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backbreaker
06-03-2006, 01:20 AM
the link will be altered until then replace the xx to tt and decrease the spaces between the w's.

hxxp://w w w.gamespot.com/ps3/action/insomniacshooter/news.html?sid=6152225&autoplay=6152226

IGN interview as well

hxxp://uk.ps3.ign.com/articles/711/711080p1.html

GS: What speculation did you see written about the game on forums that was totally wrong?

TP: This is a pretty easy question to answer. Some people seem to think we're "just a WWII shooter with aliens." We've been pretty vocal about the fact that WWII doesn't even exist in our game. But we're also making sure that with our weapons, story, backgrounds, and characters, Resistance: Fall of Man feels very different than the large crop of WWII shooters that has appeared over the past several years. Once we reveal more details about the story and game, we're confident that Resistance: Fall of Man will stand on its own as a unique experience. And despite what you saw at E3 that revealed little about the chimera, in the game we're putting a heavy emphasis on chimeran architecture, weapons, and vehicles that will create a big "twist" on the European background.

GS: Did you get the reaction you expected from the game?

TP: We got a great reaction from everyone who played Resistance: Fall of Man at the Sony booth. And, the fact that it was accessible to everybody who visited the booth was excellent for us because we could take notes when people tried out the game for the first time. And then when they came back to play again, we took more notes.

On the whole, I think people immediately saw the potential for the game becoming one of the strongest console launch titles to date. The weapons, especially our bullseye, auger, and hedgehog, were hits with everyone who fully experienced them--especially the alt-fire capabilities. Plus, we were pleasantly surprised at how well received the hero moments were and in fact have now put an even greater emphasis on them in the final game. Hero moments will give you the chance to save your comrades from danger--buying you some additional combat support in the process.

That said, we didn't expect people to be so jaded about the current state of all PlayStation 3 games. I think that sometimes it's hard for folks to remember that what they see at E3 is months away from being finished product--and that means there will be a ton of improvement in all of the titles before launch.

LinpinWangyFoot
06-03-2006, 01:22 AM
the link will be altered until then replace the xx to tt and decrease the spaces between the w's.

http://www.gamespot.com/ps3/action/insomniacshooter/news.html?sid=6152225&autoplay=6152226


GS: What speculation did you see written about the game on forums that was totally wrong?

TP: This is a pretty easy question to answer. Some people seem to think we're "just a WWII shooter with aliens." We've been pretty vocal about the fact that WWII doesn't even exist in our game. But we're also making sure that with our weapons, story, backgrounds, and characters, Resistance: Fall of Man feels very different than the large crop of WWII shooters that has appeared over the past several years. Once we reveal more details about the story and game, we're confident that Resistance: Fall of Man will stand on its own as a unique experience. And despite what you saw at E3 that revealed little about the chimera, in the game we're putting a heavy emphasis on chimeran architecture, weapons, and vehicles that will create a big "twist" on the European background.


Resistance: Fall of Man stood out as one of the more promising PlayStation 3 titles on display at this year's Electronic Entertainment Expo. The atmospheric first-person shooter from veteran developer Insomniac Games takes place in 1951 on an alternate Earth that conveniently never had to sweat World War II. This is something of a mixed blessing, since the trade-off is that humankind has had to face a greater threat in the form an alien menace called the chimera, who have ravaged most of the world's population.

This funky "what if?" premise lends itself to some unique situations that will certainly separate Resistance from your typical WWII-era shooter. The demo on display at E3 offered us a taste of what to expect from the game, but we tracked down Insomniac president Ted Price to see if he'd cough up any more info on the upcoming title that's expected to be part of the PlayStation 3's launch lineup.

GameSpot: How long has the game been in development?

Ted Price: We've been in production on Resistance: Fall of Man for several months now and were in preproduction for a long time before that. How's that for a vague answer?

GS: Why did you choose to make this kind of game? It's a change of pace from what Insomniac has done recently.

TP: People keep asking us this question, and we remind them that our first game was an FPS for PlayStation 1 called Disruptor. Incidentally, Disruptor received critical acclaim and always seems to generate fond memories among FPS fans to this day. It's pretty cool when we talk to journalists and they say, "Yeah, Disruptor! I remember that one back on the PlayStation 1. Great game!"

With Resistance: Fall of Man, players will experience exotic weapons, creepy, diverse creatures, and extremely polished single-player and multiplayer action, among many other features. Looking back at our other titles, is this really a dramatic deviation from what Insomniac Games is known for? OK, Ratchet & Clank and Spyro the Dragon may not have featured creepy characters, but the creatures were certainly diverse. Anyway, we're taking a lot of our strengths in terms of attention to detail, weapons strategy, character variation, and plain old fun gameplay creation and applying them to this game as we have every other game we've made. It's just a whole lot darker thematically this time.

GS: How long did it take to put together the E3 demo?

Not the first thing you want to see in the morning.
TP: It's hard to say because the assets you see for the E3 demo will appear in the final game, albeit with more polish. It wasn't as if we dropped everything and said, "Let's make a demo just for E3." Yet we certainly spent plenty of extra time adding detail earlier than we would have during a regular production cycle. We began adding that detail as soon as GDC was over. So, a large portion of our team was dedicated to making the E3 levels great from the end of March to the beginning of May.

GS: Given that first impressions are so important, what did you feel the demo had to have to make the impact you wanted?

TP: There were a few features that we viewed as essential to introducing the Resistance: Fall of Man universe at E3. First, we wanted to show off some of our weapons, which we believe are fresh additions to the FPS genre. Second, we wanted to demonstrate our proprietary physics system's capabilities and how that would translate to gameplay. Destroying an entire laboratory piece by piece and shattering glass in completely realistic ways is going to be a blast, no pun intended. Third, we wanted to give players a taste of what we're calling "hero moments," when you can turn the tide of a firefight by choosing to save your allies from a near certain death at the hands of chimeran enemies. Finally, we wanted to create an overall sense of a believable world--one that appears to have existed in the mid-20th century but is "twisted" because of the chimeran presence.

GS: Did you get the reaction you expected from the game?

TP: We got a great reaction from everyone who played Resistance: Fall of Man at the Sony booth. And, the fact that it was accessible to everybody who visited the booth was excellent for us because we could take notes when people tried out the game for the first time. And then when they came back to play again, we took more notes.

On the whole, I think people immediately saw the potential for the game becoming one of the strongest console launch titles to date. The weapons, especially our bullseye, auger, and hedgehog, were hits with everyone who fully experienced them--especially the alt-fire capabilities. Plus, we were pleasantly surprised at how well received the hero moments were and in fact have now put an even greater emphasis on them in the final game.

Hero moments will give you the chance to save your comrades from danger--buying you some additional combat support in the process.
That said, we didn't expect people to be so jaded about the current state of all PlayStation 3 games. I think that sometimes it's hard for folks to remember that what they see at E3 is months away from being finished product--and that means there will be a ton of improvement in all of the titles before launch.

GS: What speculation did you see written about the game on forums that was totally wrong?

TP: This is a pretty easy question to answer. Some people seem to think we're "just a WWII shooter with aliens." We've been pretty vocal about the fact that WWII doesn't even exist in our game. But we're also making sure that with our weapons, story, backgrounds, and characters, Resistance: Fall of Man feels very different than the large crop of WWII shooters that has appeared over the past several years. Once we reveal more details about the story and game, we're confident that Resistance: Fall of Man will stand on its own as a unique experience. And despite what you saw at E3 that revealed little about the chimera, in the game we're putting a heavy emphasis on chimeran architecture, weapons, and vehicles that will create a big "twist" on the European background.

OmniCloud
06-03-2006, 04:39 AM
Good stuff fellas-Insomniac's words have me excited for the game-let's see if the gameplay backs up there claims...+rep

Grovestreet
06-03-2006, 04:43 AM
Hero moments will give you the chance to save your comrades from danger--buying you some additional combat support in the process
Brilliant, Sounds good to me, Cant wait for this game:) +Rep

ddaryl
06-03-2006, 08:26 AM
I'm defintiely looking forward to the game, if only because its Insomniac.

But the more ya read the more I want it.

I know a lot of people said it looks stereo-typical, but once again... It's Insomniac, and they'll definitlely have some fun elements in their game.

LiquidEagle
06-03-2006, 09:00 AM
Good stuff. Ted Price is a real down-to-earth guy whom I have a lot of respect for, and among all the smack-talking and hype all over the place it's great to hear him just say what he means and not try to take shots or whatever. It's also sad because you can kinda see the frustration they're experiencing when people look at the game and do "ugh, another WW2 shooter!" and move on, y'know? That said, I think this game will be heftily exceeding expecations from most people and I hope that makes it get the attention it deserves. Still my PS3 launch title of choice :-D

overclocked
06-03-2006, 09:47 AM
From the little we seen
-Great,clean gfx
-SOLID 60fps
-NOT a WW2 game, but uniqe story/direction instead!

From havent noticed this title in the beginning i think it could very well be
a AAA title. It remains to see, but it would be ironic if this will become Sonys "HALO" instead of Killzone.

Im a little afraid that the first game hurt the brand so much that it could be hard to achive a high status because of the hype/later dissapointment with the PS2 game. Wish im wrong though.

LiquidEagle
06-03-2006, 02:09 PM
I think people still want Killzone to be that definitive title so it still has the opportunity there, but it also will have the scrutiny as if it already is a top-tier title, so only time will tell about Killzone 2...

I wouldn't be surprised in the least if this was Sony's big FPS series though. I know I'm gonna enjoy the hell out of single player and multiplayer :-D

VG Aficionado
06-03-2006, 02:16 PM
My only concern is whether this game will be varied or not. If it is more varied than it seems to be, I'll make sure it'll be one of the very first PS3 games I buy, no doubt about it.

If Disruptor for PS1 is an indication, this game is going to seriously rock.

makeitlookreal
06-03-2006, 02:17 PM
I really hope that the monsters in this game are indeed aliens. I happen to love just about anything with extraterrestrials!

Additionally, I think the graphics look good, but I have yet to see a close up of any character's face so I can make a comparison to MGS4.

Also, I hope there is an option so you can be playing the game from a third person's point of view. That is one thing I liked about Resident Evil 4. Strait first person shooters in my opinion are difficult to control.

makeitlookreal
06-03-2006, 02:45 PM
I just spent some time looking at the human characters in this game and so far there is not one close up clear shot of a single human face. The closest I could find looked horrible with very little detail at all. I also watched a video of someone reviewing the game at E3 and he said that the game looks fun and action packed but the graphics were not as good as Gears of War in his opinion.

cliffbo
06-03-2006, 03:17 PM
I just spent some time looking at the human characters in this game and so far there is not one close up clear shot of a single human face. The closest I could find looked horrible with very little detail at all. I also watched a video of someone reviewing the game at E3 and he said that the game looks fun and action packed but the graphics were not as good as Gears of War in his opinion.

they have plenty of time to add the pollish you require MILR... be patient. i don't expect this game to go for realism though, rather a pseudo realism with stunning invention. this is Incognito. i love their games (oh dear i feel an agenda coming on... please stop me.... and they run at 60fps... damn i said it) :)

backbreaker
06-03-2006, 04:13 PM
What I would love to see in the story line is to fight and approach a fortress capturing a king or queen chimeran, and having to transport him/her back to some lab too study their DNA and find the weakspot for easier kills and or a vaccination so to stop the spread of the infection.

As the story continues, your friends are turning on you (ala 28 days later) getting infected and eventually tries to kill your allies and you. Nathan Hale comes across soldier whose crying out for help lets say his brother or someone really close to him and he has to rush back to the lab with friend or love one into(escort mission) and tries to get him vaccinated before he completely turns and become a Chimerian.

OmniCloud
06-03-2006, 04:20 PM
yea in the interview he mentions how he was surprised by everyone wanting E3 graphics so early in the games' development. However, if you "WOW" the consumers you have to expect to WOW them over and over again untill the system launches. Sony better prepare another big one for TGS...

Don't know about Sony's Halo-but it looks to have the potential-I think there actually competing with Half-Life to be honest. And if they can match the quality, variety, and gameplay of that series then screw Sony's own "Halo" this will be the greatest FPS shooter on any console! Let's go Insomniac-"I have faith in thee"

makeitlookreal
06-03-2006, 04:29 PM
As I have said before in other threads we are reaching the "Uncanny Vally" where past a certain point improving graphics actually look worse. I think MGS4 is the only game I have seen so far which in my opinion is past the Uncanny Vally.

The story line for this game is great, the weapons seem very interesting, and overall I think it could be a great game. But the graphics need to be there.

Goki
06-03-2006, 04:38 PM
The HD trailer, specially the lab scene, reminds me very much of DOOM3, the lighinig effects and the textures on those creatures.

OmniCloud
06-03-2006, 04:50 PM
yea but not on the same quality as DOOM 3-which is a plus-DOOM 3 looks like gigantic plastic dolls chasing after you.lol

overclocked
06-03-2006, 06:04 PM
Looking at some of the never pictures it looks like it could well be the best looking title. That labscene in the HD trailer with all the physics going on and not *any* slowdown in the labpart bodes very well.
They said they could go for 1080P which i think would be a waste, thats the only thing that i dont like, and thats really a positive thing hehe.

LiquidEagle
06-03-2006, 07:56 PM
they have plenty of time to add the pollish you require MILR... be patient. i don't expect this game to go for realism though, rather a pseudo realism with stunning invention. this is Incognito. i love their games (oh dear i feel an agenda coming on... please stop me.... and they run at 60fps... damn i said it) :)
Cliff...
(However, if we see another article that confuses Insomniac with Naughty Dog, or Incognito - great studios that they are - our heads are going to explode!)

Goki
06-03-2006, 08:54 PM
yea but not on the same quality as DOOM 3-which is a plus-DOOM 3 looks like gigantic plastic dolls chasing after you.lol


No, better obviously

makeitlookreal
06-03-2006, 10:26 PM
In my opinion this game is nothing until we see a screen shot of someone's face close up. We have yet to see that so far. We have seen a few pieces of faces, but not a single one close up.

From what we have seen so far the faces (pieces of them or glimpses at an angle) look horrible.

Z
06-03-2006, 11:01 PM
this is the first piece of info to get me excited about the game since the blurp I saw at GDC.

I am not worried at all on the technical side since Insomniac work is guaranteed to be better smooth. I am not head over heals over the graphics. some scenes look great, but others (like the humans on the open) look 'okay', imo.

what got me interested is the focus on unique weapons and alien style vehicles and weapons. when he said there is a twist, my mind went off plotting. maybe the enemies are in fact humans that are a result of experients gone wrong? maybe the little humans are the gunie pigs for the aliens? what ever it is, this title is back on my 'check it out at launch' list. :)

No, better obviously
that, and Doom is way too dark. I could see everything in the lab scene perfectly- like they want to show off ;). of course, the gloomy atmosphere fitted Doom perfectly. this is a whole different concept. still, I want the graphics to be worked on somemore. the ground texture and human models look off.

OmniCloud
06-04-2006, 10:35 PM
IGN: Insomniac is known for its great weapons, how much of a focus will weapons be in Resistance compared to say... Ratchet? How about Tetris?

Ted Price: First off, thanks for the compliment about Insomniac's weapons gameplay. We take blowing stuff up very seriously out here in Burbank.

On to your question. We can say with total certainty that Resistance: Fall of Man will feature more weapons strategy than Tetris. You can quote me on that. As for comparing Resistance: Fall of Man to Ratchet & Clank in terms of weapons emphasis, I'd like to answer the question from a different perspective. Based on our experience, when people play Ratchet & Clank they usually enjoy themselves because they can blow up a bunch of stuff in amusing ways.


But that's not all. What makes Ratchet & Clank much more than a purely weapons-based game is its variety. For example, Ratchet: Deadlocked had co-op all the way through the story mode, playable vehicles, and a deep multiplayer mode. So to us, making a memorable game is more about a polished, varied experience -- With weapons. Really, really cool weapons. Resistance: Fall of Man shares that philosophy.

IGN: While we're on the subject, tell us about those weapons. E3 is loud and sometimes it's hard to pick up on those little details. What kind of primary and secondary fire can we expect?

Price: What's cool about the weapons in Resistance: Fall of Man is not necessarily the alt fire modes themselves, but how you choose to use or combine them during gameplay. You can take out enemies in a variety of ways using our arsenal, which we think should ultimately help extend and enhance replay value. Take the Bulls-Eye, for example, which actually features three distinct fire modes. This Chimeran assault rifle proved to be one of the most popular weapons we showed at E3.


The Bulls-Eye's primary fire is similar to a traditional assault rifle, but with some cool tracer effects. The secondary fire mode allows you to paint a target, change your position on the battlefield and still hit your mark no matter where you move. We call that tagging. The Bulls-Eye's tertiary fire mode, trapping, can almost be divided into two mini-modes. For example, you can create a swarm of bullets and detonate them from a concealed location when an unsuspecting group of enemies moves into the swarm. Or, you can direct the swarm of bullets around the battlefield until you choose to unleash them on some hapless baddies.

IGN: Apart from the theme, what will separate Fall of Man from similar story-based FPS titles like Call of Duty and Medal of Honor... besides the lack of Germans.

Price: Resistance: Fall of Man is not constrained by actual events, places, people or battles. We're not trying to recreate D-Day at Omaha Beach for the umpteenth time. We're not trying to put players in the boots of a fresh-faced soldier who has gone "Over There" to fight in the Great War... again.
Now, here's what we are doing. We're creating an entirely new (and we think engaging) story of the near-annihilation of Asia and Europe at the hands of a savage unknown species, the Chimera. We're setting that story in the 20th century, and striking a balance between authentic human technology of the times and something altogether not of this world. We're creating an extremely detailed alternate version of 20th century events (using a few real events), and we think the result will be a gripping experience that leaves players wondering, "What if that did happen? What if the United States that my grandparents knew didn't exist in that form at all? What would I have done?"



That's the difference between Resistance: Fall of Man and the other WWII story-based games that were mentioned. WWII games rest on one fundamental question "How would I have fared in World War II?" Resistance: Fall of Man will leave players asking far more questions than that, and you can't watch the History Channel to try and find the answers. We think that's more mysterious, and intriguing.


IGN: Okay then, what the heck are "The Chimera?"

Price: The Chimera is a parasitic race which carry a mutagenic virus. Through a fairly complex process, this virus converts other life forms into more Chimera. Many of the Chimera in the game are actually former humans who have been converted into a variety of forms. Some are small and crawl on the ground in massive swarms. Some are roughly the size of humans, and others are as big as small buildings. We're not revealing how the Chimera appeared and exactly what their intentions are. But those intentions aren't good -- we can assure you of that much.

IGN: Will squad-based AI elements be included at all?

Price: Throughout the game you'll be fighting alongside groups of other soldiers. Sometimes you'll be in the midst of a large battle surrounded by 30 or more allies. Sometimes you'll be fighting through desolate streets with a group of three or four soldiers. Sometimes you'll be on your own. You don't give commands to your allies in the game -- this game isn't a strategy-FPS. But the AI has been balanced so that you must play your part in combat -- the soldiers will not win the game for you. On the other hand, they do provide solid support so it's always in your best interests to help them stay alive.


IGN: Why did you choose to do a first-person shooter with so many other FPS titles out there? Is it because Insomniac has yet to do a sequel to Disruptor?

Price: The FPS genre is something we're fond of at Insomniac Games. If we felt like we couldn't create a standout title in the genre, we would have gone in a different direction with our next franchise. We chose to create Resistance: Fall of Man because while there are many FPS games out there, few offer the "total package" that separates the truly memorable games from the ones you put aside after a couple of hours. We believe we know what it takes to make a great game, regardless of genre, and are working hard to ensure that Resistance: Fall of Man delivers in all areas.

And I can say with confidence that Resistance: Fall of Man's genesis has nothing to do with Disruptor in any way other than it's nice to get back to Insomniac's roots

IGN: Okay so there's no connection, but since we're speaking about Disruptor, will we see any references -- artistic or weapon-wise -- to it or even the Ratchet series?



Price: Each of the franchises we've created, whether it's Disruptor, Spyro the Dragon or Ratchet & Clank, lives in its own unique universe. The same will go for Resistance: Fall of Man. However, the traits that have made our games popular -- fun factor, careful attention to detail, well thought-out level design, weapons strategy, creative characters and environments, and overall gameplay variety -- those and others should be readily apparent in Resistance: Fall of Man.

IGN: Is vehicular combat incorporated into the game at all?

Price: Yes, you'll be able to commandeer a few vehicles. We'll reveal more later.


IGN: Environments are a big deal in next-gen. What kind of areas can we expect to see and how can players interact with them? One of the big concerns from our readers based on the press conference is that destructibility is at a minimum. What do you have to say about that?

Price: First off, thanks for passing along that candid feedback. Hearing both the good and the critical from gamers is important to everyone at Insomniac. Resistance: Fall of Man will indeed have more destructible environment parts that ultimately affect gameplay decisions. Players will not be able to hide comfortably behind a lot of the cover objects in the game because they'll either chip, splinter, shatter, or be shot away in varying rates based on the weapons firing at it. Plus, we'll be littering the environments with a lot more moveable or breakable objects -- stuff which not only makes the world more believable but a lot more chaotic during combat.

In Resistance: Fall of Man, players will experience a greater variety of environments than is typical for FPS games. As we've done in all of our past games, we're placing a strong emphasis on presenting fresh backgrounds as players progress. Our environment team has been taking full advantage of our proprietary rendering engine to create some very cool open levels including larger, more open and interactive environments - huge battlefields, canyons, and massive Chimeran structures among other things.

IGN: Will you incorporate the new six-axis tilt controller function?

Price: Yes, Resistance: Fall of Man will incorporate the tilt-y, sense-o-rama type controller. Details to come.


IGN: In the past, Naughty Dog has shared technology with you folk. Are you sharing tech again?

Price: We haven't shared any type of technology with Naughty Dog for several years now. While each studio has great respect for the other, and lots of shared memories from our earliest days, our relationship with Naughty Dog is purely friendly and not technology-driven.

One of the things that drives us a little nuts is that people always seem to assume we're using an engine developed by Naughty Dog. That's not the case. The engine for Resistance: Fall of Man is our own proprietary code and has been developed internally here at Insomniac. We've also developed some separate technology in collaboration with Sony Computer Entertainment America -- technology which helps us take advantage of the cell's unique architecture.

IGN: Tell us about the "Hero moments." How do they work and what are the positives and negatives for saving and not saving a buddy?



Price: The "Hero Moments" in Resistance: Fall of Man give players the chance to alter the course of a firefight by saving allies from certain death or letting them suffer a horrible fate. At E3, we showed our Leapers ambushing several hapless British soldiers, and a large Gray Jack strangling another ally. It's up to you how to react to these gameplay situations. You can shoot the Leapers off the soldiers' backs, or watch as they stab their pincers straight through your buddies' skulls. For the most part, "Hero Moments" occur organically throughout the levels, though their onset may be triggered by a scripted sequence. Chimeran enemies will have their own unique attacks, allowing for a wider variety of "Hero Moments" throughout the course of the game.

At this point in development, the primary reason for saving a buddy is to keep him in the fight longer. Since there will be hordes of enemies, the more allies you have at your disposal, the better. Allies will also recognize your heroics (or lack thereof) with various comments. We're looking at other cool enhancements to our "Hero Moments," so check back with us closer to launch.


IGN: How scripted are your opponents? Will they adapt to tactics on the fly or will they always be in the same general area?

Price: We're putting a lot of work into the AI for Resistance: Fall of Man. One of the great things about PS3 technology is that we can create a bigger library of innate behaviors for characters. So, depending on the gameplay situation, characters have more options for how they can react than in the past. For example, if a Chimeran Hybrid soldier sees you out in the open, he may decide to toss a grenade or take advantage of your vulnerability by laying down withering fire while one of his buddies moves to a closer cover position. In addition, since we can have more active characters at any given point due to greater PS3 processing power, we can create a greater sense of battlefield chaos, or more accurately capture the intensity of an enemy ambush. It should also enhance replay value because no two battles will repeat themselves in exactly the same way.

But of course, we do have scripting in the game. Scripting is pretty crucial to any game to control the flow of events. Otherwise it's difficult to build tension and to balance combat situations. Scripting is also important when you want something very specific to happen whether it's a unique enemy introduction or an event designed to scare the hell out of the player.

That said the AI in Resistance: Fall of Man will feature less enemy scripting than in our past games, and implementing a wider set of innate behaviors will further reduce the feeling of repetitive gameplay about which gamers often complain.


IGN: Speaking of the AI, how smart are they?

Price: Well, just the other day we had to interrupt four of our Chimeran hybrids engaged in a fierce game of chess in a park near Manchester... OK, maybe not, but the AI in Resistance: Fall of Man will feature a much greater set of innate behaviors than in our past games. Enemies and allies will know when it makes sense to charge, use cover strategically, throw a grenade or take cover from one, and flank, for example. And of course there are many different flavors of AI in the game since we have a large variety of enemies - all with their own unique approaches to combat.

We know that solid AI is of utmost importance to hard-core gamers expecting the best in next-gen gameplay. Being hard-core FPS fans ourselves, we definitely can relate. We're doing everything we can to first meet and then exceed expectations with the AI in Resistance: Fall of Man.
IGN: You've been one of the most vocal companies when it comes to PS3 development. What can you tell us about the system that makes it so badical?



Price: The PS3 is badical because it has so much processing horsepower. And as I've pointed out in the past, the challenge is in taking advantage of it. The beauty of the PS3 is that it's essentially a massively parallel processor. You can take processing-intensive systems such as physics, collision, dynamic lighting processing, AI navigation, effects processing, sound processing and so on and parcel them out among the Cell's SPUs and its PPU. The trick is in balancing the load between all of the processors. The more effectively you can do this the more you can do per frame. And the more you do per frame, the more you can put into the game to make it a more believable experience.


IGN: Multiplayer was one of the big focuses for the team at E3, what can you tell us about it?

Price: Multiplayer in Resistance: Fall of Man will be badical, to borrow a cool term (I think we're going to start using that word around Insomniac). The best FPS games offer a fantastic balance between a strong single-player and multiplayer component. Expect no less in Resistance: Fall of Man, and look no further than the recent Ratchet & Clank games for proof that we can deliver. Buuuut...we're not revealing details just yet, other than to say that Resistance: Fall of Man online multiplayer will be highly customizable and competitive with progressive rewards for hardcore gamers while remaining accessible and inviting for noobz.

IGN: Okay, world exclusive time... tell us something about the game that nobody has ever known before UNTIL NOW!

Price: Resistance: Fall of Man will feature the Sheepinator as our BFG.

IGN: It worked! It's world exclusive time again... tell us something else about the game that nobody has ever known before UNTIL NOW!

Price: I was just kidding about the Sheepinator.

Okay, since you asked nicely, here's a little nugget to chew on. It's going to be snowing in London in July…


IGN: Damn it! Okay then, we're going to put you on the spot: How does Resistance: Fall of Man stack up to other next-gen shooters from the competition like Gears of War or Unreal Tournament?

Price: Great question. It's actually the first time we've been asked to compare Resistance: Fall of Man to Gears of War, though our multiplayer modes in Ratchet & Clank have often been favorably compared to UT2K4 and other massively popular shooters.

We have a lot of respect for Epic Games. They've made some great games. So has Insomniac Games. While we're interested in Gears of War and Unreal Tournament as gamers, we're completely focused on making Resistance: Fall of Man one of the most entertaining launch titles yet. We know it's a tall order to live up to, but we're ready. Our single-player game is large, action-packed, story-driven and diverse. And I think our weapons will surprise a lot of people. We'll feature co-op all the way through story mode, and our multiplayer gameplay will hopefully make hardcore gamers completely stoked when they learn about what we're doing.

While everyone here is working their asses off to ensure we get all of our planned features in, we're also looking forward to this fall when we can finally take the wraps off of what I can say has been the largest and most complex project in Insomniac's history. And I also have to say that in addition to jumping back into the fray in the FPS genre, building a title for a major console launch is pretty darn exciting for all of us.

This is the interview w/IGN-these guys aren't afraid to talk about there game. But seriously-I really can't wait to see what this game will do...Ted Price is defintely a good talker-yet he sounds perfectly confident that his game will back up all his claims-we'll see later on in the year, BUt i can't help but be really excited about this game!!

venomv
06-05-2006, 12:39 AM
I was just kidding about the Sheepinator.

Dang, I was hoping he was serious.

Grandia
06-05-2006, 04:26 AM
looks like cod2. really disappointed for a ps3 developed game.

LiquidEagle
06-05-2006, 09:53 AM
Looks like Call of Duty 2?? How long did you look at this game? It's clear early on that this isn't a WW2 shooter at all. The only thing the games have in common is that they're set in the past.

VG Aficionado
06-05-2006, 11:22 AM
Not to mention it looks much, much better and has way better physics than COD2.

masteratt
06-05-2006, 11:29 AM
Weapons seem very innovative.
I can't wait to see more.

Z
06-05-2006, 03:29 PM
Looks like Call of Duty 2?? How long did you look at this game? It's clear early on that this isn't a WW2 shooter at all. The only thing the games have in common is that they're set in the past.
and for those who call it 'another WWII FPS' keep this in mind; in the game's settings there isn't even a WWII. keep in mind the 'twist' in the game.

also, would a boring old WWII game setting have such cool and interesting weapons? we haven't even seen the alien vehicles.;)

Grandia
06-06-2006, 12:15 AM
Looks like Call of Duty 2?? How long did you look at this game? It's clear early on that this isn't a WW2 shooter at all. The only thing the games have in common is that they're set in the past.
it looks like cod2 visually and artisically. really bland and generic. i didnt call it a ww2 shooter.

OmniCloud
06-06-2006, 02:16 AM
it looks like cod2 visually and artisically. really bland and generic. i didnt call it a ww2 shooter.
I think this game looks better than CoD2 bre' that's being a little harsh. It isn't as polished or doesn't have as good effects as say "Gears of War" but it certainly is crapping on CoD2-just go to gametrailers.com and see for urself...

GTShotoKen
06-06-2006, 02:58 AM
I don't know why, but resistance excited me more during E32005 than E306. This is not the case with the many other trailers I've seen.

I think it's the fact that I didn't see nearly as many troops on screen as I did in the E305 trailer. What made me interested in the game was the aspect of huge tactical warfare against the chimera.

The very unique weapons are a plus too, but that is to be expected of Insomniac (insane weaponry is their forte).

I also thought weapon and grenade throwing animations would be improved by E306, but that isn't entirely so.

I need to see alot more of this game in order to buy it as soon as it comes out. There are too many iffy aspects of this game right now. The design of the chimera themselves as of what they have show just does not inspire me. I guess watching so many sci-fi films and playing so many sci-fi based games can contribute to that.

On the bright side though, the build displayed was already old and the devs still have months of coding, modeling, and scripting ahead of them.

-edit- I feel so picky.

venomv
06-06-2006, 05:23 AM
They should still have tons of soldiers around, they probably didn't want tons around for stablity at E3. They showed a demo at GDC that they put tons of characters on the screen and blew them around and stuff like that to show off the physics, so I think that is still the plan.

GTShotoKen
06-06-2006, 05:53 AM
They should still have tons of soldiers around, they probably didn't want tons around for stablity at E3. They showed a demo at GDC that they put tons of characters on the screen and blew them around and stuff like that to show off the physics, so I think that is still the plan.

That adds a little more reassurance, but then there's the other stuff I mentioned.

LiquidEagle
06-06-2006, 10:59 AM
Guru, take a look at the E3 '05 trailer again... I think they made significant improvements on the grenade tossing animation, considering they didn't have one in the E3 '05 video! You can see in that graveyard fight that the 'nades are just coming from the middle of the screen at the bottom (and you can hear them being tossed) with no realism to it, but now it looks much more realistic. Also, There are still instances with lots of people on-screen. Ted Price explicitly states there will be 30-ish (maybe more) on screen during some fights and it'll be very hectic and awesome, I imagine. Also keep in mind that there are things we saw in the E3 '05 trailer that we haven't seen reworked yet for the final game. Those big spider creatures, namely, but I think we're also going to see a lot of great stuff for this game! Insomniac games have actually never really "previewed" well in that a magazine hasn't captured the beauty and excitement of their upcoming games since Game Informer unveiled Ratchet & Clank way back in the day. Their games have always been fantastic, it's just something you'll have to see for yourself maybe. Hopefully you don't get too turned off to give this game at least a rental at launch :-D

Also, as for the similarities with CoD2... I guess artistically that might be true, though there isn't much room for deviation when you're trying to depict a warzone in Europe... Check out the Chimera designs and the looks of the vehicles (though we haven't seen much of the vehicles). We're also going to get some really dark & creepy atmospheres and I don't think we've seen the half of what this game's environments will offer! Just my opinion as an Inosmniac nut :)

GTShotoKen
06-06-2006, 05:28 PM
Guru, take a look at the E3 '05 trailer again... I think they made significant improvements on the grenade tossing animation, considering they didn't have one in the E3 '05 video! You can see in that graveyard fight that the 'nades are just coming from the middle of the screen at the bottom (and you can hear them being tossed) with no realism to it, but now it looks much more realistic. Also, There are still instances with lots of people on-screen. Ted Price explicitly states there will be 30-ish (maybe more) on screen during some fights and it'll be very hectic and awesome, I imagine. Also keep in mind that there are things we saw in the E3 '05 trailer that we haven't seen reworked yet for the final game. Those big spider creatures, namely, but I think we're also going to see a lot of great stuff for this game! Insomniac games have actually never really "previewed" well in that a magazine hasn't captured the beauty and excitement of their upcoming games since Game Informer unveiled Ratchet & Clank way back in the day. Their games have always been fantastic, it's just something you'll have to see for yourself maybe. Hopefully you don't get too turned off to give this game at least a rental at launch :-D

Also, as for the similarities with CoD2... I guess artistically that might be true, though there isn't much room for deviation when you're trying to depict a warzone in Europe... Check out the Chimera designs and the looks of the vehicles (though we haven't seen much of the vehicles). We're also going to get some really dark & creepy atmospheres and I don't think we've seen the half of what this game's environments will offer! Just my opinion as an Inosmniac nut :)

I don't know if it's just the videos, but when I see the grenade tossing animation; I only see a grenade flying out of thin air (not much to it).

I guess the surprisingly nature body movement of the NPC's makes the onscreen animations from your character look...uninspired. The weapon animations and weapon bobb remind me of the game Outtrigger (if anyone has ever played this on the dreamcast you will understand).

I will go along with everything else you have said for the time being Liquid. I am definitely keeping up with this game and I know that it will most definitely improve.

I think incredible polish of other FPS titles like BIA:HH and MoH:Airborne have made Resistance look less appealing to me.

Z
06-07-2006, 12:28 AM
I think incredible polish of other FPS titles like BIA:HH and MoH:Airborne have made Resistance look less appealing to me.

yes, the sub-par graphics stand out. I am looking at Interstellar Marines and others and I am impressed with the graphics alone. Resistance seriously needs a graphical over haul. some of the pics look current gen.

I wonder how the online modes will pan out against UT07 and the rest of the online FPS coming out?

Ben-N1ce
06-07-2006, 12:32 AM
yes, the sub-par graphics stand out. I am looking at Interstellar Marines and others and I am impressed with the graphics alone. Resistance seriously needs a graphical over haul. some of the pics look current gen.

I wonder how the online modes will pan out against UT07 and the rest of the online FPS coming out?

Interstellar Marines :aimhappy: . Thanks I needed a good laugh. That game looks terrible.

makeitlookreal
06-07-2006, 01:30 AM
I just get tired of "aliens" using weapons that are so similiar to what humans have imagined/designed so far. Of course I am sure *some* alien species would use *some* number of weapons similiar to what we use. But with advanced physics there is much more to warfare than shooting physical objects or even laser blasts.

First of all, if space travel is a reality in such a scenerio then the aliens (even though these creatures may or may not be alien) could easily pin point the location of humans that are resisting and blast them from above. If they don't want to kill them mind control is a VERY real science and could remotely de-activate human neural systems to cause paralysis or on the other hand even provoke fear or more precise control.

Of course in this game it seems the enemy may have came from Earth and may not have super-advanced extrarrestrial space craft and other technologies. However, I still wish they could be a little more creative with these aliens. What if they had some sort of mental abilities that could control humans? Or what if they could pin point your location with telepathy? Or obviously if they can "take over" your body by infecting you why not try to create an air borne strain of the virus or infection?

Also, with super advanced weapon technology that utilizes lasers and such manually targetting enemies will be a thing of the past. A computer could accurately track and target an enemy many times faster than a human or even alien could. Instead of placing a person/alien on a certain spot a remote weapon could do all the targetting and tracking.

Of course it is fun to just run around and blast aliens! :-)

GTShotoKen
06-07-2006, 03:17 AM
Interstellar Marines :aimhappy: . Thanks I needed a good laugh. That game looks terrible.

the art direction of the game is definitely lacking, but you can't downplay the game's visual fidelity.

Talk about high-resolution!

LiquidEagle
06-07-2006, 05:18 AM
I thought Interstellar Marines was just a pre-rendered target? I don't think we have a guarantee the final version will look like that :-p

MILR, the Chimera in Resistance aren't aliens necessarily. :-p

GTShotoKen
06-07-2006, 05:39 AM
I thought Interstellar Marines was just a pre-rendered target? I don't think we have a guarantee the final version will look like that :-p

That can't stop us from talking about the visuals shown so far. That's all we have to go off of.

LiquidEagle
06-07-2006, 07:21 AM
Yeah, it is all we have to go off, but I think being a pre-rendered target automatically disqualifies it from being in any real consideration when comparing to other (real-time) games, y'know? Especially if it's from an unproven developer...

If IM ends up looking like it did in that trailer then that's great, it certainly will end up looking better than Resistance!

Z
06-08-2006, 01:43 AM
I am optimistic. when I am being shown a clip where a gameplay view is talking place and there is a HUD and ammo, health, etc. numbers on screen, I tend to believe it. of course, there is always a posiblity of the final game not looking as good, but since only a small fraction misrepresent their games, I tend to be optimistic. for me, it is real until proven otherwise. ;)

I wonder if they could get gameplays of these hot looking FPS in time for TGS? almost every game shown for PS3 will be released by 2007 at the latest. PS3's first year will be a banger. :)