Resistance 3_ The Kotaku Review
By Dr. Eleanor Vance | Published on January 01, 0001
After the flawed Resistance 2, a game that drained the joy from the PlayStation 3’s once very promising shooter series, Insomniac Games comes closer to hitting its target with its third game set amongst the human-Chimera war. All it took to get Resistance 3 back on track was a bullet in the head.(new Image()).src = 'https://capi.connatix.com/tr/si?token=995c4c7d-194f-4077-b0a0-7ad466eb737c&cid=872d12ce-453b-4870-845f-955919887e1b'; cnx.cmd.push(function() { cnx({ playerId: "995c4c7d-194f-4077-b0a0-7ad466eb737c" }).render("79703296e5134c75a2db6e1b64762017"); }); Gone completely is former Resistance protagonist-turned-super soldier Nathan Hale, the man put down by Joe Capelli at the end of 2008’s Resistance 2. Capelli’s Resistance story is a post-apocalyptic Planes, Trains and Automobiles, inverted and with fewer laughs. Our hero leaves wife and child behind to take care of important hero business in New York City, attempting to destroy a Chimeran tower, close a big old space portal and stem the flow of alien invaders. By boat, by train, by VTOL, Capelli slogs through Chimera nests from Haven, Oklahoma to NYC, a one man resistance of his own. Resistance 3 is good when it plays to the strengths of developer Insomniac Games, who are expert at making video game guns—no matter how ludicrous they may be—feel somehow right. Resistance 3 is better when it evokes memories of revisiting Valve Software’s Half-Life 2, particularly during a segment that’s suspiciously close to that game’s “We Don’t Go To Ravenholm” levels—swap headcrab zombies for Chimeran Grims in a deserted town overseen by a group of god-fearing resistance fighters. The Half-Life 2 nostalgia carries through to the end of the game, as Capelli strives to destroy the gleaming monolithic tower that serves as hub for the Chimera. But maybe there are only so many ways to tell the tale of an alien infestation and the lone soldier capable of revolting against his oppressors. Insomniac doesn’t spin that yarn from the first-person as capably as Valve did, w69 slot however. Absorbing morsels of story through collected journals, audio tapes and dialogue from the hurried non-player characters of Resistance 3 is far clumsier, more obvious than what Valve was capable of. Resistance 3 is at its very best when you’re juggling its array of weapons, pausing carefully to select the right tool for murdering some Chimera amid some impossible battle, cycling through the weapon wheel that has thankfully returned. Capelli ultimately has a dozen weapons at his disposal, a design choice that undoes the limited arsenal of Resistance 2, a choice out of sync with the trend of limiting players to but a handful of weapons. It’s a staunchly old-fashioned design decision, for the better, like the one that relies on health packs to survive Resistance 3‘s gunfights. There’s no slowly regenerating health here (until you unlock a cheat from the game’s Rewards shop) as in every other game with a gun these days. It may seem redundant at this stage of reviewing Insomniac Games’ body of work to say that the developer excels at weapon design, but the array of firearms of human and Chimeran creation are inventive enough to still warrant praise. They range from the standard and expected (the Rossmore shotgun, the shoot-through-walls Auger, the enemy-seeking Bullseye) to the bizarre, almost silly (the freezing Cryogun, the disgusting Mutator, a gun that causes enemies to bloat, vomit and burst). They are a delight to experiment with when one has the luxury. The depth of Resistance 3‘s firearms is further explored via an upgrade system that boosts the firepower and functionality of most of its arsenal. With the exception of Capelli’s hefty sledgehammer, every weapon has the power to level u31.com เข้าสู่ระบบ up with use over time, adding, for example, an improved scope, concussive rounds or the ability to target multiple foes at once. Each weapon upgrade offers a noticeable tweak in feel and performance. And those differences in effectiveness are tangible, thanks to the feedback of Resistance 3’s guns. Resistance 3‘s gun upgrade scheme and its crowded weapon wheel ultimately became something of a meta-game for me, in part due to ammunition conservation, in part to acquire a trophy that requires one to fully level up each weapon. I didn’t get that trophy by the end of Resistance 3, but not for lack of careful management of my weapon usage or strategy. Fortunately, for obsessives like me who care about virtual accomplishments like getting a Wildfire to “Level 3,” no matter how grueling, Resistance 3 indulges the player with a new game plus option in which your weapon upgrades carry over. Where the PS3 game largely falls flat, unfortunately, is in immersing the player in an infested, dilapidated Earth or attaching any real emotional weight to its B-movie sci-fi plot. Insomniac starts strong, with touches of a beaten down community of ragtag survivors scraping by under Chimeran rule. There are details in this underground camp
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