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First of all before launching this tirade I want to say that I liked Resistance 2 a lot and Insomniac have been one of my favourite developers this generation. I enjoy their games a lot but there are some baffling game design decisions in R2 that should never have been made.
One hit kills are not fun, they piss the player off and break immersion. There is a ridiculous amount of ways you can go from full health to dead and all of them felt cheap and unfair. The Chameleons got me a few times but once you die to one you will never fall for it again and usually there is a checkpoint not long before, which just makes them a trial and error farce. It's too bad really because their audio and visual cues are very cool, they could have been a fun enemy to fight. I can't remember any one hit kills in FOM or Ratchet so why the sudden change of heart?
Don't make me have to have read novels or comics of the series do be able to understand what the hell is going on. Looking on a Resistance wiki, Daedalus has quite a back story but throughout the game I was wondering to myself who is this Shepherd guy? Did I meet him in FOM and just forget about him? What is this about Nathan being injected with the virus? I thought he got infected whilst on tour in Britain. There is so much back story that somehow the player is supposed to know, this is the same bs that annoys me about Halo.
If you're going to have boss fights make them interesting if not don't bother. Have multiple phases instead of one basic pattern to beat over and over. If when fighting the last boss in the game for the first time you feel the need to tell the player in a tutorial text box how to kill it then maybe it's time for a rethink! The Leviathan boss is so bad I actually laughed out loud after beating it, I couldn't believe that this hyped up waste of flesh was beaten by firing a rocket in its face (the rocket launcher conveniently placed in the area where it grabs you) then by launching a single rocket at a bridge when it was under it.
Make my squad somewhat convincing as targets please. When a swarm of zombies or a Chameleon run past everyone else just to get to me it feels kind of ridiculous.
If you have a unique theme, exploit it, don't ignore it. Resistance's theme was the cold and post WW2 setting yet somehow the Chimera don't need a cold climate any more? Why did so little of the game feel like it was set in the 50s? There should have been more stages like Chicago, more radio broadcasts (I always stopped to listen to them), more unmistakable 50s America decor, music and architecture etc. I want it obvious like Bioshock instead of being peppered by hundreds of bullets in craggy outpost X, canyon Y or field Z, and other such generic settings that could be in any game set in any era.
Less bullets more atmosphere. This is a lot more subjective than the above but I LOVED it when I got some respite from being shot at by 10 Chimera whenever I popped my head up when instead it was just me, in a dark house, flashlight on and the sound of zombies hatching.
Don't renegade on your company trademark just to copy COD4. Insomniac are well known for their eccentric guns and being able to carry a huge arsenal with you so why are there no new weapons (many removed from the first game) and why can I only carry two? If you're just going to conveniently place the best weapon for the job before each wave anyway how about just let me carry everything so I can decide for myself how to tackle things.
Phew, I think that's it. Anyone else find a lot to dislike in R2 despite all the good stuff?