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  The Design Challenges of Resistance 3
by Brandon Sheffield [Design, Interview]
6 comments Share on Twitter Share on Facebook RSS
 
 
July 4, 2011 Article Start Previous Page 2 of 3 Next
 

Is there seriously going to be a way that I'm not going to use the see-through walls weapon all the time and kill everybody? Is that really going to happen?

CC: Yes. There will be instances where that weapon will not be effective. It could be probably pretty effective for the occasional encounter, where it might be four or five guys, but if you start getting to [where] the Long Legs are jumping around, like some of those environments that we've catered to those guys, we might not give you those cubby holes to look through. Some of those encounters with the Grims, and the zombies, you might get a couple of them off -- but we're mobbing you at that point, so it'd be a lot harder.



That particular weapon to me was quite an interesting choice because players are more than willing to ruin a game for themselves, if it makes it easier.

CC: Yeah they are, but we've done some tuning to that weapon since it was in R2. We've changed some things. I mean, it's still pretty powerful, right? But there are some nuances to it that aren't as exploitive. That's something that we definitely looked at.

The designers have to figure out a way to kind of nerf things by getting rid of exploits, without making people feel something is worthless. Is that the line you had to toe?

CC: Yeah it was definitely a line we had to toe with the Auger, because it is people's favorite weapon, but it's their favorite weapon because it is super overpowered, and so it's kind of... pulling it back. It's still effective, but there are a couple of things we did to adjust that.

Like what?

CC: We pull back the range on being able to see through walls. So before you could see through walls across a whole entire level, right? And now we pull that back to a significant distance. Also, again, I think the biggest thing we have going for us is our AI. They're a lot more responsive and really aggressive. They will come after you. You might get a couple guys, but the other guys are going to hunt you down and find you.

Once you got the weapon it sort of felt like you were breaking the game, because you would just shoot guys and they would stand there. And then you'd feel like, "Well, I guess what I'm going to do for the next couple hours is just shoot dudes through walls!"

CC: No, I think we definitely varied it up. Environment plays a big part in that, too. It would be those small parts of the game where you'll be able to do that -- wreck the setup -- but there'll be other parts where it will just be completely useless.

With the Chimeran sniper rifle, the Chimera have a laser sight that lets you see them, but you don't have a laser sight that lets them see you. Is there like a narrative reason that that makes sense, or is just for playability reasons?

CC: No, I think the big thing was, it was more about playability. It's like, we don't want to call the player out as much as we want to call the AI out. We want to give the player a chance to find these guys, but still using their cloak, give them a chance to hide too -- so I think that was the tradeoff with that. And it's never too late. We might include a laser beam on the human gun; we don't know yet.

We don't have many strictly hard choices like that. Every weapon is generally effective against anything, but there are degrees of effectiveness. Let's talk about like the Auger and that case with the Hulk fight, right? The Auger is going to be a bad choice, because there is no place for you to hide and shoot through walls. You can hit his weak points, and they'll do damage, but it's not going to be as effective as, say, the Magnum, which can stick to that guy and really do some serious damage to it.

 
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Comments

Steven An
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Hmm if someone made an FPS in the spirit of Demon's Souls...sign me up! :)

Glenn Sturgeon
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Think of it this way, DS has basicly no competition and still doesn't sell nearly as well as the resistance games wich has alot of competition. Resisitance has to compete with every console fps on the ps3 including sonys own KZ franchies.

I guess you can see why From software started focussing on mobile titles more before sony asked From soft to develope DS for them. Nitch titles are great but they can bankrupt you fast this gen. From software got lucky that people actualy liked DS. Every great FS franchies up till then was only mildy succesfull, if at all.

John Martins
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Half of this interview seems to hinge around a single weapon... anyway, I'm disappointed by the developer's total acceptance that his game is designed for a large, casual market and is somewhat dumbed down because of that fact. It's all money these days, very few people making the games they really want to make.

Matt Christian
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I'm kind of disappointed by this article, only because I feel it was so much more driven by the interviewer than the developer. It started off very defensively and was like the interviewer was saying 'I like this, why don't you have it?' which (to me) came off kind of aggressive. Still had it's interesting points.



I agree with John and Christian. The developer says gamers have changed, I think that statement isn't completely correct because in my opinion, the people who have always been gamers haven't changed so much as there is a new demographic that has begun to invade the industry. Insomniac could easily make their game for hardcore gamers and sitting back with 'Oh we could, and we want to, but we won't' is a poor stance (could be just this guy's ideas and not reflective of the company though).



And please, I hope the Chimera have some other motivation than 'Must Kill Humans' and 'That's what they do'.

Matt CT
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I also think the interview was a bit aggressive but with some very interesting points, especially the part about the Hulk fight. Indeed, whatever the game I play, when I fight a boss I always expect him to have weak points. The more I need to know the boss in order to beat him, the more I enjoy the fight. I had developed this habit of looking for bosses' weak points during my childhood in playing Nintendo's hit games such as Mario 64, Zelda OOT or Starfox 64. To me, looking for bosses' weak points really participates to the excitement of the fight. I still remember of the final fight in Zelda OOT when you had to roll under Ganon's legs in order to hit his tail. This kind of mechanics doesn't make the game much more difficult but it pushes the player to step back, think of a strategy and it adds a lot of fun to the fight. If I still remember of most Nintendo's bosses it is not only because of their great character design but also because of the weak points that make every boss fight a unique experience (the way we had to fight Bomb omb in Mario 64 still makes me laugh).



I liked R2 but I think the game would have been more exciting if bosses had weak points. I particularly remember of the Marauder's fight. I spent 30 minutes trying to find the Marauder's weak points, using my Mark 2 rifle on every parts of his body. I noticed that when I shot in his belly there was a lot of blood coming out of it, so I focused on this part. The problem was that I quickly ran out of ammunition and I ended up to be killed. In fact, I didn't see that there was a rocket launcher in the attic: 1 minute and 3 rockets later the Marauder was dead, this experience was really frustrating. I had the same feeling for almost all the boss fights in R2. Only the final Boss was a little bit more interesting but unfortunately I didn't understand the part of the fight when Daedalus destroys the platforms: what is the player expected to do here? Just waiting? Overall I really enjoyed playing R1 and R2 and I liked the fact that R2 was not a R1 version 2. So keep the good work for R3. I hope the bosses in R3 will be as interesting to fight as they are impressive to look at!


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