What I'd like to talk about in this thread is where we're going. On our engine team (which we call "Tech" internally), we definitely know where *we* want to go, but hopefully you all know by now that Insomniac is all about making games that people want to play. And listening to our community.
So I want to hear from you too. What do you think we could do to make our stuff an even better experience for you, personally. What have you liked? Where do you think we got it right? And yes, where do you think we got it wrong? I'm a little biased - I'd like to mostly talk tech and art - but I'm sure I won't be the only one watching this thread with interest.
You and I both know we can't be all things to all people - so no promises. But your opinion counts and I want to hear it.
So let 'er rip. And ask questions - I'll do my best to answer whatever I can.
Mike.
Nooreo said:You know what would be cool?, if R3 had some sort of map maker,something simple like the tony hawk map maker's. And we would be able to share em online, And host them online for us to play in.
Tieno said:-Don't make it a pride issue to release average games every year, because there's none to be had. It's better to work some more and harder and release something that stands out than something plain and uninspired, like R&C Future for example. I'd rather wait for and buy something like Killzone 2 than not buy the dozens of average games coming out every year.
-Hire some decent writers who are funny. Pirates saying arrrrrr and booty...aren't funny.
Wollan said:#2 Insomniacs netcode is the absolute best I've witnessed on the market.
Some even refused to buy/play R2, after the private and public beta.Beatbox said:Please do not completely change the feel of a game for a sequel unless of course the first one was not well received. I'm talking about Resistance and more specifically the multiplayer. Evolution is fine but a drastic change can alienate a faithful hardcore user base. Out of 30+ people that I played RFOM MP with regularly, I can only think of 3 or 4 that enjoy and play MP in the sequel.
Hey! I liked the narrator!mintylurb said:Hrm..I wonder why they got rid of the commentary part..Oh, yeah. They listened to gaf, reviewers, dogs, cat, y2, etc.:lol
Mike Works said:change your name to Mike Action
from now on release all games using that label ala American McGee
MIKE ACTION presents Resistance 3: Man Stumbles But Regains Composure
EmCeeGramr said:
"Okay GAF. Who wants Insomniac to keep doing the same thing?"
"RATCHET AND RESISTANCE RULE, GO PS3"
"Now who wants to see Insomniac do something totally different?"
"GO MULTIPLATFORM AND ONLY MAKE NEW IP"
"So... you want us to do something totally different, but also the same?"
"Yeah." "Yup." "Yes." "Pretty much."
"Also, you should win free stuff by playing!"
"You stupid GAFfers don't know what you want! That's why you post on GAF! Cuz you're stupid!"
"Just tell us what'll get ya to buy our freaking games!"
brilliant!Mike Works said:change your name to Mike Action
from now on release all games using that label ala American McGee
MIKE ACTION presents Resistance 3: Man Stumbles But Regains Composure
careksims said:This is for R2
ALWAYS ALWAYS ALWAYS have the option to have co-op in your single player games. It really really really turns the fun factor waaay up. Especially when the grims show up in small dark corridors.
I'm not too sure I agree with this. To me, this is what makes Killzone 2 different from other fps games, gives it its unique feel. It seems, going by some impressions, some R1 fans felt alienated by the different control scheme in R2, and to change that even more drastically by making it more Killzone-like, Insomniac runs the risk of alienating even more of the hardcore fans imo. I can agree that probably some more in-depth animations/ first person interactions within the world, could help greatly. But the Resistance franchise has always been a more fast paced fps, different than the slightly slower paced Killzone 2 (I was in the beta, so speaking from experience)Wollan said: You need to tune your FPS games to be more involving through animation and various effects. Learn from your colleagues at Guerrilla in regards to this specific area, something which they excel at above the rest of the industry. There's design decisions and areas of execution they could learn from Insomniac as well but that's not of interest in this thread. I think Insomniac needs to focus hard on having the player feel as they're controlling an actual soldier with weight and heft to them, enemy bullet impacts also need to be revised.
Agreed 100%.chaostrophy said:Make a game with no guns whatsoever.
Y2Kev said:I don't understand how "go multiplatform" is feedback on Insomniac's games.
LethaL ImpuLse said:a new Disruptor game
Fatalah said:Woah woah, GAF can't be spoken to as adults. Just ask Denis Dyack.
Fatalah said:Woah woah, GAF can't be spoken to as adults. Just ask Denis Dyack.
PhatSaqs said:Go multiplat?