resistance

 

game design

Inside Insomniac With Ted Price

Posted by Maggie Greene at 3:30 AM on November 17, 2008

Gamasutra's Christian Nutt sat down with Insomniac CEO Ted Price at their recent community event; the discussion centered heavily on Resistance 2 and the Insomniac development process. Price has a lot to say about how Insomniac deals with requests and suggestions from the user base, both on their own community as well as elsewhere (and gives us a ringing endorsement with "Well, sure, Kotaku is a good source."). A particular challenge was and is getting a handle on how best to design for online modes, since it's a bit of a 'black hole' for developers:


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action

Resistance 2 Takes 420 Hours To Complete*

Posted by Michael McWhertor at 12:40 PM on November 1, 2008

* And by complete, we mean complete complete. Sony says — and you may already have heard this figure tossed around — that there's some 420 hours worth of play time in Resistance 2 required to unlock everything.


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playstation 3

Resistance 2 Bringing 44 Magnum Bombs

Posted by Brian Ashcraft at 11:30 AM on July 17, 2008

Just out of of a Resistance 2 session with Insomniac boss Ted Price. Showed the game's intro, which picks up where Resistance 1 left off. The sequel features new lighting and new motion capture along with more detailed textures. The game kicks off in Iceland and then by the second level takes players through the streets of San Francisco. Players are joined by three sentinels who help fight and tell the story since the voice over narration from Resistance 1 has been dropped. That should help players learn more about main character Nathan Hale.

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playstation 3

Hey, You've Got Starbuck In My Resistance 2 Marketing

Posted by Luke Plunkett at 3:00 PM on July 5, 2008

Above, a still from a promo vid for Resistance 2, currently screening at this location. Keen observers will note that's everybody's favourite female Viper jockey Katee Sackhoff trying to console a man who seems to be suffering from a nasty case of the Chimeran virus. I'll leave the speculation over what this all means (and the resulting morse code that spells "blackout") to you, I'm just digging the C&C cutscene vibe the whole thing's putting off.

[Project Abraham]

industry news

Insomniac Still Developing New IPs

Posted by Mark Wilson at 6:40 AM on March 6, 2008

Now that Insomniac has found success with both the Ratchet & Clank and Resistance franchises, you might expect them to simply sequel the IP as long as the checks come in, staggering each title's two-year development cycle to release one game a year. But Insomniac's president Ted Price explained that such a schedule ping ponging Ratchet and Resistance wasn't the plan. Instead they intend to, "continue to produce new IP, there's no question about that".

So a new IP is coming from Insomniac in the semi far to far future? Sounds good to us.

Insomniac's Ted Price Talks 'Ratchet' Sales Surprises, New IPs
[MTVmultiplayer]

Want Uncharted For PS3 Launch?

Posted by Kotaku US Edition at 11:00 PM on August 2, 2007

15--screenshot_large.jpgRule of thumb: Launch titles suck. It's not for a lack of good ideas, but rather, that they are rushed and the hardware is still a big friggin' mystery. Jak & Daxter developer Naughty Dog decided to sit the launch out. Company co-president Evan Wells says:

We specifically didn't want[Uncharted: Drake's Fortune] to be a launch title... We wanted time to really understand the hardware.
According to Wells, that understanding has been aided by fellow Sony developer and "close friend" Insomniac, who created launch title Resistance. That launch game actually turned out okay, but it could've probably benefited from a little more time in the oven. Lesson here: Learn from other's mistakes!

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