Hero of Canton
Member
nofi said:Final game looks way better than the beta/preview code.
Gorgeous.
Thanks. Knew I wasn't going mental.
nofi said:Final game looks way better than the beta/preview code.
Gorgeous.
Really? damn this is what you said with the preview codenofi said:Final game looks way better than the beta/preview code.
Gorgeous.
I had great fun with Resistance 3. Its not the best looking game on the platform by some distance but the often simple scenery and low-res textures mean the game can shove around plenty of Chimera and lots of destruction whilst keeping the frame rate nice and smooth, and thats much more important to me than a display so full of post processing the and fancy effects action drags to a halt constantly. The sound was a little buggy in this build: the guns sounded amazing but the lip syncing was way off were assured thatll all be fixed in due course.
nofi said:Final game looks way better than the beta/preview code.
Gorgeous.
Can you take some direct feed screens Brother Amar .amar212 said:I am still amazed by graphics, effects, real-time lightning, particles, depth-of-field, characters and overall design approach.
Hell, overall design IS my favorite part of the experience. Instead of going "bigger is better" and gearing towards Hollywood spectacle of explosions, highscraper-sized monsters, etc, everything has been toned down in order to make it more realistic, believable and immersive.
Everything is much more *private*, *subjective* and *isolated*. Atmosphere of horror, desolation, country ripper apart by war, crazy twists and protagonists - everything is made so *human* and so *against all odds*.
I am gearing for the first co-op playthrough as soon as official servers are up, I hope tomorrow.
thuway said:Can you take some direct feed screens Brother Amar .
The wait is going to kill meamar212 said:I am still amazed by graphics, effects, real-time lightning, particles, depth-of-field, characters and overall design approach.
Hell, overall design IS my favorite part of the experience. Instead of going "bigger is better" and gearing towards Hollywood spectacle of explosions, highscraper-sized monsters, etc, everything has been toned down in order to make it more realistic, believable and immersive.
Everything is much more *private*, *subjective* and *isolated*. Atmosphere of horror, desolation, country ripper apart by war, crazy twists and protagonists - everything is made so *human* and so *against all odds*.
I am gearing for the first co-op playthrough as soon as official servers are up, I hope tomorrow.
Why does nofi and amar always get me hype? damn.amar212 said:I am still amazed by graphics, effects, real-time lightning, particles, depth-of-field, characters and overall design approach.
Hell, overall design IS my favorite part of the experience. Instead of going "bigger is better" and gearing towards Hollywood spectacle of explosions, highscraper-sized monsters, etc, everything has been toned down in order to make it more realistic, believable and immersive.
Everything is much more *private*, *subjective* and *isolated*. Atmosphere of horror, desolation, country ripper apart by war, crazy twists and protagonists - everything is made so *human* and so *against all odds*.
I am gearing for the first co-op playthrough as soon as official servers are up, I hope tomorrow.
amar212 said:I am still amazed by graphics, effects, real-time lightning, particles, depth-of-field, characters and overall design approach.
Hell, overall design IS my favorite part of the experience. Instead of going "bigger is better" and gearing towards Hollywood spectacle of explosions, highscraper-sized monsters, etc, everything has been toned down in order to make it more realistic, believable and immersive.
Shtof said:Move easily, if it's well implemented. If not, I don't want the game.
amar212 said:I am still amazed by graphics, effects, real-time lightning, particles, depth-of-field, characters and overall design approach.
Hell, overall design IS my favorite part of the experience. Instead of going "bigger is better" and gearing towards Hollywood spectacle of explosions, highscraper-sized monsters, etc, everything has been toned down in order to make it more realistic, believable and immersive.
Everything is much more *private*, *subjective* and *isolated*. Atmosphere of horror, desolation, country ripper apart by war, crazy twists and protagonists - everything is made so *human* and so *against all odds*.
I am gearing for the first co-op playthrough as soon as official servers are up, I hope tomorrow.
thuway said:So would you say it looks better than the Preview Code or the videos we've been seeing buzzing around the internet?
Jstevenson can you confirm SP graphics are a bump better than whats been shown previously? The boat level disappointed me tremendously.
ConradCervantes said:Atmosphere is very reminiscent of RFoM.
lowrider007 said:That's very good to hear.
To whoever owns it on here and finishes the SP campaign a completion time would be nice, I'm hoping for around 8 hours.
Ashes1396 said:How long did it take you to finish r1 and r2?
lowrider007 said:I think about 12 hours for RFoM, and around 10 for Resistance 2, normally I add an hour or two to gaf's average completion time as I'm not the most skilled player.
betty swollocks said:The boat level for me was probs the low point of the game but... I did appreciate it for the atmosphere it created. I think it supports the game well. You'll understand once you play it...
Its also a short sequence, so not a deal breaker!
Ashes1396 said:Same here, so I was kinda surprised you went with a low ball park figure. If it's like the last two, then I'll be alright. Completion time is arbitrary though at the end of the day.
lowrider007 said:I guess I meant to say at least 8 hours, but I'm also aware that FPS's seem to be getting considerably shorter these days so around 8 is ok in that respect, especially if it's a gaf 8.
My prediction is RFoM > R2 > R3 in terms of length which would fit with the trend.
JB1981 said:Can you be more specific, Nofi, about why it looks better? The main issue with the demo/mo beta is the low resolution. Are you saying this was bumped up ?
amar212 said:I am still amazed by graphics, effects, real-time lightning, particles, depth-of-field, characters and overall design approach.
Hell, overall design IS my favorite part of the experience. Instead of going "bigger is better" and gearing towards Hollywood spectacle of explosions, highscraper-sized monsters, etc, everything has been toned down in order to make it more realistic, believable and immersive.
Everything is much more *private*, *subjective* and *isolated*. Atmosphere of horror, desolation, country ripper apart by war, crazy twists and protagonists - everything is made so *human* and so *against all odds*.
I am gearing for the first co-op playthrough as soon as official servers are up, I hope tomorrow.
Drewfonse said:Yeah, I'm hoping for 10 hours with high replay value. New Game Plus FTW
amar212 said:I am still amazed by graphics, effects, real-time lightning, particles, depth-of-field, characters and overall design approach.
Hell, overall design IS my favorite part of the experience. Instead of going "bigger is better" and gearing towards Hollywood spectacle of explosions, highscraper-sized monsters, etc, everything has been toned down in order to make it more realistic, believable and immersive.
Everything is much more *private*, *subjective* and *isolated*. Atmosphere of horror, desolation, country ripper apart by war, crazy twists and protagonists - everything is made so *human* and so *against all odds*.
I am gearing for the first co-op playthrough as soon as official servers are up, I hope tomorrow.
Drewfonse said:Yeah, I'm hoping for 10 hours with high replay value. New Game Plus FTW
Thats good length for me, did you collect all the lintel?Hero of Canton said:I'd say it took me around 9 hours. Depends on the difficulty and how skilled you are, obviously, but that's the ballpark.
Holy shit. This sounds like what I've been hoping for Resistance to do since the beginning. It sounds perfect.amar212 said:I am still amazed by graphics, effects, real-time lightning, particles, depth-of-field, characters and overall design approach.
Hell, overall design IS my favorite part of the experience. Instead of going "bigger is better" and gearing towards Hollywood spectacle of explosions, highscraper-sized monsters, etc, everything has been toned down in order to make it more realistic, believable and immersive.
Everything is much more *private*, *subjective* and *isolated*. Atmosphere of horror, desolation, country ripper apart by war, crazy twists and protagonists - everything is made so *human* and so *against all odds*.
I am gearing for the first co-op playthrough as soon as official servers are up, I hope tomorrow.
1. Cormac McCarthy's The Road was a major influence on thinking about what the world would be like and what the motivations of a husband and father would be in a world with little or no hope. We watched a lot of movies that dealt with post-apocalyptic worlds -- everything from The Road Warrior to Children of Men, and also watched movies that juxtaposed our world with other-worldly creatures like the Jurassic Park movies and King Kong.
For specific levels, we'd sometimes compile pictures and movie clips that, while not necessarily literally showing what we wanted to do, would at least give an idea of the player experience and feel that we were wanting to convey. Lisa Brown, the designer of our Boat level did a great job of this, and also wrote a great article about the movie she put together and the benefits it had for the team.
2. We're really excited by all the improvements we've made to weapons from previous games, like the Bullseye, one of the Resistance franchise's most iconic weapons. The weapon model has been rebuilt from the ground up with a lot more detail, the weapon animations make the gun feel a lot more weighted and grounded, and the sound effects are reworked to make the gun sound more powerful. We've also added a holographic iron-sight that's alien in appearance to emphasize that it's a Chimeran weapon, and added new effects like a laser-tether that attaches to enemies that you've tagged with the secondary fire, which helps players understand how the gun works as well as just providing more juicy-feedback to using the gun.
3. We discussed whether or not (Nathan) Hale was really dead for about four to six weeks at the start of development. There was talk about bringing him back as a half-Chimeran super-powered character, possibly as a playable character, a friendly NPC (non-playable character), or even as an enemy. Ultimately, we agreed it felt a little bit B-movie to bring him back and moved on.
4. For players who haven't read the first Resistance novel, The Gathering Storm, Joe Capelli's wife, Susan, is Nathan Hale's sister. We discussed having Susan be the cooperative character but ultimately couldn't justify the concept of both the mother and father abandoning their child to go on a mission to NYC. It took us quite awhile to nail down the age of Joe's son, Jack. We talked about everything from whether he should be old enough to speak or if he would be old enough to fight.
5. Each of the guns in Resistance 3 has two upgrades that players can earn. Originally, we were going to have 5-10 smaller upgrades for each gun that were just small, stats-based changes, such as larger clip size, slightly higher accuracy, etc. -- but these were quickly called out internally for "not being Insomniac enough." We agreed and redesigned the upgrades to make each one very unique and a significant augmentation and enhancement to the functionality of the gun that was being upgraded.
That's the kind of thing I was getting from all the SP footage of the game, so I'm glad to read it's what the game really is like. I'm buying R3 day one even though I had zero interest in R2, and thought R1 was only "OK".amar212 said:Everything is much more *private*, *subjective* and *isolated*. Atmosphere of horror, desolation, country ripper apart by war, crazy twists and protagonists - everything is made so *human* and so *against all odds*.
Number45 said:I wish I hadn't read that, point 3 specifically.
Its in the OP as well, is really basic stuff.darkwing said:sorry guys, i thought anyone who is interested in playing R3 already knew the R1/R2 stories
Loudninja said:None of those are spoliers.
Already confirmed millions of times by IG nothing newAshes1396 said:In the article it self, they say spoiler alert.
And tbh point 3 rules something out definitively in game 3 as well.
Yeah, I think it would be pretty lame if they actually did that.Loudninja said:Already confirmed millions of times by IG nothing new
Oh shit possibly real spoiler! My own fault my man. You did everything right!luxarific said:Three sort of is. Very, very glad they're. Although if the simply awful prequel novel is any guidenot bringing Hale backCapelli is going to hear Hale's voice in his head - lot of laughing for some reason
Is it as ungodly long as R2's was? They were 20 minutes and the music cut out partway through.Ashes1396 said:Fixed. No probs.
Someone already mentioned about... which arguably is a spoiler. Or he is just messing with us.length of credits lol
I've played the first two so I'm aware of what happened at the end of two, but had no idea thatLoudninja said:Already confirmed millions of times by IG nothing new
Yes.NeoCross said:Does R3 also have split screen online like R2?