How much did you take fan feedback on board when planning Resistance 3?
CC: We definitely paid attention to fan feedback. One of the biggest things in the community was they wanted the co-op of Resistance 1 where you could play through the game with your buddy, so that's one of the things we included in there. We got a lot of feedback from community multiplayer guys, so a lot of weapon tweaks, tuning and things like that from our closed beta. That helps us immensely.
JP: We love it when our fans give us feedback. It helps make the game better.
Does Resistance 3 wrap up the story?
JP: Yeah. At the end of this game it feels like a satisfying ending. I wanted to make sure that when you finished this game there were no cliff-hangers to make you wonder what's going to happen next. It was really important to me to make it feel like the end of the saga. At the same time it was also important to make sure it felt like part of the saga. The story of Nathan Hale and Joe Capelli spans three games, but at the end of this it feels like that's one complete story.
Are you ruling out more Resistance after this or are you keen to move on to new things? Are you feeling burnt out?
JP: Not at all. The franchise is really strong and I think the universe is great to play in. You saw the reveal of Burning Skies [for PS Vita] over at Gamescom and that's just one example of another game that could be made on a different piece of hardware, with a different main character but in the same universe. I think it's still fertile ground.
How does Burning Skies on Vita tie-in with Resistance 3?
JP: We talked to the guys at Nihilistic early on and we shared the stories of what we were doing and they shared what they were planning to do. It was very exciting, but the schedules didn't work out so that we would have tight integration between the two games. We made sure that the franchise, the story and the fiction was consistent.
There's no direct connectivity. The schedules just didn't fit. The Vita's still not out and there's no release date for Burning Skies yet... we had to get this one out.
CC: The demo that they showed was really great. It's cool just to see someone else use that universe and see what they do with it. That's exciting for me.
JP: And to just be a regular guy - a fireman in New York City. I think that's a cool idea and I'm looking forward to seeing where they take that.
We take it you welcome other developers to explore your universe then?
JP: Oh yeah. We've been saying that there's so much that you could do with the Chimera and all of the weapons and everything... it's cool to see what other people would do with it.
CC: I would not have expected a fireman! But it's great. It fits.
How important is Move and 3D support to the first-person shooter genre?
CC: I think it's pretty important, especially to just showcase Move and 3D - there's not a lot of games out there right now so I think it helps us sort of become pioneers in that. We've spent a lot of time with 3D and move to try and get those feeling just right. It's always good to have a different input and a different way to play the game.
And it's obviously a lot of work to get those up and running. Where does the decision to implement Move and 3D come from; Sony or yourselves?
JP: It starts with Sony discussing, 'hey we have this opportunity to possibly release this game in 3D - what do you guys think about that?' We discuss it internally, look at how difficult it would be technically to make it happen and then we just kind of go for it.
The first time I played with 3D I was like, 'wow, this feels like a different game'. Having the reticule moving around in 3D space really changes things and the way that you interact with the world, which in a game is obvious paramount. I think it's pretty cool.