Sunday 11 July 2021

Resistance Fall of Man Review

 

Resistance Fall of Man Review


The 00s was an interesting period for fps games. You had stuff like Solider of Fortune and No One Lives Forever in the year 2000. And then you had stuff like Serious Sam The First Encounter, Return to Castle Wolfenstein and of course Halo Combat Evolved in 2001. With Halo CE's release and later Call of Duty 4, the fps genre would have a strange period of having 2 weapon limit and regen health shooters being the norm. Now, I want to talk about a game that came out in a time where the norm wasn't full set yet and instead of the Halo and CoD way of doing things it combines aspects of 90s shooters like Half-Life and Doom, the Halo series and also the WW2 setting of games like Call of Duty at the time and that is Resistance Fall of Man. I see this game get a lot of hate in from some people and it has a cult following in others. I fall into the latter.

I feel a lot of the reviews for this game that I have seen both written and video form doesn't really do this game a whole lot of justice. The game does borrow a lot from other shooters before where unlike something like say, Duke Nukem Forever where it only borrows stuff from the past 15 years after Duke Nukem 3D's release because the devs thought it would be interesting, this game borrows from them and makes it for a interesting and unique experience combining the old and the new.

Now, I will talk about how the game does a good job at combining the old and the new. The game takes the ability to hold all your weapons from Doom and Half Life while adding a Radial Menu to select weapons, not too different from Insomniac's previous series Ratchet and Clank. Which is a system I think the Doom reboot games' console versions adopted. It also takes elements from the Halo series like the partially regenerating health, the ability to throw multiple grenades, a melee attack and some enemy types being similar to the Flood. It doesn't end there either, it also takes the iron sights from the Call of Duty series as well but unlike that series, you are still accurate to varying degrees when shooting from the hip all though it will be easier to kill enemies more efficiently when using ADS.

All of this combines for a game with combat that feels unique in a lot of ways. With the health system, it's about being careful to duck behind cover while also choosing when to go out of cover and starting taking out enemies out in the open. It's not a full on cover shooter but you can't just rush in and kill everything in sight by holding down the fire button either. The enemy AI also plays a role in this, more on that later. An issue with this system that I do think Halo and even CoD to some degree do better is that in those games, the player is given an audio cue and in CoD's case an extremely on the nose, "you are hurt to cover" warning on when to hide and wait to for health to regenerate. In Resistance, you aren't given that and I think this could lead to why some dislike the game. In R:FOM, knowing when you are in critical health is like driving a car where you looking in the mirror and driving on the road at the same time. I don't mind it and it never bothered me but some people would probably rush in blindly and not even know they had one bar of health left. A way to fix this is to probably have Nathan Hale either have a breathing sound to know when the player need to recover a health block and then the screen turns yellow maybe to have the player know that they are at critical health.

I mentioned the enemy AI before, and I am shocked by how much enemy AI still holds up in this game, this is something not even the Resistance Sequels really improved on. It's better than enemy AI in games today. The Chimeran Hybrids will, hide behind cover, throw grenades to flush you out, rush and flank you, and move out of the way when shooting at them and even dive out of the way when the player throws grenades. They will also operate turrets when they are nearby and the Steelheads that pop up later do a good job at keeping the player on his toes. This game's AI is up there with the Replica Soldiers from FEAR, Killzone 2 and 3's Helghast and Halo's Covenant to me. It helps do a good job at making firefights interesting and dynamic because the player not only has to watch his health but the Chimera themselves too.

There's a wide array of enemy types in this game as well which is something once again the Resistance Sequels don't really improve on. There's the before mention Hybrids and Steelheads, Angel, Stalker, Leapers, Menials, Howler, Traphunter, Slipskull, and Grey Jack, and Titan among others. They even combine several enemy types at once in some levels which the players on his toes even with the smart enemies they have to deal with.

Now of course, I have to mention the weapons, even people who dislike the game can't say they dislike the weapons. And boy there's a lot of them but I want to touch a specific aspect of the weapons that not many talk about and that is how much the game makes you switch weapons. Yup Doom Eternal may have gotten a crap load of shit for making the player actively switched weapons but this game I feel, did it first at least I can recall. In Resistance, you can't just Carbine, and Bullesye your way through the game, there's going to be points where you are going to use a different weapon to make firefights easier for you, on top of that you get multiple grenade types too and you will need to use all of them throughout the game in order to beat it. For example, for the Slipskull enemies can be take out with either using the Bullesye tag or you can use the shotgun. For the Grey Jack you can either use the shotgun or use the Sniper to take them out. When there are hordes of enemies, it's best to use grenades to take them out because standard enemies take a lot of damage before they die which I feel is a good thing because their AI can shine more. The Leapers can be beaten with the Bullesye, Carbine or Shotgun. The Carbine's grenade launcher can come in handy during tougher fights at at least if there is a lone Steelhead or multiple. The Auger is at it's best when there are lots of enemies behind cover. The Air Fuel Grenades are best for narrow corridors. The game also does away with certain weapons sharing ammo like lots of 90s fps games and instead gives you limited ammo for each gun, which means you are going to have be careful on when to use powerful weapons. The Hailstorm's Turret while powerful, is something you have to be careful when using because ammo is limited. I will also mention that there are guns to unlock after the 1st playthrough and this is a novel concept to this day especially in FPS games. While I did find some weapons useful like the Bubble Grenades, Reapers, and Mine Launcher, the rest I found useless. I just wanted to point out that this is something more games can explore given the current gaming industry, I doubt it will happen ever again, outside of a Ratchet and Clank game.

Now, finally, I want to mention the "hard difficulty" that I hear about this game. And I find this baffling, I beat the game as a 12 year old kid and I found it mostly manageable, if not easy. Compared to other hard console shooters like Perfect Dark, Goldeneye, console Medal of Honors, and Black. This game feels a lot more fair by comparison. In those above mentioned games, you are basically a tank living off borrowed time. You can't reliably avoid damage and the enemies use hitscan weapons pretty much meaning that if an enemy attacks you, the hit is guaranteed. And you pretty much have to keep getting hit hoping you find enough health packs to get to the end of a level or die a lot and memorize the level to minimize damage. Resistance, this is not the case, the enemies use projectile weapons and attacks can mostly be dodged if not entirely. You have a wide array of different weapons and grenades to choose from that can help level the opposition. Different weapons that aren't generic hitscan. And I want to address another another thing about the difficulty and that is the "checkpoints". Again, like the before mentioned games, if you die in them, it's a level restart. Resistance does have checkpoints but it doesn't baby you either, if you are good enough at the game, and understand what I mentioned here, levels can be breezed on Normal Difficulty. And Resistance isn't crazy with it's checkpoint, if there is a challenging section, there will be a checkpoint before that. It's not like games like Timespilttes 2 where checkpoint placements are questionable, very few and get very little health packs. In Resistance, the checkpoints are plentiful enough and you get enough health packs to get by a level. It just baffles me how this game gets attacked for it's difficulty while the above mentioned games do not. Don't get me wrong there are some bad sections here and there like fighting the Titans, that one awkward platforming level and the opening level in the Nottingham Base mission but generally, this game is fair when compared to those above mentioned games.

In conclusion, I feel this game is quite a great time and Insomniac did a great job for making an FPS game for the time in over a decade. They made a game that did an excellent job at combing every aspect of old and new shooter design. I feel if this game came out now, with some tweaks, I can picture this game being loved but of course, it came out a year before Call of Duty 4 and we all know what happened and how Insomniac wanted to appeal to those people with this game's sequel.

 

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