![]() Resogun draws heavy inspiration from the games Defender and Datastorm, and acts as the spiritual successor to Housemarque's most recent Super Stardust games ( Super Stardust HD and Super Stardust Delta), from which it directly borrows certain gameplay mechanics like the boost power-up. Resogun was developed by Housemarque, an independent game development studio from Finland known for its previous shoot 'em up games, and published by Sony Computer Entertainment. Building all levels and enemies out of voxels turned out to be really expensive in terms of computational power, especially when you consider that there are no “fake physics” in Resogun. As we proceeded, it became more and more clear that to fully express what we had in mind we would need a lot of raw power. While in the prototype stage, we were running some code on PC and targeting different Sony platforms. The “Gun” was more about attitude, as we knew it was a game about blowing stuff up.Resogun started as platform agnostic. Those games had such an impact on everybody’s imagination because of their bitmap graphics, and since voxels are 3D pixels, we crafted the “Reso” prefix thinking about “resolution”. It’s great for showing off your new system and acclimating to a new controller, but a dearth of content prevents Resogun from earning much praise beyond being a solid, fun launch title.One became Resogun (interestingly enough, that has been the name for the project since the start), one became the iOS project we are currently working on (with rather drastic changes, as voxels are not the main thing anymore), and one didn’t make it out of the prototype stage.The name “Resogun” was chosen because we wanted to make a game that would bring to mind the 2D shooters of yesteryear. The leaderboards are organized by level, but comparing those results doesn’t inspire the same spirit of competition as sharing a single high score. Five short levels and three distinct ships make up Resogun’s offering, so getting through the game and seeing the credits can be done in one relaxed sitting. Resogun doesn’t define the future of next-gen graphics, but the particle effects and voxel explosions that fill the screen without slowing anything down are impressive. Adding an extra set of guns also helps, but it does little to add additional tactical layers beyond “let’s shoot everything and make sure we don’t die.” It’s fun to have a friend around to play catch with humans before dropping them off in the safe zones, and to help collect power-ups for you. Partnering up with a friend online is quick and easy thanks to the PlayStation 4’s improved online party system. Activating your temporary high-speed invincible boost to snap up wandering humans before they are killed, and chucking them to safety are some of the most intense and enjoyable moments. Defeating certain enemies causes humans to fall from their safety cells and begin aimlessly exploring the cylinder. Your main goal is to stay alive and defeat the boss at the end of each level, but a secondary goal to save humans adds additional worthwhile challenge. Resogun is not an easy game, but if you find the challenge too much, you can drop the difficulty at any time. When levels fill up with too many enemies – which they will – the ability to assess danger makes everything feel much more manageable. This setup that helps tremendously with assessing danger, since you can see enemies before they become threats. The playing field is wrapped around a transparent cylinder, instead of a flat playing field. Your shooting is limited to just the left and right, so your attention is focused in fewer directions. Resogun’s base gameplay takes the premise of twin-stick shooter – stay in one area and blast enemies from all directions – and simplifies into a more accessible game. Geometry Wars admirably served this role when the Xbox 360 launched in 2005, and while Resogun does provide some quick thrills it won’t keep players coming back. Resogun attempts to deliver a small game that invites repeated playthroughs and inspires competition while you are waiting for the heavy hitters. One problem that goes along with the launch of a new console is that the biggest games are sometimes months or years away.
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