After finishing the first Resistance and having a pretty less than stellar time with it, I continued right on to its sequel. Partly because I already owned it and it was a very logical next game to play, and partly because I was just *so* curious on what the follow up to such a comedy of errors could possibly look like. Surely, I thought, this must be at least a *bit* better, right? They had two whole years to make something that was far less terrible, after all! XD. I was (mercifully) happily surprised by this game, and it took me around 9.5 hours to beat the English version of the game on normal mode only hunting around for collectibles and trophy hunting just a little bit.
Resistance 2 is, as the name suggests, a direct sequel to the first Resistance game. After saving the U.K. from the Chimera threat, Nathan Hale is picked up by U.S. special forces and forced into a special program for soldiers like him: Ones infected with the Chimera Virus. Two years pass as a part of them, and his transformation into one of the enemy hive mind has been successfully slowed, but a massive Chimera assault on the North American continent begins to throw everything out of whack. Hale and his squad mates are now on a race against time to both stop the Chimeran invasion before either they conquer humanity’s last bastion or the squad themselves become the enemy.
Resistance 2 is hardly a triumph of literature or anything, but it’s a much more conventionally well enough done story for the time than its predecessor was, at least. Nathan Hale actually talks now, for one! He’s hardly a complex character, but just the fact that he has *some* kind of personality as well as people to talk to gives the narrative *such* better momentum and stakes. You’re hardly going to give much of a crap about the plight of any of these guys by the time the game is over, of course. They’re all pretty one-dimensional generic military guys. But even still, I was actually feeling tension as if your mission could fail at points, and that’s a lot more than I can say the first game made me feel! XD. It’s got the same kind of pro-military, “a strong man must put aside his emotions and sacrifice himself for the betterment of everyone” toxic individualism propaganda that the first game (and many many games like it) are based on, sure, but it’s at the very least enjoyable the same way a big, blockbuster action movie can be. It’s a low bar to clear, sure, but given how dull Resistance 1 often was, it’s a bar-clearing worth celebrating, as far as I’m concerned XD
Mechanically, we’ve mercifully fixed so, SO much from Resistance 1 that I was so relieved to see. We’ve thrown out a lot of the outdated stuff, for starters. I will admit that, to a point, it does kinda feel like we’re throwing the baby out with the bathwater. The mechanics like the gun wheel, health packs, and no sprinting didn’t *need* to feel like problems in the first game, and while I would’ve loved to see a proper reflection turn them into something truly well utilized, that isn’t what we’ve done here. Instead, we’ve started copying Halo and Call of Duty’s homework a *lot* harder, and while we may be a less novel game as a result, we’re a *much* better game at the same time.
The game now controls and is designed far more like those contemporaries. You have a sprint button, crouching is now a toggle instead of holding L2, you can only carry 2 guns at a time, and we’ve now got entirely regenerating health (no more health packs to scrounge for!). I’m not sure if it’s down to Insomniac just having gotten better at making this kind of game since the first one or if this kind of game is just that much easier to make, but whatever the reason, things are a *lot* better than they used to be. Enemies are no longer massive damage sponges, so your guns actually feel good now that they have some real punch to them. Grenade throwing is much more precise and intuitive, so it’s actually a reliable way to fight enemies now compared to the weird grenade arcs in the first game. Level design has also been significantly improved, and the cheap enemy traps and giant open areas where you just get minced by far away enemies are also basically gone too.
Things aren’t always perfect, of course. There are some really cool set pieces, sure (with one of my favorites being one where you and a big contingent storm a square held by a bunch of enemy soldiers and 3 enemy walkers), but even the cooler and more fun ones still often take a fair bit of trial and error to get past because of how unintuitive they can be to approach. We’ve also got bosses too now, and while they’re definitely not the miserably hard kind like some games love having, they’re such slower (and often just quite easy) set pieces that they kinda wear the game down at times. The saddest thing to see, for me at least, is the loss of the weird, Ratchet & Clank-y style guns that we had a few of in the first Resistance. A good deal of this may be down to weird, wacky guns like that just making less sense to include in a only-two-guns game system like this, and all of the guns having cool alt-fire modes does make them even more fun to use, I’ll admit, but it’s still a shame to see.
Regardless of these faults and the lack of originality, however, Resistance 2 was a game I actually had a lot of noticeable *fun* playing, and that is a LOT more than I can say about the first Resistance. Going to the two-guns system, improving enemy health and staggerability, and improving level design has made the game’s pacing far FAR stronger, and parts where I died a lot felt like opportunities to test out new strategies and improve rather than just a miserable time sink to bash my head against now that the check point system is SO much improved. Sure, this game may very well feel like a poor man’s Halo or Call of Duty to a more seasoned FPS player, but that’s a pretty high bar to clear. While it’s hardly anything to brag about, being a second-rate Halo clone is certainly a far less embarrassing thing to be in 2008 than being a second (or third) rate Turok 1 clone in 2006 like the first Resistance felt like XD
Aesthetically, Resistance 2 is very much a game of its time like the first one was, but with a few improvements like you’d expect them to make in the couple years it took to make this game. Aliens are still very well modeled, but especially the big ones have noticeably more complicated texture work on them. The game as a whole has noticeably much better texture quality than the first one did, and it also very welcomely has much more color as well! The Chimera still have their trademark grey & yellow aesthetic, sure, but the environments (from Americana-laden towns to even the big Chimera ships) are all so much more vibrant and nice to look at that it made this game a much more pleasing experience for the eyes than the first one was. The music is fine, but it’s nothing to really write home about. It’s perfectly serviceable for what we’re going for just like pretty much any FPS game of the time has.
Verdict: Hesitantly Recommended. While it’s far from original, this is a far more competent game than the first Resistance managed to be. Your time is still probably worth better, more interesting games than this, I’ll admit, and this was hardly anything to make Microsoft worry about its multiplayer FPS market share back in the day, but you’re much more likely to have a fun time with this than you ever were with the first Resistance. If you’re a big FPS fan and somehow haven’t played this yet, or you’re just looking for some interesting retro fun on the PS3’s earlier exclusive library, then you can certainly do a lot worse than this (even though you can do a lot better too X3)