Always-honest
Banned
huh? STFU weirdoTotobeni said:Well to be fair the console Resistance games are made by a bad studio too.
huh? STFU weirdoTotobeni said:Well to be fair the console Resistance games are made by a bad studio too.
The entire conference was weird.Takao said:Anyone else find it weird they showed a shitty Nihilistic game instead of a Studio Cambridge Killzone game?
I don't think the Cambridge Killzone game is far enough along yet for anything other than a showreel glimpse. We'll probably see it at E3.Takao said:Anyone else find it weird they showed a shitty Nihilistic game instead of a Studio Cambridge Killzone game?
Toppot said:How is Insomniac Games a bad studio?
Yes I like what I seen so far need better quality video, instead of that feed though.Commanche Raisin Toast said:impressed by the demo video although it looked like a really early build. one with JUST enough bells and whistles to use for a demo but still nowhere near beta quality.
i don't know why we need to poke the screen for alt fire, but i LOVE how you can take cover and then click-n-drag where you want a grenade. i hate wasting grenades on trial and error trying to throw right where i want. and firefights in games like uncharted can sometimes get to frantic to use the arc system. (which i find to be slow)
Too bad, because R3 is looking to be the best Resistance game.ghostofsparta said:Iron sights? NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO. I guess we will truly never have another Rfom type game.
I'll pass.
TheBranca18 said:The guy's not sane. There is no way in hell that one can characterize Insomniac a bad studio.
Loudninja said:Yes I like what I seen so far need better quality video, instead of that feed though.
They dont want to show a PSVita with HDMI out of people will go on a riot demanding that one for $250 or no buy...you know how it is.chubigans said:To be fair, we were looking at off screen footage of off screen footage.
Why they cant do direct feed footage of PSV games, I don't understand.
Himself said:I like the whole firefighter concept. It's actually kind of a cool changeup from being another soldier. What I'm really worried about is the developer shitting the place up and not capturing what makes the Resistance universe cool.
Spiegel said:Pictures
it will look better i think, but remember that it will look better allready on the screen because it's smaller than these pics.TheExecutive said:640MB of RAM should do a lot better than that! I think this is an extremely early build though.
The problem is that to view these shots properly you need to downsize them quite heavily - to the point where low texture resolution won't matter anymore.TheExecutive said:640MB of RAM should do a lot better than that! I think this is an extremely early build though.
Other familiar aspects make their return in Vita's iteration of Resistance. The weapon wheel is here, and you can use the front touch screen to make your selections, or the analog sticks and face buttons. Grey Tech can be used to upgrade your weapons, as was proven when Riley stumbled upon some during my demo, using it to upgrade his Chain Gun, making it an even more devastating weapon.
But there are new features here too, including the ability to cook and throw grenades by using the touch screen, giving you pinpoint accuracy with explosives rarely seen in an FPS. There's even an automated cover mechanic that lets you use the face buttons or Vita's SixAxis, whichever is more comfortable for you.
We've known about Resistance on Vita since the device was announced, and we even had a couple of screenshots to prove its existence. But the revelation that the game was indeed a first-person shooter was exciting, and the fact that it played so fluidly during my demo was icing on the cake. It doesn't appear that Burning Skies is anywhere close to finished, and the game could certainly use some polish in the meantime (most noticeably in terms of how the game ran), but playing Vita and using it like a Dual Shock controller was exciting, especially when so many other games are attempting to prove that Vita can do things differently than the PS3.
To Hell with the haters, this is looking good to me.Loudninja said:
And then there are grenades, which are implemented in a really interesting way. You tap the icon and then drag it where you want it to land. The nice part is that you can cook grenades the more slowly you drag, which winds up being a very satisfying control mechanic--and we're not just talking about the violent jibbing that results from a well-aimed grenade.
http://gamescom.gamespot.com/story/...ds-on-preview/?tag=updates;editor;all;title;3Perhaps unsurprisingly, the beefy hardware inside the Vita makes for an eye-pleasing game. Burning Skies looks quite nice, though there's a noticeable difference in character from the moody and atmospheric Resistance 3. The aesthetic here is a bit more straightforward, though you do get the occasional look at the devastated New York skyline--especially in the level we played, which has you making your way through Ellis Island after it has been converted into a research center for the humans to study chimeran technology.
At this year's E3, I had the misfortune of eagerly watching other gamers try out the PlayStation Vita hands-on, while missing out on the opportunity myself. So during Sony's Gamescom event, not only do I get to mess around with a Vita, but I do so with an impressive title like Resistance: Burning Skies. Any skepticism I have for the device is thrown away within the first five minutes of this demo. A portable first-person shooter with dual analog sticks? Yes, please.
http://www.1up.com/previews/resistance-burning-skies-answer-portable-shootersMy favorite use of the touch screen has to be the Cluster Fire Gun (CFG). It's a pretty elegant solution against multiple enemies -- a quick swipe of the finger over three targets and the CFG shoots them all simultaneously. Simon and the developers are toying with the idea of adjusting the final number at a later date. From what I can tell, there isn't a range limit on this weapon either; I manage to hit both someone up close and a Chimera hanging off a water tower in the background. The only drawback so far is how can sometimes be difficult to see if you correctly selected an enemy to kill, due to how small the cursor is and its light yellow hue.
For the most part though, I have the best time using the cover system as much as possible. It's extremely easy to tilt the screen forward to come out of cover and shoot whenever I want; moving the screen back to hide behind cover has become the best way I've used the sixaxis so far. Oh, and the fact that the cover system isn't sticky makes maneuvering much easier.
Why bother? If it struggles to shift 1 million units per game and costs a lot to produce, why should the franchise have a sixth instalment?theBishop said:It's a real shame because this franchise might need a new team if Insomniac is moving on. Nihilistic doesn't appear to be up to it.
Than play it like that whats the problem?All of these control methods are optional.dr3upmushroom said:Dammit. Are we really going to have to go through the "Every game takes advantage of touch (and now back pad and gyro) no matter how contrived it is!" bullshit from the DS's first wave of titles? I really hope they take it easy emulating iOS games, they need differentiate themselves. Tapping enemies to shoot them or lob grenades is fine on my phone, but if I have dual analogs available I'd really rather just aim.
I'm not sure how I feel about the always-present axe button. It's an interesting idea, and I really like having the ocarina and another item always easily available via the bottom corner touch spots in OoT 3D, but I also like my games as HUD-less as possible and the button is pretty glaring. Hopefully there's an option to just turn off the icon as that would give you the best of both world, and "Tap this corner to melee" isn't exactly a hard thing to memorize. No need for the icon there to constantly remind you.
It is a big deal! seems like its really paying off.artwalknoon said:I like the phrase "emphasizes dual analog gameplay", I wonder if we're gonna see something like that on the back of a lot of vita game packages.
Krev said:Why bother? If it struggles to shift 1 million units per game and costs a lot to produce, why should the franchise have a sixth instalment?
They should use Insomniac's departure as a way to cut the series loose and move on.
Sure, but ideally Sony should be creating franchises that sell the console to uninterested parties.theBishop said:Sony has stood behind franchises that do a lot less. And Resistance is pretty flexible in that the "franchise" is essentially the timeline and the Chimera. Each game can be very different from the last.
A lot of publishers would be happy to have a franchise that's guaranteed to do Resistance numbers.
Krev said:Sure, but ideally Sony should be creating franchises that sell the console to uninterested parties.
This might sound crazy, but a lot of their lesser investments like Journey and Twisted Metal might be doing more to sell the machine to those who don't have it than Resistance, because they're so unusual. Killzone steals all the attention and is the franchise that sells PS3 as an FPS machine.
theBishop said:Resistance has a built-in fanbase from being a PS3 launch title. It occupies a good place in the Playstation portfolio as a sci-fi shooter that's well-differentiated from Halo on Xbox. Yes, Killzone is technically a sci-fi shooter, but it's very grounded in realistic guns and human(ish) enemies.
I was disappointed in R2 like most people, but I think you underestimate the value and potential of the series. If R3 bombs, we can revisit this.
Kerrby said:Looks incredibly bad in nearly every way possible except the logo.
Damn, it looks as bad as Resistance 2. Easily the worst thing I've seen on the Vita.
Yes, this is what I was trying to get at.DiscoJer said:Yeah, but the trouble is, if you don't own a PS3 (or really even a PS3 at launch) then Resistance is pretty much valueless.
Absolutely agreed. It seems like only Japan is coming out with big Vita games that aren't spin-offs (like Gravity Daze, which actually looks like a large scale, decently budgeted adventure game).I think that's one big mistake that Sony is making with the Vita, acting like it's an accessory for PS3 owners, rather than making AAA Vita only games (yes, I know they have artsy indy stuff like Gravity Daze and Little Deviants, but Loco Roco/Patapon wasn't enough for the PSP).
Shinobido doesn't bother me. As you say, it's low budget, and I don't think it's a problem if a lot of Vita games end up looking PS2ish. Not every studio has a lot of money to throw around on handheld games. Plus, going by the past Shinobido games, it might at least actually be good.Takao said:
DiscoJer said:Yeah, but the trouble is, if you don't own a PS3 (or really even a PS3 at launch) then Resistance is pretty much valueless.
I think that's one big mistake that Sony is making with the Vita, acting like it's an accessory for PS3 owners, rather than making AAA Vita only games (yes, I know they have artsy indy stuff like Gravity Daze and Little Deviants, but Loco Roco/Patapon wasn't enough for the PSP).
Oh, OK, I missed the part where they explained that you can use the secondary fires without having to touch the screen. If you can, that's fine, but they way it was explained in the video made it sound like you had to use the touchscreen to paint targets with the one gun and lob grenades with the carbean.Loudninja said:Than play it like that whats the problem?All of these control methods are optional.
Takao said:
The screenshots are already at Vita's resolution.dr_rus said:The problem is that to view these shots properly you need to downsize them quite heavily - to the point where low texture resolution won't matter anymore.
I think they're pretty good for a handheld. And considering that that's a launch title I think that they're great.