The Rise and Fall of Resistance | Documentary

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Now that Sony owns Insomniac, stronger possibility of getting a remastered collection I feel.

👍︎︎ 23 👤︎︎ u/frenchcheeto 📅︎︎ Oct 04 2019 🗫︎ replies

I'm hoping they make a new Resistance as a launch title for PS5

👍︎︎ 14 👤︎︎ u/Aquatic_Cookie 📅︎︎ Oct 04 2019 🗫︎ replies

I remember this being the first ps3 game I got and just the fact that Windows broke and gradually had pieces shatter off was mind blowing coming off ps2

Also the big open boss fight against the giant spider chimera

Also free for all on busyard

👍︎︎ 5 👤︎︎ u/BenderRodrigezz 📅︎︎ Oct 05 2019 🗫︎ replies

And Man does that series need to rise again! At least ps4 versions!

👍︎︎ 10 👤︎︎ u/YOUREABOT 📅︎︎ Oct 04 2019 🗫︎ replies

Really dug the campaign for all three of the games. Playing as your main man from the first two in the final game was pretty dope. The Multiplayer in the first game was an absolute classic that set the tone of the PS3 gen.

👍︎︎ 5 👤︎︎ u/D_Ashido 📅︎︎ Oct 04 2019 🗫︎ replies

I fucking loved that the health system actually made sense in each games story context.

1- part human part chimera, 3 health bars that can auto heal upto a whole bar, if you drop below a whole bar you need a medkit

2- further along becoming a chimera, all just auto heal (like COD)

3- Fully human, no auto heal, purely heal from medkits

👍︎︎ 3 👤︎︎ u/Brokenthrowaway247 📅︎︎ Oct 05 2019 🗫︎ replies

I had a 360 last gen, mainly for Gears of War, this game looked amazing and I always wanted to play it.

👍︎︎ 2 👤︎︎ u/coolingsum 📅︎︎ Oct 04 2019 🗫︎ replies

I never played the sequels, but I played through the first game like 5 times. It was awesome.

👍︎︎ 2 👤︎︎ u/ashmaht 📅︎︎ Oct 04 2019 🗫︎ replies

They need to reboot the series and return to the direction of the first game.

Narrative driven campaign with large scale MP battles.

👍︎︎ 2 👤︎︎ u/Rogue_Leader_X 📅︎︎ Oct 05 2019 🗫︎ replies
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but we want you our special guests friends and partners to be the first group of people in the world to get your hands on some of the playable titles right here on this show floor ladies and gentlemen a new era for Sony Computer Entertainment begins with PlayStation 3 now the year was 2006 the PlayStation 3 was fast approaching and the creators of Sony's most celebrated 3d platformers were hard at work creating experiences that would appeal to the upcoming consoles mature audience Naughty Dog the acclaimed creator of the kid-friendly crash bandicoot and jak and Daxter series was busy developing uncharted drake's Fortune an action-adventure game that would follow a gun-toting Daredevils journey into unknown territory Sucker Punch productions which had recently risen to fame with its swashbuckling Sly Cooper series was working on infamous a gritty action title starring an electricity wielding superhero and insomniac games which had fathered the light-hearted spyro and Ratchet and Clank series was on the verge of releasing a science fiction first-person shooter set in 1950s England a shooter called resistance fall of man with a lengthy single-player campaign and a robust multiplayer suite that mixed the realism of activations Call of Duty with a fantastical of bungees halo resistance synced poised to become a massive franchise and yet despite receiving an initial groundswell of support at multiple sequels over a decade later and the name resistance is all but absent from the current PlayStation ecosystem were the uncharted and infamous series enjoyed acclaim well into the life of the PlayStation 4 insomniacs resistance franchise would ultimately fail to escape the orbit of the PlayStation 3 collapsing almost as soon as it would peak with the release of resistance 3 in 2011 this is the story of the rise and fall of the resistance series [Music] resistance fall of man would begin production under the codename I eight prior to the release of ratchet deadlocked in 2005 while insomniac games had grown fond of their futuristic platforming series starring a lawn backs and a robot the developer was looking to branch out into something darker on Sony's upcoming PlayStation 3 meanwhile Sony itself was still looking for a first-person shooter that could compete with bungees monumental halo series especially with Halo 3 on the horizon as a result of these factors insomniac games would first conceive i8 as a first-person shooter inspired by Paul Verhoeven's Starship Troopers in which futuristic Space Marines would battle overwhelming lizard-like aliens according to insomniac CEO and founder Ted price this concept would have been massive in scope featuring futuristic planets time travel and other fantastical conceits eventually insomniac grew concerned that I ate in its current form lacked a strong basis in reality that players could relate to and the concept was scrapped instead insomniac was settled on a twisted reimagining of the second world war set in the 1950s a macabre eality where in place of Nazis a mysterious virus is transforming the Earth's population into half-human half-alien hybrids known only as the Chimera and so in resistance fall of man which would launch day and date with a Playstation 3 in November of 2006 players would assume the role of Nathan Hale a sergeant in the United States Armed Forces tasked with liberating England from Chimera and occupation in 1951 Hale and his compatriots are bruised beaten and on the verge of defeat until they receive an unexpected windfall Hale is infected by the Chimeran virus but rather than convert him into a monster the virus heightens Hales metabolism giving him enhanced strength speed and the ability to recover his vitality by means of health packs with these newfound powers Hale and the Armed Forces of America and England confront the Chimera with renewed vigor determined to push the Chimeran threat back and ultimately out of England entirely as was common with first-person shooters of its era fall of man features a host of both single-player and multiplayer modes the games campaign can be played through solo or with another player while fall of mans multiplayer allows gamers to play as either human soldiers or chimera infantry in free-for-all team deathmatch or team objective modes as a chimera players possess a larger stature making them easier targets but can enter a rage mode in which their strength speed and visibility are enhanced while the game's multiplayer suite can currently be enjoyed offline with up to 4 players fall of man supported as many as 40 concurrent players online prior to its servers being shut down in April of 2014 we could have used that I know was only trying to disable resistance fall of man strives for realism when it can well unabashedly borrowing from Ratchet and Clank in some notable ways much like ratchet Nathan Hale is able to collect and carry a total of 12 unique firearms and 4 different types of grenades all of which are stored on the game's appropriately titled weapon wheel the weapons almost all have fantastical alien attributes and each possess some form of secondary fire or functionality the bullseye for example allows the player to tag individual enemies making its bullets snake through the environment towards them meanwhile the augur can shoot luminous bolts through walls and set up a shield that blocks all attacks except for shots from enemies own augers overall resistance fall of man's weapon wheel is easily the game's most enjoyable feature even a decade onward pulverizing Chimeran forces with hail steppers arsenal is extremely satisfying and makes one forgive its betrayal of realism less successful are the game's mine dodging segments [Music] in between showdowns with the chimera forces hail is occasionally forced to cumbersome lead duck dodge and jump around radial and Hedgehog mines in order to progress forward where fall of man's weapons system managed to successfully repurposed ratchet and clanks design in a more mature mold these pseudo platforming segments fall flat the rest of fall of man's level design is otherwise straightforward in average while the Chimeran constructs that hail explores are vast and evoke a sense of wonder the ruined cities are mostly drab and plane also disappointing is the way in which the game's story is conveyed to the player throughout the campaign the game's levels frequently intercut with cutscenes done in the style of a mockumentary discussing the game's events in theory these sequences could have been a clever way for the game to communicate large concepts or exposition that would have sounded awkward coming directly from the mouths of fall of man's cast but instead they are used to nonchalantly communicate almost everything that happens in the story before or as it occurs all the while preventing the game's characters from expressing themselves as a result many of fall of man's most part pounding moments are robbed of their attention and the game's cast comes across as distant however in light of the troubles insomniac games underwent when creating fall of man these problems are understandable between working on a game and a completely different genre than Ratchet and Clank that cycled through multiple premises developing on the PlayStation 3 hardware for the first time and being forced to finish said game in time for the consoles launch insomniac games was left with little time to address all of man's issues as it reached completion in IGN's always independent the story of insomniac games article insomniac s' Alex Hastings described the process of developing fall of man as if it were like a hastily constructed house quote from the tech side you can think about the level of tech like a construction analogy we just slapped this building up really fast during the part of time where you want to go back and rebuild some stuff to be a little stronger at the same time we were trying to shift 90 degrees over to make a very different game for long a year later [Music] [Applause] resistance fall of man is far from a perfect game but its inventive and satisfying shooting mechanics elevate the experience making up for where the game's narrative and level design fall flat moreover these mechanics along with the game's lore and enemy design would help serve as the mechanical and narrative groundwork for better resistance games in the future fall of man but also proved to not only be one of the biggest critical and commercial successes of the PlayStation 3s launch but also one of its most supported post release with mad packs arriving months afterwards for the game's multiplayer mode at a time where downloadable content was scarce on Sony's new system [Applause] and when we moved back to earth and decided to set it in this alternate and he took his universe I don't think we talked about a trilogy I don't remember I don't remember I think we're just trying to get the first one done yeah think about patience rely on this knack for a first-person shooter we haven't done this in a long time let's see if we can actually make a compelling story for one game [Music] at the beginning of resistance to developments in somnium made their first initiative tackling one of their biggest internal requests during fall of man's developments online cooperative multiplayer while players could experience fall of man's single player story with another player insomniac knew that they needed to supply something more substantial for players to do online together with the game sequel and so when resistance 2 would launch in November of 2008 the game would come packaged with a massive new cooperative multiplayer mode in this mode the player in groups as large as eight players prior to the game servers being shut down in 2014 battles through gauntlets of chimera and monsters across a variety of levels along with the game's competitive multiplayer which supported as many as 60 concurrent players online prior to its server shuttering resistance twos cooperative mode would prove to be a hit with fans becoming one of the game's best remembered features its single-player story however wouldn't share the same law resistance to story picks up at the end of fall of man's after dealing with the Chimera in Europe Heil is recruited by the Special Research Projects administration or SRP a which reveals that Heil was actually part of a project to create advanced soldiers infused with the Chimeran virus known as sentinels alongside echo squad a ragtag team of fellow sentinels that includes Joseph Capelli a hot-headed corporal hail travels all over America to defend it from the Chimera the campaign features a number of large-scale set pieces that frequently make use of a much more vibrant color palette than its predecessor or fall of man dealt almost exclusively in sepia tone resistance to set pieces are as flush with color as they are tense with the Chimeran invasion of San Francisco at the beginning of the game being a highlight and as a whole the game's enemies Environmental Design and gunplay feature a much higher level of polish than fall of man's unfortunately the game's writing doesn't quite match its vibrancy while the set pieces hail and company travel - are invariably exciting the narrative reasons the game gives for visiting them are shallow and occasionally difficult to understand meanwhile while resistance 2 does away with its predecessors documentary style cutscenes and gives us protagonists more of a chance to speak Hale and his companions ultimately lack depth with Capelli's aggressiveness in particular coming across as largely OneNote when you do chart it won't be long now I'll be the one who pulls the trigger you hear me I won't hesitate not even for a softer accepted now until that time let's consider this subject closed as a whole resistance twos decision to reinvent the franchise as a high-energy shooter stirring a small group of super soldiers not unlike Gears of War feels at odds with the humbleness of fall of man where Hale despite being super-powered fought lived and died alongside normal soldiers but arguably more disappointing are some of the game's mechanical changes the weapon wheel from fall of man is gone with Hale now only able to hold two different weapons at once as is the need to find first aid items to recover health with Hales health regenerating automatically over time as a result resistance two's combat lacks the freedom and experimentation that fall of man's weapon wield forded players with many enemy encounters feeling turn-key in terms of what weapon the games developers expect the player to use but because Hale can now just sit still in one place to recover his health the game largely lacks much of the tension that its scarcity of weapon choices might have afforded it in exchange while these changes make sense from the perspective that Hale and his crew are now super soldiers once again they feel like the betrayal of the first games values in addition resistance 2 also takes away the ability to play through its campaign with another player while an understandable decision in light of how much content was offered in resistant twos cooperative mode this would actually prove to be one of resistance fans biggest criticisms with the game following its release so are you gonna make your last hours count cuz if not I'd like to know in advance resistance to is overall a strong evolution of fall of man's foundation one that takes its predecessors core tenants menacing aliens exotic weapons and alternative history and gives them the Polish that fall of man's rush development cycle couldn't afford it however as a result of seemingly attempting to copy other popular shooters from the same era resistance to abandoned features that didn't need to be let go you know we would definitely over scope resistance to and I think we put out a great game a massive massive game like Jake said any one of those three game modes probably could have been a game and yeah we charge $60 instead of 180 for some reason go figure yeah but yeah I think I think just kind of reigning in the ad the ideas a little bit and focusing a little bit more on quality instead of trying to do everything despite the backlash it would receive the period surrounding resistance two's release would arguably be the series highest point of popularity in addition to being both a strong critical and commercial success resistance to what usher in a small foot of resistance cross media content a limited comic series published by Wildstorm to tie-in novels by Williams seeds a series of alternate reality games and of course plenty of action figures the series would even come close to getting adapted into a movie in an April 2013 interview with IGN's Terry Schwartz insomniacs Ryan Schneider would reveal that the development studio got fairly close to bringing the resistance series to the silver screen explaining that after an initial strong show of support the actors and producers attached to the project found their priorities drawn elsewhere and the project petered out however while the resistance movie was not to be the series would see its first official spin-off in March of 2009 resistance retribution for the PlayStation Portable from s ie Ben's studio since 1999 Bente had worked exclusively on Syphon Filter a series of third-person shooters centered on Special Agents Gabe Logan and Leanne Xing and their battles with international terrorists bent had successfully migrated this series from the original PlayStation to the PlayStation 2 and then the PlayStation Portable but after 10 years the developer was ready to try something new drawn to the popularity of the resistance franchise band used the engine they had developed to run Syphon Filter on the playstation portable to create a demo of the resistance series running on the device insomniac approved and resistance retribution was born retribution follows British Royal Marine lieutenant James Grayson who after being forced to kill his half converted brother deserts his post and proceeds to embark on a one-man war against the Chimera Grayson has eventually captured and put on trial for desertion but is given a shot to redeem himself by joining forces with a European mainland resistance movement known as the Maquis or in the process of developing a cure to the Chimeran virus together they embarked on a series of journeys through Germany Luxembourg and Paris to deliver a fatal blow to the Chimera in order to make the resistance series gameplay work with the PlayStation Portable slack of dual analog sticks retribution reuses the portable Syphon Filter games control scheme wearing the players movement is controlled by the analog stick and camera movement is controlled by the triangle square circle and X buttons retribution also introduces an optional aim-assist system wherein any enemy that appears on a rectangular box in front of the player will be automatically targeted by Greyson reducing the need to constantly tap the icon buttons and if the player connects their game to their copy of resistance 2 on the PlayStation 3 they gain access to a variety of bonuses including new weapons new story beats and most importantly the ability to play the game with a PlayStation 3 controller nonetheless despite everything it does to smooth over the awkwardness of controlling a third-person shooter on a system lacking a second analog stick controlling James Grayson never feels perfectly smooth thankfully everything else about retribution comes together extremely well they the boy lasat gasps not that different from the white back own ugly shite and all you hear was constant whining and if you ignore him come up bloody go up on you James Grayson is far more fleshed out and expressive than Nathan Hale and adds a great deal of color to retribution story which itself explores unique aspects of the resistance universe previously unexplored by the mainline series where Hale only spoke occasionally and usually to issue some sort of command brace and frequently comments on his situation when in the middle of combat and pens many of the Intel documents that the player picks up also unlike resistance to retribution retains all of man's documentary style cutscenes but makes better use of them using them to provide exposition and other background information in between levels while leaving the game's cast to characterize themselves meanwhile the game's multiplayer which offered eight player online matches pitted the Maki's against the cloven a race of humanoid monsters created from a flawed attempt to combat the Chimeran virus across five unique modes while retribution would not be a commercial success on the scale of fall of man or two it would generate enough of a buzz to prompt Sony Bend to begin work on a sequel speaking to IGN Paul and Moriarty in a 2011 retrospective creative director John Garvin would revealed that he spent six weeks writing up a complete outline for the sequel and even had a demo of it running on the PSP but it quote kind of never got off the ground while Garvin did not divulge any details as to the game's plot the ending of retribution implies that such a game would have likely involved Grayson traveling to Russia battling through Minsk Kiev Moscow and possibly Beyond in search of answers to the chimeras origins not bad for a deserter and a frog coming off of resistance to insomniac games would acknowledge that while they were very proud of the sequel they had spread themselves a little too thin developing it in their efforts to create a competitive multiplayer mode that supported a massive amount of concurrent players an extensive cooperative multiplayer mode and a bombastic single-player campaign all at once certain aspects of the game such as its story didn't receive the level of attention they deserved at the same time after three resistance games centered on the exploits of the military insomniac was looking to do something different with the franchise rather than focus on the people with the most amount of power in the resistance universe why not focus on those with the least the swen resistance 3 would launch in September of 2011 the game would lack his predecessor's expansive cooperative mode and its competitive multiplayer while present now only supported 16 players online but in exchange players would be treated to a much more intimate and subtle single-player story than the series prior entries thanks for staying up with Jack last night I didn't think he'd ever get to sleep maybe he had another favor or maybe he just wanted to spend more time with his daddy following the end of resistance to the Chimera have one humanity has been reduced to 10% of its original population the SRPA and other military organizations have all but vanished and the Chimera have begun using terraformers to rapidly cool the earth to better suit their metabolism players assume the role of Joseph Capelli who has been dishonorably discharged from SRP a and living a secluded life with a small community of survivors in Haven Oklahoma with his newly married wife Susan and their son Jack capella is approached by dr. melikhov a scientist that helped spearhead SR PA who explains that the Chimera have begun the final stages of their plan to overtake the planet in New York City and begs Capelli to accompany him there so that they can stop it before it's too late after initially refusing Capelli ultimately decides to go the urging of his wife from there Capelli embarks on a journey evocative of classical literature such as The Odyssey coming face to face with humanity from all walks of life on his path towards destiny his reclusive community in Haven is belied by a community in st. Louis that believes they can still defeat the Chimera which in turn is directly bolide by a religious community and Mount Pleasant that is all but given up hope and so on by the time capella reaches New York the player true to insomniacs intentions has been given a comprehensive look at the lives of those without power in the resistance universe all the while this is happening Capelli is not only highly likable but also functions as a subversion of resistance previous protagonists and their motivations where Nathan Hale was driven by a straightforward if not suicidal commitment to duty and James Grayson by an undying hatred of the Chimera for taking his brother Capelli is driven by his love for his family whether it be in the form of Capelli's constant fear for the well-being of his wife and child the further he travels from them or detail as simple as his wedding ring which makes itself known every time he opens the door to push himself forward resistance 3 makes it clear that Capelli's relationship with his family is the crux of his being a driving force that saved him from being consumed by his own anger driving this point home is mick cutler introduced it late into the game mick like Capelli is also an expelled former member of SR PA but who instead of using his power to help the lives of others use the lawlessness of the Chimeran invasion to take over a prison where he tortures captives for his amusement makers effectively Capelli's doppelganger a dark mirror of what Capelli could very well have become had loved not entered his life and before he can move on in reach New York Capelli must destroy him in the midst of resistance threes emotionality the game also offers this series most satisfying gameplay the weapon wheel and health packs both returned from fall of man as does the ability to play through resistance threes campaign with another player meanwhile resistance 3 introduces the ability to unlock new functionalities for their weapons over time combined with her key new firearms such as the mutator which allows the player to silently kill enemies by spreading vobis diseases resistance 3 offers a whole new dimension of combat possibilities and yet it does so without ever interfering with its dire atmosphere unlike fall of man whose environments often lacked a human touch the buildings that the player explorers in resistance 3 feel lived in be it a decrepit apartment complex a deep mineshaft vacant prison cells or otherwise one can feel the presence of the people whose lives were torn apart by the Chimeran invasion as Capelli creeps through them however the game's levels are not without gasps of hope during an early sequence of the game Capelli and Malikov tread through the Mississippi River on a trawler as they listen to radio chatter discussing people's victories over the Chimera one party was attacked by sodium hybrids but that way I'll come back to the hideout as soon as it gets dark resistance 3 is easily the pinnacle of the resistance series it is the culmination of everything insomniac learned developing fall of man and resistance 2 combined with the narrative advancements made by Ben's studio with retribution it blends together satisfying and polished shooting mechanics that encourage experimentation and fill distinct from other first-person shooters level design that evokes a dire sense of atmosphere and a story that is at its core emotional and heartfelt yet still occasionally epic and bombastic unfortunately despite being a critical hit with both press and fans alike resistance Theory would also prove to be a commercial disappointment selling substantially less than its predecessors the time in which resistance 3 was released may have been partially to blame 2011 was an exceptionally pack year for PlayStation 3 shooters with Killzone 3 uncharted 3 modern warfare 3 battlefield 3 and many many other titles fine for gamers time and attention while this influx of games may have helped make 2011 a great year for Sony's home console it likely helped steal much of resistance threes Thunder that the game also featured a decidedly more understated boxart design than the other shooters around it likely didn't help either the headlines we inadvertently made through an interview I did where I confirmed that we are not making any more resistance games now this is not the first time that those of us that insomniac have said this but today it was big news so I did want to confirm it face to face that we are not moving on with the resistance franchise now a question we've gotten through our forums and through emails is why well we believe that resistance has reached its logical conclusion in terms of the story we wanted to tell but I wanted to thank all of you our fans and certainly those who have played resistance for coming with us on this journey from resistance 1 all the way through resistance 3 your enthusiasm your comments and your critiques have been extremely helpful and rewarding for us at the same time and we're very much looking forward to having you with us as we move on to other games such as overstrike so thank you very much for your support in January of the following year Ted price would announce that after over six years working on resistance games insomniac would be stepping away from the franchise for the foreseeable future while sad this series would still see one more entry resistance burning Skies for the PlayStation Vita which would release for the portable console in May of 2012 developed by nihilistic software burning Skies casts players as Tom Riley a firefighter stationed in New York during the outset of the Chimeran invasion of North America initially only concerned in the well-being of his wife and daughter Tom ends up embroiled in a diabolical government conspiracy alongside Ellie Martinez the leader of an anti camerin organization known as the Minutemen while nihilistic software did not possess the rapport of the resistance series previous developers having worked largely on mediocre titles such as Conan and PlayStation Move heroes the developer was determined to make sure the resistance series felt at home on the Vita in a 2011 interview with IGN's Colin Moriarty ballistic software president robert Huebner would reveal that in addition to extensively consulting both insomniac and bent they began developing the title before official vita development kits even existed using a frankenstein vita made out of a Dual Shock controller and a PlayStation Portable to get an early feel for the game's controls and so unsurprisingly as a proof of concept for Vitas ability to handle first-person shooters burning Skies works extremely well shooting is fast and fluid characters and environmental objects animate with a high degree of complexity and while not quite up to par graphically with its PlayStation 3 brethren it does a solid job given the Vita's hardware's limitations the scale of the game's environments and enemies are also much greater than those in resistance retribution as is the speed at which Tom can move less satisfying are the games touchscreen controls which are used to activate weapons secondary fire and perform other tasks while not unusable the player is guaranteed to accidentally activate their secondary fire many times when trying to open an in-game door or when they move their hands too close to the screen ironically this does little to slow the player down while burning Skies does a good job of visually representing the chimera there artificial intelligence is decidedly laid-back and unaggressive with Chimeran infantry usually staying rooted in one spot this combined with the game's decision to return to using a regenerative health system makes burning Skies a breeze to complete but perhaps most disappointing is the game's story despite nihilistic software having been coached by both insomniac and bent burning Skies narrative falls well short of both Studios storytelling prowess it fails to expand meaningfully upon the resistance universe and struggles to create any sort of rapport for its protagonist Tom Reilly who possesses neither the emotional arc of Joseph Capelli nor the anguished swagger of James Grayson got the right idea just doing what I can come on we can get out to it you don't even tell them folks occasionally the game flirts with ideas beyond the scope of its narrative depth but never fully commits to them perhaps the best example of this occurs halfway through the game after an intense firefight tom flings himself on top of Ellie to protect her from falling debris for a moment the two stared to each other's eyes enraptured by each other's presence and then abruptly returned to their mission all romantic tension evaporates and the moment is never referenced again for but an instance resistance burning Skies teases a truly interesting plot developments that in the midst of the Chimeran invasion tom is finding himself unexpectedly falling for Ellie despite knowing his wife may very well still be alive but almost as soon as it does it's abandoned resistance burning Skies is far from a terrible game it's a perfectly functional experience that had the novelty of being one of the first dual analog first-person shooters available on a portable console at the time of release but as a follow-up to resistance 3 it's disappointing if it had been the first in a series of resistance games for the Vita that improved upon its design much like how resistance 2 & 3 improved upon fall of man's design it may have been looked back on more positively as a flawed but necessary steps so that better games could proceed it but instead it would end up being the last game in the entire series what did you do nothing corporal what is your status they're gone sir resistance burning Skies would launch to a mixed critical reception and poor sales shortly afterwards nihilistic software would reorganize their business to focus on mobile games renaming themselves instigate games and ending their relationship with the resistance series since then resistance has been largely dormant with neither insomniac games been studio nor any other developer taking up the series reins while it's easy to blame the series downfall on burning Skies alone the reality is that the resistance series collapse was a result of much larger more intrinsic issues with the franchise one issue that insomniac themselves would acknowledge was that the series changed a lot in a 2012 interview with Kotaku's Jason Schreyer Ted price would remark well we changed the game a lot in resistance 2 and we surprised players in a way that perhaps wasn't what was expected and that may have not been a good thing on resistance 3 we went back to some of our more traditional core mechanics that players did love and then built a story that was more personal while these shifts only help the series improve and ultimately fight itself they made resistance one of the most eclectic trilogies on the playstation 3 first a souped up world war ii shooter then a high-octane adventure starring super soldiers and finally a somber tale of survival in the post apocalypse rather than repeatedly iterate on a single proven formula the series resisted staying the same and this costed the loyalty of its fans another issue is that while the Chimera remained well known amongst the PlayStation faithful throughout resistance 6 year history the series never quite had a truly iconic protagonist Nathan Hale Joseph Capelli and James Grayson are all memorable characters in their own ways but they never managed to achieve the same level of popularity or brand recognition as PlayStation icons like Uncharted Nathan Drake or ratchet and clanks titular duo tellingly when SuperBot entertainment would release PlayStation all-stars battle in 2012 a crossover fighting game that pitted heroes and villains from across PlayStation history against each other the resistance series was only present in the form of two stages on which playable characters could battle as well as a few items and collectibles having an iconic protagonist is not always critical to a video game series success but it can raise awareness of it well beyond the scope of those that have played it something that the resistance series desperately needed but while the resistance series ultimately succumbed to its weaknesses it also bolstered and broadened the developers that did it crowd it helped transform insomniac games from a developer that exclusively worked on kid-friendly platformers into a studio capable of producing mature yet colorful adult oriented hits like sunset overdrive and Spider Man and it helped bend studio break out of working exclusively on Syphon Filter games for over ten years into a developer with uncharted golden Abyss and days gone in its portfolio while these studios continue to do the gaming industry proud resistance can rest easy until the day it comes home [Applause] [Music] our work is made possible by the generous support of our patrons if you enjoy our content consider subscribing to our channel and checking us out on patreon thank you [Music] you
Info
Channel: GVMERS
Views: 874,193
Rating: 4.9342518 out of 5
Keywords: Resistance, Resistance 2, Resistance 3, Resistance Retribution, Resistance Burning Skies, Resistance Fall of Man, Insomniac Games, I8, I-8, Development, Bend Studio, Sony, PlayStation 3, PlayStation 4, PS3, PS4, PS5, Gameplay, The History of Resistance, Documentary, Call of Duty WW2, Call of Duty WWII, Call of Duty WW2 Resistance, Call of Duty
Id: QmdcrQfvKr0
Channel Id: undefined
Length: 36min 46sec (2206 seconds)
Published: Wed Jan 24 2018
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