Resistance 2 was epic. Nathan Hale’s final effort to save humanity was a roller coaster ride that took me to interesting places throughout the United States and pitted me against enormous Chimera. I don’t think the boss battles can be compared to anything another first-person shooter has included, before or since the game’s release. At the end of it all though, it was pretty shallow. For all the major fiends that were defeated, for Nathan Hale’s sacrifice, did humanity gain any ground against the Chimera? They didn’t really, and I’d like to think Insomniac Games was presenting players with the reality that it was a hopeless conflict for humanity.
Four years later humanity is still around, but surviving in small communities around the world. The Chimera are in control and terraforming the planet into a frigid wasteland. After killing Nathan Hale, Joseph Capelli wished to ride out the last days of humanity not sacrificing his in futile battles. After accepting the cure for the Chimeran virus living inside him, he settled down in Haven, Oklahoma with his wife and son. He’s a man that doesn’t want to fight anymore. However, when Fyodor Malikov comes knocking with a plan to prevent the Chimera from terraforming the planet though, he accompanies him to New York City at the behest of his wife.
In their cross-country trip, they bump into other communities of people surviving as best they can. They reach St. Louis by boat and encounter an ingenious group of fighters holding their own. After taking it to the Chimera to gather parts for an aircraft, they fly to Pennsylvania. Here, Joseph and Dr. Malikov meet with a religious community that considers the gargantuan Chimera living inside the nearby coal mines Satan. The last community they come upon before reaching New York City is a nightmarish group of prison inmates that usurped control of Graterford Prison near Philadelphia. The worst of humanity is brought out in this section and Malikov meets a gruesome end.
Despite the loss of Malikov, Joseph’s trip to New York City results in closure for the series. He’s not successful in eliminating the Chimera, but with the blow that’s dealt, it’s possible to imagine a scenario where humanity has a chance, and Insomniac bows out with messages of hope over the credits. I think the underlying message of Resistance 3 is very strong, and it’s that we’ll be just fine as long as we help each other out. It’s a theme that appears multiple times throughout the game and it’s apparent through Joseph’s actions with the people he meets and on the radio programs that play for the ears of the survivors.
Much to his chagrin and my enjoyment, Joseph needed to take up arms once more. At his disposal was the most diverse suite of weapons in the Resistance trilogy. This was the first time where I truly felt Insomniac’s penchant for weapons really showed. Of particular note were the Mutator and Cryogun. The former shot out globs of fluid containing highly infectious strains of the Chimeran virus. When struck by it, targets would succumb to explosive pustules that would form on their body. Secondary fire emitted a gas cloud that would have the same effect. The latter was succinctly described on the Resistance Wiki as a flamethrower that used ice instead of fire. This primary fire was aided by a secondary fire that burst out a shot of air strong enough to break frozen enemies into hundreds of tiny fragments.
Forgoing the two weapon limitation that was present in Resistance 2, this game returned the personal armory that players had in Fall of Man. What this meant was access to every weapon Joseph had come across. This freed me up to fight how I wanted to instead of according to the designers’ placement of weapons, which admittedly, I thought was well done in the previous game. New this go around was the upgradeable nature of the weapons. Each weapon could be upgraded twice and doing so strengthened them or added additional functionality. It was a simple system that leveled up weapons according to their use, but it was something to consider while playing.
Another gameplay mechanic that receded to the way Fall of Man did things was the health system. Joseph was no longer a Sentinel so it made sense that he wouldn’t be able to regenerate Health as Nathan did in the previous game. Instead, he had a finite amount of health that could be replenished with health packs. I’m not as up in arms about this health system as I was when I played Fall of Man though. I did think this game was much tougher than Resistance 2, and towards the end, I did have some difficulty with specific waves of enemies, but thanks in part to the frequent checkpointing, it wasn’t as infuriating as the original game.
Resistance 3 concluded the trilogy with open-ended closure. I was satisfied with the ending and appreciate that much about how humanity continues to deal with the Chimera was up to my interpretation. That a first-person shooter had such a clear, positive underlying message was a good thing I believe. Viewed at any scale – a neighborhood, or a country – we need to help each other out to survive and thrive. Then again, this was a seriously violent shooter with a positive message so take that as you will. Although Resistance 2 will probably go down as the most memorable game in the series, I’d probably say that this was the best. It had the strongest narrative of the three, the most interesting characters, and the best combination of gameplay and systems.