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Monday, August 25, 2008

Resistance: Retribution





Features:

* Game: A third person action-adventure game created specifically for PSP that bridges Resistance: Fall of Man and Resistance 2.
* Storyline: Dramatic storyline set against the battle to retake the European continent, follows a single soldier's grim determination to avenge his fallen brother.
* Engine: Utilizes Bend Studio's third generation PSP engine that allows for more enemies on screen, more detailed characters with higher resolution bitmaps and specular highlights, and a memory buffer system that allows for larger and more detailed worlds.
* Revolutionary Targeting System: Advanced third person targeting system designed specifically for the PSP.
* Portability: Liberal checkpoint system makes the title ideal for small bursts of perfect for the on-the-go gamer.
* Weaponry: Weapons include favorites from Resistance: Fall of Man like the Auger, Carbine, and LAARK, as well as new weapons based on hybrid Alien/Human technology – including the BM001 Razor and the Longbow 1S-1K “One shot, one kill” sniper rifle.
* Enemies: Over 10 different types of enemies, including Chimera from Resistance 2™ and Resistance: Fall of Man – including the Titan, Slipskull, Hybrids and Leapers – and all new enemies like the Hag and Cloven.
* Multiplayer: Intense eight player multiplayer gameplay with five game modes including Team Deathmatch, Capture the Flag, Containment and Assimilation available via ad-hoc and infrastructure.
* Resistance franchise: Web based franchise that ties into the Resistance franchise web portal.

Here is an interview with the developers of the game. It also has gameplay footage, check out the graphics!!

http://www.youtube.com/watch?v=9frAktiOT_Q

Gameplay Notes:

For example, the cover system is automatic. If you go up near something that you can take cover behind, James will lean up against it. If you fire off a shot, you'll automatically pop out to take the shot, and then take cover again. It's an extremely fluid mechanic that worked really well during the bits that I was able to play.

The biggest thing and most interesting part of the design is its aiming system. It's neither a total free-aim system where you have to dial in every headshot, nor is it an auto-lock-on system either. Sony Bend calls it "Aim Assist", which only sort of tells the story. In the center of the screen you'll see a box (or the corners of it, anyway). This is your aiming mechanic. Your reticule will automatically target anything inside of this box, which means that while you still need to point towards an enemy, you won't need to perfectly dial in your shots. You can change between targets by quickly tapping any of the face buttons (which are used to aim - the left stick moves and strafes). It sounds weird, but it works incredibly well.

If you would still prefer to manually aim, you can zoom in to an over-the-shoulder view and switch to an entirely free-aim, manual aiming mode. This will actually help when the Chimera are on the run, as the standard aiming will be less accurate as enemies move around.

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