Je crois oui... Je vais citer un message...
En gros, le titre du topic, c'est les dev's qui se disent des questions et des suggestion sur une chatbox...
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12:04
[Comment From whoelse]
Did you feel under pressure to produce such a quality title after the success of the PS3 games? 12:05
[Comment From depward]
Bend is a beautiful area... jealous of your office location!
12:05
John Garvin: We met with Ted and the creative team over the first part of the project to get the story and gameplay completely in synch. We're also in synch with the novel, comic, ARG ....
12:06
John Garvin: whoelse: We felt no pressure. We're already known for our high quality PSP games like Dark Mirror and Logan's Shadow... we've already set the bar for PSP games.
12:06
[Comment From dan]
so are u able to use your ps3 controller for the psp. ive heard rumors but havent seen anything
12:06
[Comment From Matt-PSLS]
Great Game! I love it!
12:06
John Garvin: Thanks Matt.
12:07
Chris Reese: Yes, you can use the Dualshock controller for the PS3 with Retribution if you use the Resistance Connect feature that allows you to connect via USB cable Retribution to the PS3 running R2.
12:07
John Garvin: Dan: Yes, if you have R2 and R:R you can use PSP Plus mode to play our game with a Duoshock...
12:07
[Comment From Lando]
Hi and thank you for answering our questions! Is Resistance Retribution just the earlier Syphon Filter games for PSP repainted with Resistance's motif in mind?
12:07
[Comment From Shane]
Game is amazing
12:08
[Comment From enewtabie]
is there a way to look at mp stats from your pc? or is that possible. Similar to what
Killzone.com is doing..Thanks
12:08
John Garvin: Lando: we started with the Syphon engine obviously, but it's a completely game. We had to engineer all new enemies, weapons, and control schemes.
12:08
[Comment From Matt-PSLS]
When in development of this game, did you get more inspiration from the first Resistance or from R2?
12:09
Chris Reese: Resistance Multiplayer supports stats that can be viewed on
myResistance.net, just like you can with R2. We are rolling out the website stats very soon.
12:09
[Comment From Phillip]
I know the first two resistance games were first person. What made you all do this one as a third person shooter?
12:10
John Garvin: Matt: we started with RFOM because it was out when we started development. But we got early docs, designs, Chimera types, and so on from R2 very early, and we knew from the beginning that we wanted to bridge those two games. So a little of both, but I would say mostly RFOM in terms of presentation, story.
12:10
Chris Reese: correction to the stats. they are currently live on
myResistance.net NOW.
12:10
[Comment From Dan- PSLS]
If you had the chance, would you guys make a sequel to the game?
12:11
John Garvin: Dan: We're still recovering from making the first one.
12:11
[Comment From Krizz]
How long is the story mode
12:11
[Comment From Josh aka Zookey]
that's cool hehe--glad to see so much blood, sweat and tears have been put into this
12:12
[Comment From JediMPG]
what was it like coming up with infected mode
12:12
John Garvin: Phillip: Our engine is third person, and because it's a PSP, we wanted to slow the pace of the game a *little* bit... so we used a cover-based, pop and shoot approach to the action. I think that style works best in third person. what do you think?
12:12
[Comment From Shane]
What was the differnce between work on resistance then syphon filter
12:13
John Garvin: Krizz: It took me about 8 hours to beat the game for my final runthrough, without doing any of the intel or skill points. And I knew what I was doing, so first time player might take 12 hours, depending on how good you are at this type of game.
12:13
[Comment From gamermoney]
will we see any characters from resistance fall of man or resistance 2 in the game and if not then will there be any reference to them or srrpa?
12:14
[Comment From Phillip]
Yes I agree. I prefer third person over first person. It makes the game much more enjoyable.
12:14
John Garvin: Gamermoney: You not only see them, you get to fight alongside them and interact with them in a few levels: both Parker and Cartwright. Parker is also the narrator for our game.
12:14
Chris Reese: Infected mode came about by us asking the question "What if Grayson was infected?" We wanted to see just how it would change the story and play mechanics.
12:14
[Comment From reson8er]
What was your inspiration to link the PSP and PS3, especially the awesome "plus" mode. I LOVE IT!
12:15
Chris Reese: We are glad everyone is enjoying playing with PLUS mode with Resistance Connect. That came about from some of our engineers just playing around with the hardware and experimenting. When we started putting it together it just clicked right away for us as a new and fun way to play the game.
12:15
John Garvin: reson8er: we wanted to reward hard-core fans of the series. If you own both R:R and R:2, it means you're a fan, and we wanted to provide something extra for those who loved both games enough that they didn't trade in R:2 when they were done playing it.
12:16
[Comment From Feba]
How much did you take into account the PSP's portability, and the ability to pick it up (and perhaps more importantly, put it down) and play it for short bursts like train/bus rides or waiting for appointments?
12:16
[Comment From King]
Being that the is the first time the cloven have appeared as enemies, were you guys given the freedom to develop them more?
12:17
John Garvin: Feba: hopefully, a lot. We've made three other games for PSP, Dark Mirror, Logan's Shadow, and Combat Ops... I think those, like R:R, are all built for pick-up-and-play. We give you lots of check points and a mission structure that lets you jump to any level easily. Have you played any of our other games?
12:17
[Comment From Fredbob3]
did you make the storyline or did Insomniacs?
12:19
John Garvin: Fredbob3: Jeff Ross, one of my designers here at Bend Studio, and I wrote the story completely on our own. We submitted it to Insom for approval, and they loved it. We tried hard to tie into the universe and they gave us a lot of freedom to come up with cool stuff that stayed true to their vision.
12:19
Chris Reese: PSP portability has always been an element that we consider when developing these large scale games like Syphon and now Resistance. Specifically with Retribution we wanted to make the game easy to get into so that if you put the game down and pick up later, even weeks to months later you can pick up where left off and get right back into the action without having to relearn how to play all over again.
12:19
[Comment From Chris]
How essential was the lock-on mechanic to the faster gameplay in Resistance Retribution compared to the Syphon Filter games? How did you guys go about making that work so that it felt like a natural part of the gameplay?
12:19
[Comment From Feba]
Josh, actually, I just got my PSP last week. I had looked at some of them; you've got some of them up on the UMD Legacy store, right?
12:20
[Comment From Johnnybeans]
I loved the opening scene with them bailing out of the plane. I used to be a paratrooper myself so that was great. What was the most challenging part in making retribution?
12:21
Chris Reese: Aim Assist was a critical part of being able to provide the fast paced action that we put into Retribution and still provide challenging combat situations.
12:21
[Comment From kevin smith]
i love it!!!
12:21
[Comment From bryant]
could u tell us more about the ranking system in mp?
12:21
John Garvin: King: We loved the Cloven so much that we wrote and entire series of collectables called "Cloven Lore" that you can find throughout our game. There are also Cloven "shrines" you can find... just listen for the creepy Russian folk music... Insom gave us a lot of freedom to develop the Cloven, but they also gave us a ton of great material from RFOM and other materials... lots of backstory. Ted Price gave me the early history of the Cloven, how they were the accidental creation of Dr. Malikov, the result of early experiments with vaccines against the Chimeran virus.
12:22
[Comment From KingsoraBe]
So how did you guys celebrate the release of the game were you have been working on for months?
12:22
Chris Reese: Yes, you can find both Dark Mirror and Logan's Shadow on the PSN Store for download directly to your PSP.
12:22
John Garvin: Feba: yes, you can find them on the PSN store.
12:22
[Comment From joostin]
Do we need to have the psp2000 video out cables to play RR on the big screen? I know it utilizes psp plus! for the DS3, but does it also work with remote play or usb connection?
12:24
Chris Reese: Multiplayer has an experience reward system. You earn points for kills, objectives, aiding fellow players, and so on. Those experience points allow you to earn ranks, 12 in total. Each rank earned will provide new Taunt animations that never seem to get old
12:24
John Garvin: Johnnybeans / Chris: the most challenging part was the controls. It's really hard making an awesome 2 stick shooter like RFOM and R2 work on a 1 stick platform. You guys will have to tell us if we pulled it off. Aim assist was worked in very early because we wanted to keep the pace of the game high and exciting.
12:24
[Comment From Sammy]
You clearly spent a lot of time fleshing out the multiplayer in Resistance Retribution. In your opinion, what makes a good multiplayer experience, especially on a portable system?
12:24
[Comment From JKar275]
Do the underwater levels contain any special new weapons, vehicles, or enemies that are only found underwater?
12:24
[Comment From jason]
why are you guys so awesome with the psp!!!? first two awesome syphon filters then now the amazing R:R. cant wait for syphon filter ps3
12:26
John Garvin: KingsoraBe: We celebrate lots of different ways. We're giving the studio some time off as comp time; we're actually having our ship party tomorrow night, where we'll hoist some beers and sign a bunch of posters for each other (I've got signed posters of every game I've worked on, starting with Syphon Filter 1).
12:26
[Comment From GamePro Sid]
On the multiplayer front, can you play over an infrastructure or is it all ad-hoc Wi-Fi?
12:27
John Garvin: Thanks Jason.
12:27
Chris Reese: Multiplayer supports both Ad-Hoc and Infrastructure
12:28
[Comment From Enigma777]
Can you use a dualshock to play it on a PSP1000? And do you NEED a copy of R2 to play it with a dualshock?
12:28
Jeff Rubenstein, PlayStation.Blog: Once again, we're chatting with Chris Reese and John Garvin from SCEA Bend Studio, developers of the just-released PSP-exclusive shooter, Resistance: Retribution. We've got a *lot* of great questions in the queue, so please, keep them coming!!
12:29
Chris Reese: Yes, you can use the Dualshock with the PSP 1000. The PSP 1000 will connect to the PS3 via USB cable just like the newer PSP's.
12:29
[Comment From Feba]
How does Infected mode affect the canon of the Resistance story? Is it considered to be completely external to it? If so, are there any details that are only able to be seen through infected mode that are still considered canonical?
12:29
[Comment From RickyTicky]
A shout out to the coolest team working on the PSP - What's up Sony Bend?!
12:29
John Garvin: JK: yes, we have our version of the Furie that is only under water. In our game they're called Sirens and have different attacks, and you can kill them.
12:29
[Comment From Fredbob3]
Who worked on the trailers? how long did they take to make?
12:30
John Garvin: Hey RickyTicky, thanks for coming on!
12:31
John Garvin: Fred: our producing team puts all the trailers together. We like them to. They worked with a production house called Antfarm. The Europe trailers are great too. Wait until you see our version of the Twisted History trailer.
12:31
[Comment From KingpinZero]
Mr.Reese and Garvin, would you like to sort out a curiosity of mine? Does Dark Mirror and Logan Shadow uses Dynamic shadows and lights, like the first splinter cell?
12:31
[Comment From Hoeeiu]
Should i buy a PSP and this game right now
?
12:31
John Garvin: Yes!