Resistance Burning Skies Review

Resistance: Burning Skies is all about weapons. Big guns, little guns, guns that make you see through walls. Big guns with small guns glued to the side. There are also ugly aliens, and they do great target practice for all those big, fat guns.

For those unfamiliar with the alternate history of the series; World War II never happened, Nazis never existed (yay) and an alien race called chimera invaded Earth to kill us and take our homes (boo). After conquering Russia, Europe and finally the happy England in Resistance: Fall of Man, these distinctive chimerean eyes took America as their final destination.

That’s when Burning Skies takes place, for Resistance 2 and 3, in the midst of chaos when alien toes land on American soil. You’re Tom Riley, a fireman on rounds when the chimera shows up to end normality.

It’s a very short, Strange campaign. There is no initial focus or direction, and you walk from point to point, admiring the mild landscape. However, the story picks up after a crazy experience with a bonkers science and the player will get a better understanding of what he wants to do to save your wife and daughter, but it was all over before he had a chance to make his move. Moments that could have been emotional are toned down and ineffective for the story, serving more as banal interruptions to alien killings than moments that should interest you.

Resistance has always thrived from its unique weapons, and Burning Skies is no different. Even with the drive restrictions on Vita, the moment-to-moment gunplay is smooth and accurate, even more so when you whack up the sensitivity easily. Dealing with whole groups of chimeras can be tricky at first – especially if you’re used to playing something as tightly tuned as Call of Duty– but you’ll soon be pulling popping alien skulls with gratifying head shots.

Assuming coverage is as easy as crouching behind an object and using the left trigger to jump and fire, and secondary fire, grenades and melee are depicted on the touchscreen – tap to mark enemies with the bullseye Rifle; drag and aim where you want to throw a grenade, something like that. It is well implemented for the most part, especially the grenade and melee buttons on the right side of the screen, but more complex touch commands are too intrusive for the action, obscuring your view as you swipe left and right, often resulting in disorientation or, at lowest, passed away.

There is also a poorly implemented multiplayer mode, which is a limited, poorly executed excuse for the back-of-the-box check mark that all major publishers demand. There are 3 game modes, including Team passed away match, passed away match, and Survival-Burning Skies take-Infection / Zombie / tag, and only a small handful of cards, each with the same dull color palette to share with the campaign. The prospect of playing online with your friends is fun for a short time, but it doesn’t take long for the novelty to be all, but toned down, exacerbated by lengthy lobbying issues, frequent in-game delays, and an inferior ranking system that does not give a real sense of reward for participation.

I wish Resistance: Burning Skies would have been bolder and bolder. It’s the first full-fledged FPS on the Vita, and it has all these brilliant weapons, but it doesn’t run around like Vita’s first-person rescuers. It’s an understated, almost lazy attempt, and developer Nihilistic always chooses the safe bet. striking is top notch, but poor pace and boring environments make sure you never get caught up in what’s going on, and technical hiccups and formulaic game modes acid on multiplayer. This game proves the potential power of the genre on its device, but not the potential excellence of its own franchise.

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