Joystiq E3 hands-on: Resistance Retribution
Can Sony Bend do no wrong? Resistance: Retribution was easily the best PSP game I saw in Sony's E3 2008 room, and arguably better than any PS3 game there as well (I didn't play all of them). Retribution is essentially "Syphon Filter PSP, Part 3," and players of that handheld franchise will instantly recognize visual and structural similarities. There are, of course, numerous designs that link this new game to Insomniac's Resistance games, despite the obvious perspective change (Retribution is third-person!).
PSP has a difficult time handling the demands of modern action titles. The lack of a second analog nub cripples most games that dare follow the trajectory of similar console-based efforts. Luckily, Bend has had two previous "trials" to get it right, and this time the gang nailed it. While the developer guiding my tour described the demo as a "before pre-alpha" build, I was amazed by the game's playability. At the core of Retribution's gameplay is what Bend's calling the "aim assist box."
What's not pictured in the screenshot at the top (try this one) is a thinly outlined box that fills a decent portion of the inner screen. Any enemies within this box can be auto-targeted using the face buttons; the topmost enemy can be locked onto with a tap of the Triangle-button, the leftmost targeted by Square, and so forth. While it sounds suspect, the mechanic doesn't make Retribution easier, just easier to play. Other game actions are conveniently mapped to the d-pad, including an intuitive and organized weapon-equipping menu.
The demo took place in the first segment of a Chimeran "conversion center" about midway through the game. Visually, in terms of art direction, Retribution looks more akin to its Syphon Filter predecessors than its PS3 namesake. Nonetheless, the various Chimeran models are easily recognizable, and I certainly got a kick out of the familiar faces I encountered ... and then obliterated (for the record, they were Hybrids and Steelheads). Insomniac president Ted Price insisted that Bend stay consistent with the series' trademark weapons. Resistance: Fall of Man challenged players to master the nuances of the game's eclectic arsenal and Retribution seems dedicated to the same goal. There won't be an entirely new bags of toys (I was packing a Carbine, Bullseye, Auger and LAARK, among other things), though some returning weapons' alternate fires have been tweaked.
As I worked my way deeper into the facility, I marveled at the vast, alien architectures towering around me. A Sony producer explained I was in a miles-deep gorge dug out by the Chimera and built into a sprawling conversion center, powered by a diverted Rhine river (don't you just love alternate history?). I moved in and out of cover, which is also automagic, fighting my way through swarms of enemies, throwing switches, riding floating platforms, venturing deeper into metallic caverns. The demo climaxes with a mid-level boss battle: a giant mech of a thing.
I was nervous at first, still not buying into the control mechanics. How am I gonna get through this one? I worried, imagining a tangled mess of fingers and wrists wrapped around the PSP, struggling for control. But, sure enough, Bend had given me all I needed, and nothing more. I downed that mech, ducking and dodging, firing rockets into its dome. Too easy? No, I died once. But it was no fault of Sony Bend's.
Resistance: Retribution is currently on schedule for a spring 2009 release. The game will also include a multiplayer component.
PSP has a difficult time handling the demands of modern action titles. The lack of a second analog nub cripples most games that dare follow the trajectory of similar console-based efforts. Luckily, Bend has had two previous "trials" to get it right, and this time the gang nailed it. While the developer guiding my tour described the demo as a "before pre-alpha" build, I was amazed by the game's playability. At the core of Retribution's gameplay is what Bend's calling the "aim assist box."
Gallery: Resistance: Retribution
What's not pictured in the screenshot at the top (try this one) is a thinly outlined box that fills a decent portion of the inner screen. Any enemies within this box can be auto-targeted using the face buttons; the topmost enemy can be locked onto with a tap of the Triangle-button, the leftmost targeted by Square, and so forth. While it sounds suspect, the mechanic doesn't make Retribution easier, just easier to play. Other game actions are conveniently mapped to the d-pad, including an intuitive and organized weapon-equipping menu.
"I got a kick out of the familiar faces I encountered, and then obliterated." |
The demo took place in the first segment of a Chimeran "conversion center" about midway through the game. Visually, in terms of art direction, Retribution looks more akin to its Syphon Filter predecessors than its PS3 namesake. Nonetheless, the various Chimeran models are easily recognizable, and I certainly got a kick out of the familiar faces I encountered ... and then obliterated (for the record, they were Hybrids and Steelheads). Insomniac president Ted Price insisted that Bend stay consistent with the series' trademark weapons. Resistance: Fall of Man challenged players to master the nuances of the game's eclectic arsenal and Retribution seems dedicated to the same goal. There won't be an entirely new bags of toys (I was packing a Carbine, Bullseye, Auger and LAARK, among other things), though some returning weapons' alternate fires have been tweaked.
As I worked my way deeper into the facility, I marveled at the vast, alien architectures towering around me. A Sony producer explained I was in a miles-deep gorge dug out by the Chimera and built into a sprawling conversion center, powered by a diverted Rhine river (don't you just love alternate history?). I moved in and out of cover, which is also automagic, fighting my way through swarms of enemies, throwing switches, riding floating platforms, venturing deeper into metallic caverns. The demo climaxes with a mid-level boss battle: a giant mech of a thing.
I was nervous at first, still not buying into the control mechanics. How am I gonna get through this one? I worried, imagining a tangled mess of fingers and wrists wrapped around the PSP, struggling for control. But, sure enough, Bend had given me all I needed, and nothing more. I downed that mech, ducking and dodging, firing rockets into its dome. Too easy? No, I died once. But it was no fault of Sony Bend's.
Resistance: Retribution is currently on schedule for a spring 2009 release. The game will also include a multiplayer component.












Reader Comments (Page 1 of 1)
Marty @ Jul 21st 2008 2:00PM
"Can Sony Bend do no wrong?"
What on earth does this flame-inducing random bit of text have to do with the rest of the article?
Was it just a note to yourself that you forgot to remove?
Or maybe you wrote this article with speech-to-text, and you wondered aloud at the beginning?
Mr.ESC @ Jul 21st 2008 2:04PM
Can Marty do no wrong?
Who cares,the game sounds like is going to be a hit.
Alan @ Jul 21st 2008 2:07PM
Look at their track record. Both Syphon Filter titles on the PSP excellent games and it appears Resistance: Retribution is going to continue that trend. So, it looks like they still haven't done wrong.
RC @ Jul 21st 2008 2:13PM
It burns a hole in Marty's soul if any Sony product gets the slightes praise. They've made two great games for the PSP. Looks like they just made a third. Keep your trolling out of here Marty.
Vidikron (FU) @ Jul 21st 2008 2:18PM
Ummm... they're the developer. The connection seems obvious to me.
Hashbrown Hunter @ Jul 21st 2008 4:53PM
Also, the sky is blue.
Co @ Jul 21st 2008 7:05PM
"PSP has a difficult time handling the demands of modern action titles. The lack of a second analog nub cripples most games that dare follow the trajectory of similar console-based efforts."
Modern? Dual analog? Does not compute. Step your game up and get an IR pointer.
unboring @ Jul 22nd 2008 6:11PM
Marty do you have a job? Or do you just troll Sony posts all day long. Is Joystiq not allowed to praise a solid game developer? This is a gaming blog isn't it? If you just want to hear 360 praise go here www.xbox360fanboy.com
Vidikron (FU) @ Jul 21st 2008 11:48PM
@Co
"Modern? Dual analog? Does not compute. Step your game up and get an IR pointer."
On a handheld? I know you spend all your time up Ninty's ass, but come on!
Shaq-Fu @ Jul 21st 2008 2:02PM
Looks like you guys got a hands-on of the Wii Version
Hashbrown Hunter @ Jul 21st 2008 11:44PM
*attempting to hold back mountains of profane words*
grahaghghagh!
Shaq-Fu @ Jul 22nd 2008 1:30AM
Wow. I give a the PSP a compliment (albeit a backhanded one), and everyone and there grandma shits their pants so hard it leeks through the seat cushion and gets caught in the insulation. Hell, if anything I was making fun of the Wii. But then again how DARE I compare the almighty PSP to the lowly Wii. Its so obvious that the PSP has more CPU power than the Wii, so its an invalid comparison. Oh, Wait...
Wii= 729 MHz
PSP= 333 MHz
Hmmm. I guess comparing the graphics to an above average Wii game isn't such a cockslap after all, now is it?
Calm the fuck down fanboys, calm the fuck down
Figboy @ Jul 21st 2008 2:05PM
hmmm. i a positive Sony story is ghost town in the comments section here on joystiq?
you don't say...
Dwag @ Jul 21st 2008 2:06PM
Sounds good at least my PSP will actually have games.
Shane @ Jul 22nd 2008 12:49AM
Don't you mean: "Will have another good game"?
Dwag @ Jul 22nd 2008 11:56AM
@Shane nope I just rent games for my PSP due to them either being good but I'm not willing to pay or them being trash and i'm not willing to pay.
Duke @ Jul 21st 2008 2:10PM
This game is looking great. It will be a must buy from what they have shown so far.
DangerMouse @ Jul 21st 2008 2:33PM
IS this one of those games where you move with the D-Pad or Nub and aim with the 4 buttons? That control scheme is terrible.
baby sea tuna @ Jul 21st 2008 2:38PM
Maybe it'll have an autolock or something.
DangerMouse @ Jul 21st 2008 2:54PM
That would make it so much better.
hexhunter @ Jul 21st 2008 4:56PM
Did you not read it? I assume that the Anolog-Nub is used in a classic style, so up/down is Forward and Backward, and left/right is to turn Left and Right, then when an enemy is in the box in the center of the screen you press one of the face buttons to choose and center in on an enemy...
Alien @ Jul 21st 2008 2:51PM
Cant freakin wait for this game :D Easily my most wanted game :D
Jacksons @ Jul 21st 2008 3:01PM
I'm really looking forward to this. The PSP Syphon Filters were incredible, and this is looking great as well.
Asaf Singerman @ Jul 21st 2008 4:00PM
Resistance + PSP FTW!!!!!!!
LAZoftheTamarinds @ Jul 21st 2008 4:34PM
Yes another great game to add to my PSP wishlist!
Thank god it is being made by the Syphon Filter guys. If anybody is gonna make a good shooter for PSP it is them. :)
Dwag @ Jul 21st 2008 4:54PM
Alright guys I'm just gonna say this now. Pirates go suck a dick. I bet there gonna make this game fail in sales.
TreetarD @ Jul 21st 2008 11:11PM
you're welcome =)
Churchy @ Jul 21st 2008 7:47PM
If this is as good as the psp syphon filters...
well.. may god have mercy on it.
Jimmyjimjim @ Jul 22nd 2008 12:59PM
I've got a perfect idea of how to "fix" the PSP for FPS: Rotate it 180% so up is down. I'm serious, try it. Then, you have the analog nub on the left side for aiming/looking, the four buttons on the face on the right for movement, (which doesn't have to be analog), and you fire with the d-pad. No, it's not the most comfortable, but It DOES feel OK. Also, you've got the other D-Pad buttons for action, jump, reload, etc.
Jeezus, someone should pay me for these ideas.
TreetarD @ Jul 21st 2008 11:12PM
looks great! hopefully the lock on control scheme wont ruin multiplayer.
SytheMaster @ Jul 22nd 2008 4:03AM
I think I'll like this as much as I liked killzone liberation, roll on spring 09!