Resistance: Burning Skies Is the PSP's Dream Come True

Illustration for article titled Resistance: Burning Skies Is the PSP's Dream Come True

Of all the games we've seen so far destined for the new PlayStation Vita, none epitomise the gulf between Sony's last handheld and its next one like Resistance.


When the original PSP first launched, it promised to bring home console gaming to the palm of your hands. With less power under the hood and one less thumbstick than the PS2, however, it never quite worked out that way.

So when Resistance - a first-person shooter series on home console - made the jump to the PSP, compromises had to be made. It became a third-person action game, and while it was a good one, it felt strange to see a game forced to shift genres (much like Killzone had to) thanks to the inadequacies of the handheld.

Resistance on the Vita has no such concerns.

It's a first-person shooter on a handheld. It works. No compromises, no work-arounds, no insane button reconfigurations. You just walk up, pick up the game and, aside from a few seconds familiarising yourself with the controls (some touch-screen commands make up for the missing shoulder buttons), you feel instantly at home. Running. Aiming. Strafing. All those things the PSP (and the DS!) struggled with, the Vita does with ease.

While there wasn't much of note from the game itself - no offence to the developers, but you've seen one Resistance you've seen them all - when it comes to showing off just how easily console shooters can now be brought to the handheld space they deserve credit for getting the PlayStation Vita's first-person shooter stable off to the best possible start.


Speaking of this, I've been thinking... would it be that hard to make a working FPS on the 3DS?

Bear with me for a moment, please, and imagine this: a FPS designed so that you move forward, backward, and to the sides using the b, a, x, and y buttons. And you use the analog nub to aim and correct the movement.

It wouldn't be too different to the way it's used on PC gaming, where the WASD keys are used to move forward, backward, and to the sides, and the mouse is used to aim and correct the movements. The only difference here would be the inversion of the controls, so the left hand would be aiming instead of the right. And I don't think it would be too difficult to get used to that.

That leaves us with the d-pad, the shoulder buttons and the touch screen to input all the other movements, like crouching, jumping, changing weapons, reloading, etc.

So, would it work if the left shoulder button was for jumping, and the right shoulder button for firing your weapon? And the D-Pad could be used to select other weapons, and then there's still the touch screen, where you could easily put 2 extra buttons and assign them for crouching, and reloading, for example. If those buttons where on the left half of the screen, you could still use the other right half to put a map...

I can understand if trying to make a FPS was too impractical on the PSP, because it had only one screen. But wouldn't the extra screen on the 3DS allow for a little more flexibility?

I don't know about you, guys, but I think it could be possible to make a really great FPS on the 3DS, if the developer used a control scheme like that, and balanced it carefully. Yeah, it would still not be in the same league as what a regular console can do, control-wise, or a PS Vita for that matter, but I still think it could work great.