<![CDATA[Kotaku: Insomniac]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Insomniac]]> http://kotaku.com/tag/insomniac http://kotaku.com/tag/insomniac <![CDATA[ Insomniac: There Are Many Ways to Get Into Resistance 2 Beta ]]> Turns out that "exclusive to Qore" means not so exclusive to Qore.

The Insomniac guys contacted us today to try and clear up the Qore announcement confusion. The team promises to do everything they can to make sure the beta problem runs as smoothly as possible and that it is available in many countries and through many different outlets.

Here's the deal. We are running a Public Beta, and you will have many ways to get in. The best way which will give you the earliest access to the beta will involve a pre-order program that should be announced soon, (for those of you who don't know what pre-ordering is, you essentially reserve your copy with five dollars down, and that five dollars will go towards the price of the game when it releases).

For all of you folks outside of North America are up in arms because Qore is NA only, please don't worry. This is one of many ways to get in, and we plan to make the beta available in all territories, as we need to test all servers and worldwide play.

Further details on how to get into the beta will be forthcoming.

Well that's good to know.

]]>
Thu, 24 Jul 2008 13:00:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5028755&view=rss&microfeed=true
<![CDATA[ Resistance 2 Bringing 44 Magnum Bombs ]]> 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.

"We've really upped the gore," says Price. It's possible to blow off arms, legs and heads. What's more, new weapons include a 44 Magnum, which fires bullets that you can detonate by remote. So, you could fire a buncha bullets in the wall and then detonate them. It's even possible to detonate those bullets that you've shot into Chimera. Instead of a health bar, when players are shoot, the screen goes reddish like Call of Duty. Should make the game much more immersive.

When asked about cross platform PSP remote play, Price said that was something they would not be addressing now. Maybe later? Maybe not? Who knows! Not me.

]]>
Wed, 16 Jul 2008 19:30:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5026101&view=rss&microfeed=true
<![CDATA[ USK Rates Still-Unannounced Ratchet & Clank Title ]]>

If you can cast your minds alllll the way back to March, you'll remember a leaked SCEE release schedule alerted us to the existence of a new Ratchet & Clank game, Ratchet: Quest for Booty, which would most likely be made available on the PlayStation Network. The game - still yet to be announced by Sony, mind - is now a step closer to release after being rated by the USK, Germany's ratings and classification board. Now that we know the Germans see it as a game fit for twelve year-olds, all we need to know is...well, everything else, really.

Booty found, another Ratchet game for the PS3 [Siliconera]

]]>
Wed, 02 Jul 2008 21:20:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5021675&view=rss&microfeed=true
<![CDATA[ Why We May Not Get Decent Trophy Support For A While ]]> Sony's 2.40 firmware - whenever it comes back to us, at any rate - allows the implementation of achievement-style trophies to your user account. Like achievements, it'll probably turn out to be a successful move, convincing PS3 owners to spend more time with their games than they may otherwise have without them. But with the trophy system having to be manually added to each game already out on the PS3, when can we realistically expect most games to include the feature? Well, realistically, not soon, and Insomniac's Bryan Intihar gives us the perfect example why, posting on the PlayStation Blog:

Currently, there are no plans to add trophies to [Resistance] and [Ratchet & Clank]. Right now, our No. 1 focus is finishing [Resistance 2] and making it the best game possible.

Suggesting that, sadly (for you), implementing them takes longer than five minutes, and that Insomniac - like a lot of develolpers, we're sure - have more pressing matters to attend to.

Want more R2? Grab GamePro [PlayStation.Blog]

]]>
Wed, 02 Jul 2008 20:20:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5021669&view=rss&microfeed=true
<![CDATA[ Resistance 2 Trailer Leaks, Is Spooky ]]> Eurogamer.tv got their hands on, uploaded, then pulled some previously unseen footage of Insomniac Games' Resistance 2. Like all things leaked, it's made the rounds, with a YouTube version of the PlayStation 3 game's trailer still available for curiosity seekers. The trailer, which opts for spooky narration in lieu of gameplay, may hint at the sequel's plot.

Spooky Demonic Narrator Guy issues the ominous warning — to, we're assuming, either Resistance: Fall of Man protagonist Nathan Hale or Resistance 2 players — "You think you can resist, but you haven't seen what we're truly capable of." Explosions, flesh eating and gargantuan space ships follow — the kind of stuff you demand from your first person shooters.

Unfortunately, the whole thing's a low-fi affair. Here's to hoping we see it in more glorious resolutions at E3.

Resistance 2 - 2nd Trailer. [YouTube]

]]>
Tue, 01 Jul 2008 18:40:53 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5021312&view=rss&microfeed=true
<![CDATA[ Resistance 2 Beta Keys, "Colossal" Secret In Next Gamepro ]]> Want to get into the Resistance 2 beta? One place to start is the next issue of Gamepro magazine which, in addition to having a little Resistance 2 wingding, is also the home to some beta access keys. They're not just giving them away, unfortunately. You just have a chance to win one. How many are they handing? Not sure. We're guessing at least 60. But that's just a guess.

The issue teaser also hints at some sort of secret. The adjective "colossal" is used. We're instructed to sit down, it's that serious. What could it be?! Surely there's a countdown clock out there that will provide us with more information!

See GamePro's new Resistance 2 cover, win a beta code [GamePro - thanks, James!]

]]>
Fri, 20 Jun 2008 19:30:46 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5018530&view=rss&microfeed=true
<![CDATA[ Resistance 2 Gameplay Vids ]]>
Don't want to watch 22 minutes of GameTrailers TV just to see some Resistance 2 footage? It's OK. You're a busy professional, and your modern lifestyle is hectic. You need your Resistance 2 footage in byte-size portions, which you can snack on between power meetings. Get just the wheat, the chaff be damned. So here you go. Above, the singleplayer footage, as Hale makes his way in a rather floaty manner through Chicago. After the jump, two more clips: one for some multiplayer footage, the other, on "possible Grim presence".

]]>
Mon, 16 Jun 2008 02:00:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5016666&view=rss&microfeed=true
<![CDATA[ Resistance 2 Gameplay, With Qualifiers ]]>

I thought Gametrailers by now would have chopped up their video into gameplay mcnuggets of Resistance 2, but they haven't and so the only way to see any of that footage is to watch the entire 22 minute episode of GameTrailer TV. Producers are crafty that way, getting you to watch all of a show instead of only the parts you want.

Above is the second chapter of the show (which aired on Spike at 1 am Saturday). In it you can see Nathan Hale stalking around Chicago (having arrived from San Francisco) and filling up half-converted Chimera zombies with lead. Ah, zombies. The TIE Fighters of melee combat ...

After the jump, the other chapters. Chapter 1 covers the game's backstory. Chapter 3 discusses multiplayer, and Chapter 4 goes over the weapons systems. The FPS from Insomniac is slated for a fall release on PS3 only.

Chapter 1: Resistance 2 story

Chapter 3: Multiplayer

Chapter 4: Enemies and weapons

GameTrailers TV: Resistance 2[Gametrailers.com]

]]>
Sun, 15 Jun 2008 09:00:00 MDT Owen Good http://kotaku.com/index.php?op=postcommentfeed&postId=5016540&view=rss&microfeed=true
<![CDATA[ And Now, Some Resistance 2 Performance Stats ]]> Speaking with Eurogamer, Insomniac's Ted Price has revealed some of the finer, technical details for their upcoming shooter, Resistance 2. First, they're aiming to have it running natively in 720p, so vertical pixel counters, take some time off. Second, it'll run at 30fps. Third, Price says "you shouldn’t notice any loading screens in R2", thanks to advances the company have made in terms of streaming the game's assets. You can be a fan of Resistance, you can not be a fan, either way you have to admit: Insomniac run a tight technical ship.

Insomniac's Ted Price on Resistance 2 [Eurogamer]

]]>
Wed, 04 Jun 2008 21:40:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5013270&view=rss&microfeed=true
<![CDATA[ Insomniac Games Expands to North Carolina ]]> Insomniac Games, creators of Ratchet & Clank and Resistance: Fall of Man, plan to open a new studio in the Raleigh-Duhram area of North Carolina by January 2009, the developers said today.

“As a studio, Insomniac Games is known for developing high-quality blockbuster titles and for nurturing a creative and collaborative culture,” said Ted Price, Insomniac’s founder and CEO. “Our goal with the North Carolina studio is to blend our experience and proven track record with the tenacity of a start-up venture. Expanding to Raleigh-Durham also allows us to maintain an ideal size in Burbank while offering an attractive alternative for developers wishing to live on the East Coast.”

The new studio is the first expansion in the company's 14-year history and will operate autonomously from Insomniac's current Burbank location working on current and new IP. Insomniac art director Chad Dezern will head up the new studio.

TOP PLAYSTATION3 VIDEOGAMES DEVELOPER INSOMNIAC GAMES EXPANDS TO NORTH CAROLINA

Creators of “Ratchet & Clank™” and “Resistance: Fall of Man™” Franchises to Open Raleigh-Durham Studio by January 2009

BURBANK, Calif. (June 4, 2008): Insomniac Games, a 28.5-million unit selling independent console videogames developer ranked among the top 10 best small companies to work for nationally and locally, announced today it is opening a North Carolina-based development studio.

The new studio, which will be located in the Raleigh-Durham area, marks the first expansion in Insomniac’s 14-year history. The North Carolina studio will also be known as Insomniac Games, and will focus both on developing current and new intellectual properties. While the new studio will operate largely autonomously from Insomniac’s Burbank group, it will receive administrative support along with shared tools and technology.

“As a studio, Insomniac Games is known for developing high-quality blockbuster titles and for nurturing a creative and collaborative culture,” said Ted Price, Insomniac’s founder and CEO. “Our goal with the North Carolina studio is to blend our experience and proven track record with the tenacity of a start-up venture. Expanding to Raleigh-Durham also allows us to maintain an ideal size in Burbank while offering an attractive alternative for developers wishing to live on the East Coast.”

Chad Dezern, Insomniac’s art director, will serve as the North Carolina studio director while veteran Insomniac gameplay lead Shaun McCabe will assume the role of production director. The two have worked at Insomniac for 10 and five years, respectively. They will continue to help lead production of Resistance 2™, Insomniac’s highly anticipated sequel to the PLAYSTATIONÒ3 (PS3Ô) exclusive Resistance: Fall of Man™, until it launches this fall.

Insomniac’s Raleigh-Durham studio will be operational by January 2009 and is currently seeking employees for a variety of positions. The studio will likely be comprised of 25-30 developers. Job-related questions may be submitted to info@insomniacgames.com.

]]>
Wed, 04 Jun 2008 08:08:35 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5012972&view=rss&microfeed=true
<![CDATA[ Here's Clank's Intro ]]> I was about to let this one fly completely under my radar. Then I go and see this, and remember just why Ratchet & Clank games are so great (even when they're not done by Insomniac). It's the charm. In case you missed it last night, Secret Agent Clank's out June 12.

]]>
Wed, 07 May 2008 04:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=387884&view=rss&microfeed=true
<![CDATA[ Here, Here's The Resistance 2 Trailer. Watch It. ]]> Well... Have a look at the Resistance 2 trailer. Thoughts? Feelings? Impressions?

Thanks, shindokie for the tip!

]]>
Fri, 11 Apr 2008 23:02:50 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=379069&view=rss&microfeed=true
<![CDATA[ Get Your Own Resistance Chimera Skull ]]> SKULL-O-MANIAGot at least 2500 bones to drop on the centerpiece of a lifetime? If Resistance: Fall of Man is your thing, you'll definitely want this authentic Chimera skull prop—used in the filming of the Resistance TV spot—to help complete your collection of things that will scare the bejeezus out of visitors and house guests. It's super pricey, with the auction house expecting it to sell in the $3000 range, and will most likely be snapped up by Ted Price from Insomniac Games anyway, but it's still fun to imagine this resting menacingly by your PlayStation 3.

Chimera Skull from Playstation 3 game TV ad [eBay - thanks, Benj!]

]]>
Fri, 28 Mar 2008 18:30:25 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=373706&view=rss&microfeed=true
<![CDATA[ Some Resistance 2 Art ]]> Keen on poring over every scrap of Resistance 2 info you can find? Read on, Resistance fanboy, read on. Insomniac have released some new pieces of art for the game, including the game's two logos (one just don't cut it these days, kid) and two of the classes that will be available for players in co-op multiplayer.
Resistance 2 First Look: Multiplayer Classes [PlayStation.Blog]

]]>
Thu, 20 Mar 2008 22:00:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=370503&view=rss&microfeed=true
<![CDATA[ Early Resistance 2 Footage (Super, Super Early) ]]> People grunting and barking! Sure, these motion captures aren't not exactly in-game footage. Well, actually they sorta are! Just image that you're looking at alien spawn and not just some dude in a jumpsuit.
]]>
Fri, 07 Mar 2008 04:00:01 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=365003&view=rss&microfeed=true
<![CDATA[ Resistance for PSP Is "Possible" ]]> We sure liked Resistance. It's a good game! So good that some people wish that they could take it will them on the bus and train and shoot-up aliens. That's be super! But is it going to happen? Insomniac Games bossman Ted Price says:


Sure. I think that's possible... I think Killzone demonstrated that it doesn't have to be a first-person shooter. I think Killzone: Liberation was a fantastic game, but a very different game from the original. Anything is possible.

You heard that? Non FPS Resistance on PSP, cats living with dogs, mass hysteria — anything is possible!
Ted Price Part 2 [MTV] ]]>
Thu, 06 Mar 2008 02:00:34 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=364475&view=rss&microfeed=true
<![CDATA[ Insomniac Still Developing New IPs ]]> 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]

]]>
Wed, 05 Mar 2008 12:40:03 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=364265&view=rss&microfeed=true
<![CDATA[ How Resistance: Fall of Man Makes Home Really, Really Cool ]]> While Home for the PlayStation 3 may have generated plenty of buzz for Sony at last year's Game Developers Conference, its late arrival and the setting in of reality may have made it put a damper on the hype surrounding the service. We've had our doubts that Home may ultimately be nothing more than a prettier Second Life, a glorified 3D chat room, one that only makes getting to the games we actually want to play a bit of a chore. But we've recently learned some very interesting things about how three first-party published games will take advantage of Home's features that have us very excited.

One of the first games expected to shine in one of Home's series of game portals is Insomniac's Resistance: Fall of Man. Resistance is said to provide Home visitors with an interesting room to explore, one that will let PlayStation 3 owners visit unseen areas of the game and tap into bonus content in the form of "intercepted" radio communications between European and U.S. forces.

These hidden transmissions will help to flesh out the Resistance story, giving players a better understanding of the game's conflict. We hear that Home avatars will have free roam of unpopulated levels, not unlike a virtual Resistance museum.

As interesting as these plans are to Resistance fans like us, they're not as impressive as what we've heard about what Home in store for Warhawk and Uncharted. Stay tuned.

]]>
Wed, 27 Feb 2008 15:20:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=361560&view=rss&microfeed=true
<![CDATA[ Resistance 2 Artwork Is Probably Spoiler-Filled, Pretty ]]> You may have already seen some of the Insomniac Games art department's chops in the Resistance 2 issue of Game Informer magazine as well as a bunch of screen shots of the PlayStation 3 shooter, but the artwork is worth basking in. One warning though—once you go beyond the thumbnails in the gallery below, you may be walking directly into spoiler territory. Some of the preliminary art smacks of big boss battle stuff, a focus of Resistance 2. Still, it's gorgeous stuff and your eyes will thank you for it.

]]>
Tue, 26 Feb 2008 19:30:40 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=361176&view=rss&microfeed=true
<![CDATA[ Insomniac Announces Nocturnal Initiative, Gives Away Source Code ]]> nocturnal.jpgLast summer, the gang at Insomniac Games pulled back the curtain on PlayStation 3 R&D, attempting to the light the way of the dark and dangerous development path. It was a classy move, aimed at helping other, less fortunate developers. Today, they've one-upped themselves, announcing the Insomniac Games Nocturnal Initiative. No, it's not an exciting PlayStation Network title or the beginnings of a new franchise. This is the Game Developers Conference, after all, and the announcement is aimed squarely at software developers.

What Insomniac has decided to do was to share and distribute their own technology throughout the industry, in turn encouraging others to share their own tech. The Nocturnal Initiative is not, they stress, a game engine. There will be no snarky comments from Mark Rein about Insomniac stepping on Epic's toes as the program is designed to help game development peers avoid rewriting some of the basics.

"Rewriting libraries is a waste of time," said Andy Burke, tools group lead at Insomniac, and the gang on the software side hopes that releasing code into the wild, code that comes with a "liberal" open source license, fosters feedback and may encourage others to share their own work. That can lead to better games, they hope.

The first batch of code is now available at the Nocturnal Initiative web site, in easy to read Wiki format, for developers who are interested in the program. They may be interested to learn that this isn't just something that's been whipped up for good PR, this is code that's being used in production, used in development in titles like Ratchet & Clank Future and Resistance 2.

While the current offerings aren't necessarily specific to the PlayStation 3—PC and Xbox 360 developers may be interested in what's available—that doesn't mean the possibility of PS3 specific libraries are out of the question.

"We don't think there's anything preventing us from offering code specific to the Cell, which is already fairly open as it is," said Insomniac's Mike Acton, but the development team isn't setting anything in stone, it sounds. They certainly have plenty planned, as evidenced by their future release road map. Hopefully, game developers will find something worthwhile within.

Nocturnal Initiative [Insomniac Games]

]]>
Thu, 21 Feb 2008 15:40:03 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=359346&view=rss&microfeed=true
<![CDATA[ Insomniac Career Video Drops Resistance 2 Hint ]]> Blink and you'll miss it! The rest of this recruitment vid more than makes up for it with pinball, giant chess pieces and, yes, even cowbell.

Thanks, Mike!

]]>
Wed, 20 Feb 2008 21:00:55 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=358868&view=rss&microfeed=true
<![CDATA[ Interview: Secret Agent Clank ]]> Today, in between our sprinting between Moscone centers to cover all of Microsoft's news, we had a chance to sit down with High Impact Games' Lesley Mathieson. She was the Lead Designer on Ratchet & Clank: Size Matters, worked a bit on its PS2 port and is now Design Director on the second Ratchet & Clank minus the Ratchet title to hit the PSP: Secret Agent Clank.

And, between my heavy pants of hyperventilation at meeting the brains behind the PSP's best game to date, I was able to sputter out a few questions regarding the direction of the franchise and what sweet features we could expect in the new game.

"Why Clank?" I asked. When Ratchet has been the star of so many successful games before, what's the motive behind firing the star?

Fan demand, she answered, without a pause. "People love the character...beyond that, Ratchet has stuff on PS3..." And it supports what appears to be a new strategy for Insomniac/High Impact Games. Ratchet will push the technical boundaries through big explosions and epic landscapes on the PS3, while Clank will represent the PSP platform with a few less gallons of napalm and a touch more stealth. (Whether or not this platform distinction will continue beyond this title is uncertain. Though, we're guessing if Clank is successful in his solo career, he ain't rejoining the boy band.)

The new PSP style is a tough balance to find, as the last thing developers ever wanted is for Clank to "feel like secondary version of Ratchet." And at the same time, Clank's trademark puzzle-oriented levels could wear on the player over an entire campaign. Spy gadgets are the compromise here between bazookas and bowie knives—boomerang bow ties, for instance—and "Clank Phu" melee compliment Clank's mini bots.

What's this new protagonist mean for porting your old guns from Size Matters to Secret Agent Clank? Not happening, it appears, though small playable Ratchet levels will feature some of your favorite guns of old.

Then again, many of you aren't reading this article to hear about stinky old gun ports anyway. You want to sync your PSPs with your PS3s, unlock new content, be treated as "special" for spending so much money as a company-loyal consumer. But if these cross-platform features exist, Mathieson is playing coy. All she'd offer was the code most of us have heard about from Tools of Destruction that will unlock goodies for PSP owners.

So as for exploiting hot possibilities like the PSP's Wi-Fi connection for a little bow tie boomerang backup on the PS3...it appears to be just another sticky dream for the time being.

UPDATE: A special thanks to Stephen Totilo for tactfully pointing out the game's real title...that I'd incorrectly pasted no less than four times.

]]>
Wed, 20 Feb 2008 17:40:38 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=358883&view=rss&microfeed=true
<![CDATA[ Resistance's Blasphemy Gave The Church Business ]]> manchPicture%205.pngYesterday, we all read Insomniac's snarky comment promising more religious locales in Resistance 2 after the Church of England's outcry over Manchester Cathedral's appearance in the original Resistance title. But maybe the folks at Manchester Cathedral shouldn't be taking things so hard. Because as their director of communications revealed in a recent issue of Official PlayStation Magazine, foot traffic has been up since Resistance was released.

Since the story broke, Manchester Cathedral has seen a significant rise in visitor numbers...Teachers tell us that teenagers in particular are interested to see a building which they thought was fictional.
We're happy for the cathedral. And it's good that we don't have even an ounce of suspicion that certain members of the church would exaggerate their discontent in order to make a headline. Resistance fracas a blessing for Church [GamesRadar] ]]>
Thu, 14 Feb 2008 11:40:56 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=356507&view=rss&microfeed=true
<![CDATA[ Resistance 2 Going After Religion ]]> manchPicture%205.pngResistance: Fall of Man deeply upset some members of the Church of England after development studio Insomniac digitized Manchester Church for a little man vs. mutant/alien warfare. So with the studio's upcoming sequel, will Insomniac avoid religious locations? CEO Ted Price fills us in.
We've actually made it a big focus to include more churches and now synagogues and mosques in Resistance 2.
Insomniac...uhh...if you weren't busy later...maybe...I could like...have your babies...or something.

Resisting Acquisition
[GamesIndustry]

]]>
Tue, 12 Feb 2008 10:40:23 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=355507&view=rss&microfeed=true
<![CDATA[ Resistance 2 Details Ripe For The Picking ]]> 1UP recently rounded up all the deets on Resistance 2 and placed them on a mega buffet for Insomniac fanboys to devour. There's a lot of stuff here that I'd either missed or forgotten through eclectic the mixture of endless booze, writing, gaming and $6 burritos with guac that compose my life's opus.

For instance, did you realize that the single-player campaign is pretty much finished, the game's narration is dead, the 8 person campaign multiplayer will support a class system ala Battlefield 2 and Team Fortress, or that Insomniac is doing their damndest to get 60 players on a map at once? If not, you might want to hit up the link for a full refresher course. Because that and a bottle of Cholula will pretty much set you until fall 2008.

Previews: Resistance 2 [1UP via PS3Blog]

]]>
Thu, 07 Feb 2008 12:20:38 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=353823&view=rss&microfeed=true
<![CDATA[ Resistance 2 Screens Incoming, Hold Onto Your Socks ]]> We're not responsible for your footwear being blown off, but for those who didn't get a copy of the latest Game Informer, which revealed Resistance 2, seven in-game, high-res screens of the Insomniac Games shooter await you. Two things we've learned from finally getting our eyeballs on these are that Insomniac will not be trumped by anyone when it comes to making the PS3 perform and that, despite our cynicism, we're still cool with glowing eyed aliens and giant tanks with legs. We're also amazingly cool with glowing eyed giant tanks with legs. Graphics go a long way in helping us forgive.

]]>
Fri, 25 Jan 2008 18:40:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=349274&view=rss&microfeed=true
<![CDATA[ Resistance 2 Interviews, Hotness Alluded ]]> So not only is Resistance 2 very much real (honestly, how could it not have been given the first title's success), but it's looking pretty fantastic with 8-player co-op and 100-foot monsters. That's like 12-feet per person. Today Insomniac and Game Informer are serving up three clips for your pleasure. The first two are with Insomniac Founder and CEO Ted Price, and the last is with Insomniac Lead Designer Colin Munson. Most of it's big picture stuff and there's no footage shown, but hey, it's some the intel on the sequel to one of the best games on the PS3 to date.


RESISTANCE 2 INTERVIEWS [threespeech]

]]>
Thu, 17 Jan 2008 12:20:03 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=346042&view=rss&microfeed=true
<![CDATA[ Work and Play: A Peek Inside the Lives of Gaming's Greatest ]]>

I've had a pet project I've been working on for years, three of them if my memory is right. It started as a simple idea: You can judge a lot from a person's desk. I bet you could judge just as much from their home entertainment system. So I decided it would be fun to try and track down some pictures from the work desks and home gaming set-ups of the people who work in and cover the video game industry. Simple right? Not so much.

Turns out that many of the people are either too busy or too private to want to participate in such a project. To make matters worse, there's always fear that something sitting on someone's desk, that ends up in a photo, could actually be news worthy. Like a secret project or the next big thing. But I didn't give up and about once a year I'd harass a bunch of game developers for photos. Finally, this year, the harassment paid off.

What started as a trickle of photos turned quickly into the collection of galleries you'll find on the jump: More than 40 different photo galleries from 17 studios, seven publications, two industry movers and shakers and a couple of fun surprises.

You'll get to see the desk of such greats as Sid Meier, Peter Molyneux and Tetsuya Mizuguchi along with plenty of others. Remember you can comment both on the next page and on each individual photo if you click on them.

If I find there is interest, I will try to periodically update this gallery of galleries with more developers, journalists and industry movers and shakers. Have fun.

DEVELOPERS
2K Games

ASTRO Gaming

Buzz Monkey Software

Capcom

Eat, Sleep, Play

Electronic Arts

Firaxis Games

Flying Lab Software

Gearbox Software

Harmonix Music

Incognito Entertainment

Insomniac Games

Kojima Productions

Lionhead Studios

NanaOn-Sha

Naughty Dog

NCSoft

NetDevil


Neversoft Entertainment


Ninja Theory

Pandemic Studios

Petroglyph Games



THQ

Q Entertainment

JOURNALISTS

Blue's News

BoingBoing

EGM

The Escapist

GameLife

Joystiq

Kotaku






MTV

Slashdot Games

VE3D

VH1

INDUSTRY FOLK


MISCELLANIES
I AM 8-BIT

Penny Arcade

Whorecraft

Video Games Live

]]>
Fri, 11 Jan 2008 17:00:32 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=343590&view=rss&microfeed=true
<![CDATA[ Game Informer Reveals Resistance 2 ]]> NeoGAFfer Wollan received the latest issue of Game Informer magazine today, and breathlessly rushed to his computer to transcribe details about the cover story - Insomniac's Resistance 2, the follow up to one of the PlayStation 3's biggest hits (and only really good launch title) Resistance: Fall of Man. Highlights include two story modes, one for single player and one for either split-screen local play or 8 player co-op. Also of note is the introduction of character classes, with players being able to choose from a tank, a specialist, or a medic for multiplayer goodness. Speaking of multiplayer, the game will support up to 60 players online, with players forming up in 4-8 man squads in the lobbies with different objectives during the match to help keep things from devolving into giant free-for-alls. Other details include limited randomized geometry within levels to keep things fresh, graphics and performance that tap more PS3 power than ever before, and much, much more.

Check out the GAF thread to see Wollan's complete write-up, or better yet just get your hands on a copy of Game Informer as soon as humanly possible. I've not known their writers to be given to unnecessary hype, so when they end a story with "Resistance 2 will be too epic to dismiss as anything but one of the biggest, boldest, and most high-reaching titles of 2008. It's a game that won't be ignored", I can't help but get just a little excited.

RESISTANCE 2 REVEALED! [NeoGAF - thanks, megadude]

]]>
Fri, 11 Jan 2008 13:00:35 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=343946&view=rss&microfeed=true
<![CDATA[ Size Matters PS2 Looking Increasingly Legit ]]> 281859b.jpgNot so long ago we mentioned a rumor that Ratchet & Clank: Size Matters might come from the PSP to the PS2 after it had appeared on GameStop's website for $29.99 with a February 2008 ship date.

Now the plot thickens! While we've heard nothing official from Sony or Insomniac regarding the title, GameSpot has updated their page with box art. And even the ESRB has jumped on board by adding the title to their database.

While Size Matters may have induced my most heartbreaking gaming moment of 2007, it also gave me the best experience on the PSP this year. And the experience was complete enough to imagine it on a full-blown console.

I'm just curious—the PSP version of Size Matters used a larger Ratchet to make up for screen size. Will Insomniac tweak the perspective? The PS2's beefier processing power should certainly support a wider level view and a smaller protagonist, so I'm guessing that they will. As for the brilliant "size matters" pun, that part might not translate so well.

Gamestop [via siliconera]

]]>
Fri, 28 Dec 2007 12:20:13 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=338524&view=rss&microfeed=true
<![CDATA[ Resistance 2 is Totally Being Trademarked ]]> So we all totally know that Insomniac is developing Resistance 2, but we don't actually know that Insomniac is developing Resistance 2. A sequel to one of the PS3s most praised titles seems like a sure bet, especially after rumor monger Surfer Girl gave us specific tidbits about the game...which while we in no way can trust to be true, certainly inflate our expectations.

On December 18, 2007, Sony filed a trademark for "Resistance 2" in relation to a video game. And while it's not uncommon for companies to go on the trademark defensive, ensuring that another company won't steal the title, we already totally knew that Insomniac is developing Resistance 2. You know, even though we don't at all.

Resistance 2 [trademork]

]]>
Mon, 24 Dec 2007 12:30:59 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=337256&view=rss&microfeed=true
<![CDATA[ Resistance Party = Old Hollywood ]]> If you long for the days when Fred Astaire and Grace Kelly took to the stage, dancing and singing amongst...dancers and singers...AND you happen to love the PS3 sensation Resistance: Fall of Man, then these photos are for you. Created with the help of 40 volunteers and Resistance's screen-grabbing tool, this is something really special. More pics:

user3.1.jpgChampagne fountains are overrated.
user1.1.jpgAnd to top if off, there was a special "homage to Burning Man." Ouch. But I have a feeling Master Chief's Spartan armor can handle the Resistance flame war and still manage to sell another bajillion copies before the day is through.

RESISTANCE REINVENTED [threespeech]

]]>
Mon, 17 Dec 2007 13:20:43 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=334833&view=rss&microfeed=true
<![CDATA[ Rumor: Ratchet & Clank Size Matters To Get PS2 Upgrade ]]> It looks like High Impact Games' portable take on the Ratchet & Clank series may be the latest PSP game to get a PlayStation 2 port. A listing for Ratchet & Clank Size Matters for the PS2 was uncovered by the eagle eyed staff at Joystiq today, one which points to the game shipping for the console February of next year. It's listed at $29.99, ten dollars cheaper than the PSP original.

While we don't have official word yet—we're waiting to hear back from SCEA—it certainly wouldn't surprise us to see yet another PSP game ported to the PS2. With one-time exclusive PSP titles such as Grand Theft Auto: Vice City Stories, Grand Theft Auto: Liberty City Stories, Twisted Metal: Head On, Tokobot and (allegedly) Silent Hill Origins making the jump, it might just file under fiscally sensible.

Ratchet & Clank: Size Matters [Gamestop via Joystiq]

]]>
Fri, 14 Dec 2007 20:40:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=334352&view=rss&microfeed=true
<![CDATA[ Insomniac's PS3 Visuals Are Just Getting Started ]]> Every once in a while, during the lightning-paced, dog-eat-dog world of blogging, we read something that puts the stride back in our step and allows us to finish the day without falling back on chemical enhancements. This earnest report from Insomniac on their work with the PS3 did just that. From Chief Creative Officer Brian Hastings:

The amount of action we're able to put on the screen at 60 frames per second really dwarfs what we were able to do a year ago at 30 frames per second...I think we'll see just as big a leap from our second generation engine to our third as we did from the first to second.
...we're listening.
I think we're going to continue seeing major leaps each year in what people are able to do with the machine for at least three or four more years.
When reports like this come from any developer, we listen. But when that developer has wielded the PS3's graphical capabilities to levels we'd only hoped for so soon since its release, we experience a warming flutter of tachycardia. Major leaps in PS3 visuals for at least four more years [via threespeech] ]]>
Thu, 15 Nov 2007 10:40:38 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=323193&view=rss&microfeed=true
<![CDATA[ Ratchet Designer Hearts GOW2, Portal, Bioshock ]]>
The guest editor is a new thing around here at Kotaku. Maybe Crecente got the idea from Newsweek's N'Gai Croal, who is the king of getting others to contribute to his blog. His newest series, Make or Break, has a game industry veteran weigh in on the five things they look for in a game from another developer. First up is Insomniac's Brian Allgeier, who seems to have a big crush on God of War II, Portal, Bioshock, and yes, even Heavenly Sword. Read why Brian thinks a good opening sequence is key to a game, as is a strong main character and a good pace of progression. What is he forgetting?

Level Up Blog: Make or Break

]]>
Thu, 08 Nov 2007 18:40:00 MST geoff http://kotaku.com/index.php?op=postcommentfeed&postId=320615&view=rss&microfeed=true
<![CDATA[ Insomniac Bringing More DLC ]]> ratchet_clank_1280-776616.jpgIn an interview with D+Pad magazine, Insomniac's Ryan Schneider dropped a juicy, vague, open-ended quote that will get us nowhere but interested in hearing more.
It's been great to have a network that can facilitate the map-pack downloads, demos and trailers for both Resistance: Fall of Man and Ratchet & Clank: Tools of Destruction. The number of users on PSN has been rising steadily and we absolutely plan to support them with more new content coming soon.
Yeah, while we've expected continued PSN content for Resistance, this is the first mention we've seen of anything downloadable near the words "Ratchet & Clank" other than "demo." Hmm...maybe Insomniac is planning new guns...or maybe just some additional wallpapers...or maybe nothing. Time will tell.

D+Pad Nov 2007 [via maxconsole]

]]>
Tue, 06 Nov 2007 15:40:37 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=319660&view=rss&microfeed=true
<![CDATA[ Resistance Patch Arrives, Adds Full DualShock 3 Fun ]]> The latest patch for Insomniac Games' Resistance: Fall of Man hits today, bringing with a host of new features. Included in "Patch 6" is rumble via the still unreleased DualShock 3 for both single and multiplayer games. Also new is the ability to take screen shots with a USB keyboard, with snaps saved to the Cross Media Bar's photo section. Password protected custom game options have also been added. In addition, there's a ton of new features that will probably only appeal to longtime online players, plus the usual bug fixes and balance changes.

The full list of changes in the latest patch is after the jump, courtesy of Insomniac's James Stevenson, a man who simply cannot be faulted for his gaming blog preference.

New Features
- Player with a USB keyboard attached to their Playstation 3 may now take in-game screenshots by pressing the "printscreen" key (multiplayer only). There will be a slight pause as the screenshot is taken. The screenshots will be viewable from the Photo bar of the XMB menu.
- Players may now create a custom game that requires a password for other players to join. When creating a custom game, select the option named "password" and enter the desired password from the on-screen keyboard. Players who are invited into a password protected game by another player already in the game do not need to enter a password to accept the invite. Password protected games will be indicated by a "lock" icon next to the game name in the "Find Game" screen.
- Bullseye Tags may be turned off as a custom game option without turning off the bullseye.
- Carbine 40mm Grenades may be turned off as a custom game option without turning off the carbine.
- There is a new game option named "Send Voice Chat To All". If this is enabled, then all players in the game may hear voice chat sent from any other player in the game, including players on the opposing team and spectators. Squad voice chat will still only be heard by members of the same squad. This option defaults to off.
- The game option "Round balancing" now has a third option available to custom games - "Aggressive". If round balancing is set to aggressive, it will attempt to rebalance the teams every round based on how well the players scored in the previous round to create the most even teams. "Aggressive" round balancing WILL split parties.
- Both Multiplayer and Singleplayer Resistance: Fall of Man now support the rumble feature of the Playstation Dual Shock 3 controller.

Balance Changes
- Range and damage on the Rossmore 236 has been decreased for both primary and secondary fire modes
- Reload time of the LAARK L209 has been increased.
- Projectile speed of the LAARK L209 has been decreased.
- Splash damage radius of the LAARK L209 has been decreased.
- Hedgehog grenade splash damage has been generally increased, although the radius in which it will kill a player in 1 hit has been decreased.
- Frag grenade splash damage radius has been decreased.
- Arc charger fire rate has been increased.
- Arc charger clip size has been reduced.
- Arc charger damage has been decreased for the primary fire and increased for the secondary fire.
- Rate of fire the bullseye tag (secondary fire) has been decreased.

Bug Fixes
- Fixed several possible collision exploits
- The "Elite Soldier" and "Assassin" medals are now obtainable in all ranked gametypes instead of just Deathmatch and Team Deathmatch
- "Defender" ribbons obtained in ranked CTF games will now correctly add to your total stats
- Fixed several issues that could cause party members to drop out of a party
- Various lobby, disconnect, and miscellaneous fixes.

]]>
Wed, 31 Oct 2007 15:40:01 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=317468&view=rss&microfeed=true
<![CDATA[ Emotional Intimacy of the Lombax ]]> Seth Schiesel of the New York Times has written a story that rightfully gushes over Insomniac's PlayStation 3 masterpiece, Ratchet & Clank Future: Tools of Destruction. In it he discusses with creative director Brian Allgeier the importance of developing an emotional connection with the player.

"Ultimately we're trying to create more emotional intimacy," he said. "That's one of the things that movies do really well with the close-up, where you can really see the emotions on the character's face. But in games, so often you're just seeing the action from a wide shot behind the character you're controlling and you don't have that emotional connection. So that's what we're going for."

This is exactly what has always drawn me to the R&C universe. The rich characterization of the previous games have combined with the technology of the PS3 (Ratchet has over 90 joints in his face alone) and an excellent story about a lone Lombax exploring his roots to create a truly engrossing interactive experience. Hit up the link for the full article, which includes Ted Price discussing the joys of poking fun at pop culture in the series and the importance of the title to the PlayStation 3 lineup. A good read, even if they did get the release date wrong.

A New Video Game Hopes Expressive Characters Lead to Emotional Attachment [New York Times]

]]>
Wed, 31 Oct 2007 13:00:14 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=317168&view=rss&microfeed=true
<![CDATA[ Exorcist Ratchet, Explained By QA Testers ]]>

We'll be honest; the overblown, semi-pretentious nature of Lionhead's Fable 2 production diaries endear their clips a bit closer to our hearts than Insomniac's more straightforward Ratchet & Clank chronicles. But we do love this story about a typically ludicrous game bug that developers had to iron out in Future. Specifically, if you threw the wrench and then jumped, Ratchet's head would spin in 360 degrees, gaining momentum with subsequent wrench/jumps until it created a wagon-wheel effect. Hit the clip about a minute in to hear the story.

]]>
Tue, 30 Oct 2007 17:00:09 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=316928&view=rss&microfeed=true
<![CDATA[ Frankenreview - Ratchet & Clank Future: Tools of Destruction (PS3) ]]> You already know the game is awesome. Because McWhertor and I proclaimed it as such. And we did about a hundred hands on impressions with the game—none of them wasted, mind you. But now that Ratchet & Clank Future: Tools of Destruction has been officially poked and prodded by the perverted scientists that are game reviewers, you can have numerical confirmation for what we already suspected.

So hit the jump for our Frankenreview; this week we did something special and only included reviewers that had "game" or some amalgamation of such in the title. That's for you, Insomniac. Live it up.

RCgraph.jpg
GameZone
The new Ratchet & Clank title, Ratchet & Clank Future: Tools of Destruction, is every bit as compelling visually as the high-end Hollywood animated features. Take anything from Dreamworks or Pixar, and compare them and you will find that ToD is a visual feast that rivals them. The major difference is, of course, that when you watch one of those films, that is all you are doing ...you are an integral part of the event.
r5.jpgGameDaily
The voice work is up to Insomniac's usual standards, filled with personality and hardly any dead spots...The dialogue is still hilarious, even with the random chatter that plays in the background. On top of this, the music works on a rhythm all its own. The tempo changes constantly depending on what's happening on-screen. What sounds easygoing at first soon bursts with romping energy. It's a terrific soundtrack, one with great unpredictability.
r2.jpgGamingAge
Whether it is a (optionally) motion control-enabled tornado launcher, a kick ass electric whip, or viscous little plasma beast capsules, nearly all the weapons are fun to use and required to be utilized throughout the game.... This is by far Insomniac's best selection of weapons and gadgets yet, although I have to say they are probably a little too good. By spending a few extra minutes exploring the stages and collecting raritanium and bolts, weapons can be upgraded to ridiculously powerful levels, even early on in the game.
r4.jpg
GamerNode

Just about every minigame utilizes the Sixaxis controls (unless you count Clank's couple of solo runs). I know what you're thinking: "Sixaxis controls! Oh no!" but in all honesty, they're done well in this game. Nothing really takes you out of the flow; you do things such as control Ratchet as you halo jump from a ship or glide through the air, slide a ball around a circuit to hack electronics a la Bioshock, and cut holes in walls, and all in the midst of gameplay.
r3.jpg
GameAlmighty

Whereas earlier installments of the Ratchet and Clank series offered a range of single player and online multiplayer modes, Tools of Destruction hones in on its solo experience with just a story-driven campaign. Dropping multiplayer negatively impacts the game's long-term value; however, focusing purely on the campaign has resulted in a level of quality that easily surpasses any previous iteration.
r1.jpgYes everyone, it looks like Ratchet & Clank Future is every bit as good as we'd hoped.

]]>
Thu, 25 Oct 2007 12:00:42 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=314802&view=rss&microfeed=true