Story
Ill resist the temptation to go into a long description of the story here, and instead settle for stating that there is a much, much deeper story there for those who bother to search for it. My advice is to find all the intel that is spread about the levels, and also spend some time reading through the descriptions of enemies, locations and weapons that the Document section of the pause menu holds.
Score: 95%
Gameplay
Well, where to start? On the surface, this looks and plays like, well, an FPS. A highly polished, complete and spot on FPS, that is. Now that can make for a good game, but Resistance is a special game, and this is (as anyone familiar with Insomniac would have guessed) in large part due to the creative arsenal featured in the game. This has been detailed in countless previews and reviews, so Ill just say that Insomniac has done an awesome job in making its trademark creative arsenal mesh seamlessly with a world that is not your typical Insomniac fare. The result is intense and smart FPS action. Whereas other shooters commonly opt for destructive, brutal or smart weapons, Resistance manages to incorporate all of those aspects into a majority of the weapons on display in the game, and this is obvious regardless of which end of the barrel you happen to find yourself on.
Of course, even the smartest and most creative weapon would be worth nothing without interesting opposition, and luckily Resistance delivers that in spades. Not only in terms of how many individual enemies that the game throws at you at once, but also in terms of the large variety of unique Chimeran strains available, and in terms of the combinations of said strains that occupy the battlefields. Every strain comes with a preferred means of disposing of said strain, which of course means good usage of all sorts of weapons in your arsenal. Now given this wide variety of strains, and the fact that Resistance enjoys throwing various combinations of strains at you all at once, suffice it to say that there are some pretty damned intense battle sequences in this game.
Score: 95%
Visuals
With a large variety of environments and gameplay scenarios, ranging from subway and tunnel crawling to the wide open battlefield setting of Cheddar Gorge and Manchester, and onwards to the snowy, icy city landscapes of London complete with Chimeran architecture melding with period human architecture, the game is at times a veritable visual feast. That said, this variety seems to come at the cost of some environments simply not feeling up to par. Id imagine developing a unified visual style, not to mention an engine capable of displaying all of these vastly different settings, must have been one hell of an undertaking, and unfortunately, it does not always work. Fortunately, due to the earlier levels being rather barren when compared to the levels later on, this lack of consistency becomes more a matter of reflection than anything else. But the issue is there, and it almost leads me to wish for Insomniac to limit the variety of the environments a tad for the inevitable sequel.
All of that said, what Resistance lacks in texture detail and consistency, it makes up for in terms of modeled detail (especially in regards to the chimeran end, both in terms of environments and in terms of creature models), scale and not least the visual FX. Its hard to make a blanket judgement on the quality of the Chimera, as the designs range widely from the simplistic leapers to the massive Widowmakers. The common thread seems to be a focus on animal properties in out-of-this-world forms, and in that respect, the design throughout the Chimeran fauna is a near total success. The most common Chimeran strains feature plenty of detail, and are mostly well animated. Agility seems to be the name of the game when it comes to animation, and the movement communicates the inhuman nature of these beasts, critters and creatures very well. That said, there are some strains that I never cared for much, such as the leapers. I guess I understand the intention behind the design, and they are certainly nasty enough, but they do feel oddly cartoony, especially when compared to the more advanced chimera strains such as the hardfangs and steelheads.
Overall though, both the design and craftsmanship involved in the chimeran models deserve a good deal of acclaim, as does the technology that allows for these models to be implemented into the game without carrying much of that unfortunate artificial look that is far too common in games these days.
Score:
Design & craftsmanship: 95%
Tech & implementation: 85%
Lasting appeal
Ridiculously high. Aside from the 40player MP, there is the fact that the game (in true Insomniac fashion) rewards you with new weapons for your second run through the game. And if you didnt manage to collect all the intel during your first run, that should be reason enough to replay at least individual levels. Add to this the abundance of available skill points (ranging from reasonable and near automatic to damned near impossible) and an additional difficulty setting, and its clear that the game was designed with longevity in mind.
Score: 95%
Audio
The subdued score may prove an issue to some, but it did not really bother me. While I would have probably enjoyed an epic battle theme akin to what youll find in Halo, that may or may not have worked with the game. The weapons audio FX is nothing short of amazing, with fitting audio profiles; the auger sounds like something that could likely fire straight through a wall, the bullseye sounds like it would fire a swarm of targetting shards, and the Reaper... well, they just sound plain evil (the trademark Hedgehog grenade sound is one that is instantly recognizable as one that requires immediate action if you happen to be on the wrong side of one). Similarily, the grunts, snarls and growls of the Chimeran forces are very fitting of the sources of the sounds, and really do an awesome job of adding to the already vicious, inhuman appearance of these creatures. If there is one thing that Id say I missed, itd be environmental sounds. The drifting and falling snow would have likely been even more impressive had it been accompanied by the sound of a bitter wind.
One other downside, and this wasnt actually a problem until later on in the game, is the voice over. Its all very well done, its fitting of the scenarios and there is nothing that Id call overbearingly cheesy in there, but the radio distortion really started to grate on my nerves after a while.
Score: 85%
Summary
An engrossing, intense and complete shooter with an insane weapons gallery that basically amounts to an FPS highlight reel, with some rough cuts here and there. A story that on the surface may seem oddly straight forward is made deeper and more involving by the inclusion of descriptive location and enemy documents as well as by way of intel scattered throughout the levels. Some incosistencies in regards to visual quality throughout the game are easily forgiven when taking into account the variety, on-screen action and sheer size of the environments that the game throws you into, as well as the detail on display especially in later levels. A solid top tier FPS, and an awesome re-entry into the genre for Insomniac.
Overall score: 90%