Fall of Man was released in 2006. Insomniac Games developed and published the game exclusively for the PlayStation 3. In an alternate history where Germany has conquered Britain, you play Joseph Capelli, a soldier fighting against Nazi forces to liberate London. The game is a first-person shooter with fast-paced gameplay. It has an innovative weapon modification system with over 40 different upgrades. The storyline was well-received as one of the best in any video game set in central London.
About Playing the Game
I’m in a run-down York house. A squadron of bombers thunders past in the gray-brown sky above me, obscured by the smoke from hundreds of bomb craters. Soldiers who have met the enemy are now facing a scorching defeat scream in the distance. I straighten my helmet, grab my rifle, and leap over a crumbling wall. Now the Germans must be repatriated.
That Germans aren’t the enemy in Resistance: Fall of Man. However, there are no sauerkraut-eating Germans in sight in Insomniac’s latest game. Without Hitler and a new threat, there is nothing to do but grow Nazism in a recession-Germany. The threat is the Chimera breed, a grasshopper army that recruits locals via a virus.
It’s a technique that comic book companies around the world have used for decades: an alternate reality that removes all demands for historical accuracy while also erasing the over 200 releases that precede the story – it’s an opportunity to start over. While Insomniac’s weapons stock is not failing, the company’s first PlayStation 3 game is a deja-vu with the past. Welcome to old-school first-person shooters.
And it’s clear from the start that you’ve occupied Nathan Hale’s shoes and York with your split. The enemies are everywhere, and the only thing you can do is shoot them repeatedly. Unfortunately, Resistance: Fall of Man lacks Halo’s famous 30-second repeat action. Most fights are uninvolved, the enemies’ artificial intelligence is ignored, and most fights can be won by simply running on the spot and moving the trigger inside. Neither does it look amazing when a Chimera dies. Like an old Ray Harryhausen animation, it appears that a series of animations are missing between the creature being hit and it falling to the ground. Moreover, and this is almost unforgivable today, Nathan Hale always seems to float on the cobblestones. He’s never weighed.
The illusion of being in a big city is similar. A closed door is sometimes enough. Resistance: Fall of Man is mostly made up of theatrical scenery, lovingly fenced off with sandbags, trenches, and bomb craters. It’s just before the game’s designers save on paint and details. Everyday objects, such as leaves, seem more like they’re being controlled by some power man on a nearby ladder than a hard-boiled PlayStation 3. The fact that Insomniac hasn’t had time to finish the game shows that they haven’t had time to finish it.
Fortunately, Ted Price and the boys are gun experts. After six years with Ratchet & Clank, and thus an abundance of well-thought-out fantasy weapons, Resistance: Fall of Man offers a bit of everything. There’s plenty to cheer about as you pull the trigger on your fragrant Sixaxis joypad and kill another split Chimera. With the new rumble basses, I never got bored with the inventive weapons.
The familiar tremors in the joypad are absent, so the feeling of a five-six kilo heavy thunder weapon is lost between the hands. I didn’t miss them until I held a Sixaxis joypad. It baffles me how Sony can dismiss this in favor of a tilt check. It didn’t help that I had to shake some of the creatures off me by waving wildly with the joypad throughout the game. This could be a major issue in future games of this genre.
Resistance: Fall of Man has a great online community. Up to 40 players can battle it out on 11 unique levels. The game collects statistics on pretty much everything and lets you choose courses, game modes, and more. I never got to play with 39 others before the PlayStation 3, but I could see the potential in the online part. The powerlessness you feel with lifeless weapons does not go away online, because the joypad is the same, but you can take solace in the fact that your opponents feel the same.
Resistance: Fall of Man gave me the same feeling as Pariah and later Perfect Dark Zero. There are competent people at the helm, who are checking the technical and graphic aspects, and the team clearly has FPS experience. It’s also clear they forgot to keep up on the front. It takes more than a cool physics system, weapons, and a new machine to create a world hit today. It’s pointless to follow an old, worn-out rulebook and hope for a hit. Resistance is a good example.