BobsRevenge said:
Well, Daedelus doesn't throw much at you during the boss fight, but the fight to get to him on the rest of the ship was. The part where you have to make your way up that huge ramp was fucking hard. Yeah, the whole part where you actually fight him was pretty weak.
Wait, the part with the tear-roar-slashy stuff I mentioned before? Where you had to fight a couple of waves between the pods that get all ripped up and pulled into the vortex? I augered the hell out of that while standing behind some cover and had nary a problem. I do agree that some of the stuff leading up to that part, though, was crazy.
[edit] Also, I somehow missed this post:
Wii Will Rock U said:
Seriously fuck story at this point. Make R3 a multiplayer only shooter and make it for download on PSN for 39.99 launch day. END OF STORY.
No, sir! One of the best things about the Resistance games is that their mythos and back story are absolutely critical to separating them from the other FPSes out there. I may bitch and moan about how R2 basically became a Halo clone, but almost all of that is from a
gameplay standpoint. The Chimeran lore is absolutely fascinating stuff, and it's precisely why I want
more of it in R3. Thicken up the universe, give everything a bigger sense of gravity and relevance and self-reference.
The reason why games like System Shock 2 were so good was because they were equal parts shooter/exploration and story-driven narrative. The atmosphere came from the audio (which R2 is absolutely superlative at, by the way; if you haven't heard things in eardrum-humping uncompressed 7.1, you're missing out), and from the SS2 ghosts' last moments being frozen and repeated in time. Yes, there were logs to read and audio clips to hear, but it was the combination of all those elements that made the game so relentlessly compelling that even though you were scared
shitless, you had to go on to see what would happen.
R2 had a bunch of BOO! scares and actually got creepy in bits, and I just want to see the latter taking the fore if that's the tone that's set going forward. It worked; seeing Twin Falls overrun by incubation pods and then having them all burst was awesome. Having it happen in flashlight-driven dark in Chicago just felt... forced. It was the whole idea of no longer needing conversion chambers and just seeing an entire town completely converted that did it. A few voice clips and the sea of gestating, pulsing sacs is what did it for me. I want more of that. With some healthy bits of narrative thrown in for good measure.
I know, I know, Resistance is about gunning down baddies while racing to some ultimate end, but slowing the pace, bringing back the idea of creative combat with multiple weapons and then thickening up all that stuff with some really cool way of presenting storyline details would be fantastic. There's
so much material that can be used, but instead it all seems like it was steamrolled right up until the end and the only actual depth in the narrative was in the little text briefings of the instanced co-op battles.
Oh god, why am I doing this here instead of that other suggestion thread?