My favorite game to date on the PlayStation 4 is Resogun! It’s strength lies in the patterns of learning and adaptation—both serving to create an atmosphere that encourages players to climb those leaderboards.[pullquote align=”left” cite=”” link=”” color=”#ffcc00″ class=”” size=”12″ background=”#ffcc00″] Initial release date: November 15, 2013
Publisher: Sony Computer Entertainment
Platforms: PlayStation 4, PlayStation 3, PlayStation Vita
Let’s begin with what Resogun gets right. Each beam shot and every exploding pixel is a burst of art! This level of detail creates depth in the gameplay, making every movement crucial to survival as every angle is a threat. With that said, the true challenges in this game are it’s foci: rescuing humans and climbing those leaderboards.
At the outset, most players will be focusing on former. As the mayhem ensues, players are tasked with defeating certain enemies (Keepers) in order to release humans from their holding cells. While that sounds straightforward, sometimes Resogun will ask you to defeat Keepers in a certain order to release the prisoners, while trying to shuttle them all to safety.
What I discovered, that helps players become more successful in this task and maintain attention to the Multiplier Score, is the ability to toss humans around! By using this feature, players can transport their “cargo” to safety without having to sacrifice their own ship’s safety and more importantly the Multiplier Score.
The Multiplier Score IS the pathway for effectively navigating Resogun‘s leaderboards. As players traverse stages without their ships exploding into digital dust, each enemy destroyed adds to the Multiplier Score—but know that Resogun won’t just allow players to sit on what’s accumulated. Players must be engaged in combat, nabbing a human or dropping one off to safety in order to protect that hard-earned Multiplier Score.
If that sounds like a lot of multitasking, it is—however in no way is this a burden for the player, as this is where Resogun shines! The depth of the gameplay is what demands multiple playthroughs.
Last are the features of the ships, which are Mobility, Boost, Bomb & Overdrive (this last one reminds me of an Optic Blast from Cyclops of the X-Men!) Each ship specializes in a particular balance of features, giving players a choice of how to tackle and alter each stage. It’s in the combination of these tools that Housemarque is quiet about and where player progression must be experienced.
I don’t have much in the way of problems with the game, except that sometimes there are loading issues intermittently. Nothing like thinking you have a movement down, but because the system is having problems processing, it returns with granting you a loss of a life stock.
I am no where near the top of any of the leaderboards, but I can say with a sense of accomplishment that I’m much better than when I first began to play. I see the patterns of each level, have a healthy understanding of each feature, of each ship, and am thinking of ways to improve my combinations of the game mechanics. Every time I play Resogun, I’m learning and enjoying it. That’s the mark of great game.
Update: There's a creation mode where players can build their own ships that is very fun to use. You can also download the creations of others and use those in-game as well.