I had a handful of issues with Resistance: Fall of Man. I’d have to say many others did to, despite its release to critical acclaim. I say this because Resistance 2 rectifies every issue I had with Fall of Man and does so on a much more epic scale. Nathan Hale speaks more in the first few minutes than he did in the entirety of the first game. Even so, it’s apparent he’s not the star of the game – the locales and boss battles are. More importantly, the campaign difficulty is balanced much better. Every decision Insomniac Games made culminated in a more entertaining first-person shooter compared to the original.
While Resistance 2 picks up immediately where Fall of Man left off, most of the game takes place two years after the events of the first game. It’s 1953 and the Chimera have practically overrun the United States – the last bastion for humanity. Salvation rests in the hands of a few U.S. soldiers who were infected with the Chimeran virus during government studies. Sentinels, as they’re referred to, possess superhuman abilities and regenerative health. They’re not immune to the virus living within them though, and must take injections frequently to inhibit the spread of the virus.
The U.S. studies which created the Sentinels were carried out by Fyodor Malikov, a Russian scientist seeking a way to combat the Chimeran forces and cure the virus that transforms humans into the alien scourge. One of his failed test subjects has since become known as Daedalus. Formerly known as Jordan Shepherd, Daedalus is a hovering blob of Chimera that operates as a hive mind commanding the Chimera. The game begins with his escape from a secret base in Iceland at which point he begins putting a hurting on the remnants of America. Nathan and his new Sentinel buddies know what needs to be done and set out to kill Daedalus.
The forward momentum in Resistance 2 was always the destruction of Daedalus. However, with Malikov’s presence came much back-story and in retrospect, it seems like the game was most concerned with filling the player in than topping off the Chimeran threat for good. Whether it was in regards to the Chimera and their origin or the experiments that Malikov did, I never felt like the overarching conflict was moving towards closure with Nathan’s actions. I don’t think that’s a bad thing. Most series’ seem to be trilogies nowadays so even if major story beats happen in the middle games, it usually doesn’t represent a major amount of finality for the series. I’m not too bummed because I was consistently mesmerized by the locations and set piece battles I encountered.
Nathan’s journey saw him traveling across America, through both scenic settings like redwood forests and southern swamplands and notable cities like San Francisco and California. Each level felt unique thanks to the vastly different settings and the varied enemy types. These two facets were major improvements over Fall of Man. It was the boss fights that truly shined though. These end-level nuisances were hulking mammoths, the scale of which I don’t think I’ve seen in another first-person shooter, were unbelievable to see and fun to conquer. I especially like how they were foreshadowed throughout the levels. Catching glimpses of the skyscraper-sized Leviathan in Chicago set the mood for the remainder of that level.
The stages and bosses were very cool, but thankfully the campaign difficulty was balanced so much better than the original. First off, the health system was slightly revamped. Recharging health was still in effect but instead of a tiered health bar, damage was indicated by the amount of blood splatter on the screen. I prefer this shift from the tiered health bar because it saw me getting in less binds where I had a sliver of health; I could regenerate Nathan’s health fully by taking cover instead of only up to a point. The biggest improvement in my eyes was the less stringent checkpointing. After every battle or story event, I was greeted with a checkpoint. No longer was I forced to battle dozens of enemies again if I was killed after a few minutes of progression. This was such a relief and helped me enjoy this game much more than the original.
One of the bigger gameplay changes between these two games was Nathan’s ability to carry weapons. In the original, I had access to each weapon I came across; the game adopted an old-school approach, favoring a personal armory. This game opted for the now common two weapon limit. At any point, Nathan could only carry two weapons, meaning I had to make decisions as to what I wanted. My decision was usually influenced by Insomniac’s weapon staging. Weapons were placed in key points along the linear pathway, and like the boss battles, usually foreshadowed an impending battle. I really thought they did a great job at this since it got me alternating weapons and going outside my comfort zone.
It might be cliché to say, but Resistance 2 was a roller-coaster ride. Nathan’s travels took him throughout America at a break-neck pace, and usually I didn’t quite understand why. It all seemed to be in service of exploiting the locales for interesting settings and epic boss battles. I’m cool with that though because Insomniac played with a scale unseen in first-person shooters. Best of all though, the game was actually enjoyable to play. With the revisions to campaign difficulty, this game was challenging – not brutal. For these reasons, and the shocking ending, I was jazzed for Resistance 3.
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