But, I didn't like him.
#37 (c-12) Final Resistance (PS1 - 2002) 3/5 (11 hours playtime)













I'd like to start off this review by talking about nostalgia. We all have preferences, and those can often be colored by an affinity for a particular period of life, often a very happy or formative time that flavors our sense of things going forward. I mention this because I imagine many may accuse me of being overly nostalgic for what I'm about to say. I absolutely LOVE PS1 low-fidelity/low-poly graphics! Adore them! There is just so much room for the imaginative space to play with things. There is something about the low-definition graphics that, for me, is so harmonious with the very act of playing a game. All of this interaction is occurring within the imaginative space, within the abstract realms of thought, ultimately. And so visuals that are a bit more “related” to reality rather than close copies of what we might find in life are wonderfully suited to the idea of getting lost within such fantasy we experience while gaming. In some ways, PS1 (or other low-fidelity) visuals are my favorite of all because of this. To be clear, I do love cleaned up and “purdy” modern visuals, but that usually has more to do with art style than raw horsepower with round edges, highly detailed texture maps, ray-tracing this and that and all the other glitz in the instances I find myself particularly drawn to something of a more modern and high-end presentation. And just for reference, C-12 Final Resistance - the focus of this review - isn't anywhere near the best example of low-poly on the console, imho, but I still adore the suggestions and “whispers” of all these low-fi worlds that invite you to engage with your own imagination, an aspect that really serves to immerse me to a greater degree than presentation where there are few questions open to interpretation about the places you inhabit. Of course, one of the trade-offs, even for me, is the fact that developers were still working out how to both craft these 3-dimensional worlds as well as figure out how to impart control to the player in these more expansive spaces, and this is where many games from this era suffer, and that is no exception here. Thankfully, there are still indie devs who are continuing with their passion for this sort of limited visual canvas and its consequential and paradoxical heightened sense of engagement. (For those who feel like I do anyway) I'd be perfectly happy if PS1-era low-poly was the predominant form of visual expression in this medium still today. Can you IMAGINE the size of the worlds, the buttery smooth framerates (although that's always developer choice regardless of tech), all the interiors available to be explored, and all the potential along with the modern control sensibilities? Man, what a paradise! (I feel like some sort of vinyl fanatic before that, justifiably, became trendy again, lol.) Enough, though, with the gushing over warping textures, blurry what-is-this-anyway visual bits, and all those awesome elements that really give this console and style an unforgettable vibe...I've got a review to write!
So, C-12 Final Resistance came out towards the tail end of the PS1's life and even after the PS2 had established itself. So it was in a tough spot, I think, given those circumstances alone. I don't know what type of sales it had, but I can imagine a kid who got this for Christmas or a birthday instead of a shiny new PS2 being terribly disappointed, merits of the game itself notwithstanding. In this game you take on the role of Lieutenant Vaughan, an augmented and acknowledged “finest soldier” that has sacrificed a bit of his humanity in order to aid the cause against an alien invasion. The setting is Great Britain, but this is a global threat where the aliens are intending on milking our world for its resources while getting the pesky locals out of the way. In the course of things, we progress forward by solving some light puzzles and engaging in combat against these dastardly invaders. As for the puzzles, they are mostly simple and are resolved with a little exploration. Since Vaughan is augmented, one of his features is an imaging unit in his eye - a sensor that will give environmental detail about any important objects. When you push R2, it goes into first person, and you can look about and attempt to highlight anything that may help point you forward. (I always love when third-person games allow examination of the environment from first person as well. It's a little thing, but something I always appreciate. It just helps me ground myself in the world more fully.) There are a couple of puzzles that are the slightest bit more involved, but it's not something that is going to tax you mentally. But as simple as they are, they do serve a nice purpose of breaking up the action and giving the entire adventure a more fleshed-out and complete feel. Oh, and there's some box pushing. Given the era, OF COURSE there is some box pushing, lol. Thank you, Lara Croft. (Please don't hate me; your PS1 games are some of the greatest ever!

) In terms of combat, you start the game with some sort of a blade weapon that literally served little to no purpose. I think I had to use it once to clear out some debris in order to climb a ladder, but otherwise, you'll never have need of it, which made cycling through weapons a little annoying as it was an extra slot to pass over. Otherwise, you've got some standard military weaponry and eventually some of the sweet alien kit to fight fire with fire in the effort to save our planet and species. And there will be plenty of foes to deal with over the course of this game, so you'll be finding stashes of ammo as well as gathering those and health drops from fallen foes to aid you along the way. And one really cool feature about the weapons is that each one gets a secondary fire that you “learn” as you use the weapon more, so it serves you well to explore them all to unlock the alternate, and more powerful, modes of ammo deployment. But realistically, you'd probably do it without trying because there will likely be stretches where you'll find yourself low on ammo for your preferred gun(s) and needing to rely on your full arsenal. There was a decent tension because of this. It's not “survival horror” levels of inventory management and scarcity, but you will probably feel some stress on your available resources, which, if balanced well, is something I always enjoy, and I thought this aspect worked to C-12's advantage. There are also some boss fights in addition to the grunts and puzzle-centric progression, and they were okay. They had decent spectacle and were generally fun, but they weren't a highlight I personally look for when thinking of a “boss.” Overall, though, there was a good amount to like with C-12.
There were also naturally some casualties in this cosmic battle. First of all, the premise is decent. Saving humanity from an alien threat, while well-worn territory, certainly has the potential for intrigue and engagement. However, in truth, most stories have already been told in terms of the fundamental building blocks, so it's much more a matter of execution rather than core idea in most all cases. And the premise here is not supported by the execution of the concept. It's just not terribly interesting or very engaging in terms of delivery. A big part of the poor execution fell on the voice work. Listen, I know Brits are known for their cool and dispassionate demeanor - that's all well and good. But the voice work here doesn't suit the circumstances. These people are in the midst of an alien invasion with life and society collapsing all around them, and the tone of their vocal delivery is like they're enjoying a biscuit and a sip of tea while chatting peacefully in the gaahhden. There ought to be more emotion in the delivery than there usually was. Ironically, it was humorous and somewhat endearing in an unintended fashion as I found myself in disbelief at the expressions I was hearing. And speaking of sound work, I'll be the first to admit that I'm VERY hard to please when it comes to audio design - voice, music, and general sound work, so what irks me may not be as problematic for everyone. Having said that, I simply cannot comprehend the thought process that must go through some audio engineers' minds when working on a game. I'll get to the point. The sounds of footsteps in C-12 are SO pronounced throughout most of the experience that it's almost comical. I mean, it's clop, clop, CLOP drowning out most everything else much of the time. I'm asking myself all the while, what did the sound designer think when doing this? Did he ask himself, “When I'm in a place - this imaginary one or any other, what are the sounds that fill this aural space? What makes me understand an environment sonically? Well, OF COURSE...footsteps. That's all I ever hear wherever I go, and in this setting, I'm sure it would be the same." Absolutely mind-boggling. The level of competence just varies so WILDLY throughout the scope of any profession for sure, but some things just strike me as impossibly dim-witted. To be fair, some of the music is pretty good here, especially as we move into more alien locales later in the game, but I'm talking about the predominance of environmental noise as represented in C12. If I didn't know better, I would have to assume it to have been some sort of inside joke among the team. Perhaps budget and time played a partial role, but it can't be that hard to consider and incorporate sounds that may be present OTHER THAN loud stomping footsteps, lol. Also, the x-axis is inverted with no option to change it. I'm all for the y-inversion, but who inverts X...sickies, that's who! I can adjust to most any controller set up eventually, but I truly hate this configuration. And in general, the controls felt too slippery and loose. To be clear, it's certainly playable, but I don't know why you'd force x-inversion upon anyone without an option to switch it. And the camera had many of the frustrating hallmarks of the poorer games of the era. It was mostly fine in more open spaces, but when it was tight quarters where you might also be fighting, it would wig out and not know what to do, and it would also make locking on to enemies (not to mention locating them) even more of a challenge than it ought to have been. Highlighting buttons to press for some switch-oriented puzzles was also annoying. It was very finicky to get lined up right, and if you weren't, you'd fire your weapon since it was assigned to the same button, costing you rounds of ammo. I eventually just switched to my blade weapon every time I wanted to push some button since, at worst, I'd simply slash away like a fool instead of pressing a button. Man, this dude is dumb. “I want to push this button...OR DO I? I think I'll just fire my weapons randomly instead! Yee-haw!” There was also an instance where you'd have to push and hold a button on a rail car to either go forward or back, and even though you remained perfectly still, sometimes when you'd go around a corner, it would switch the button, propelling you in the opposite direction since the perspective must have shifted your character slightly. There were lots of little elements like this that reflected a lack of polish and attention to detail, and these things undermined the fun a fair amount. Oh, and the final boss was quite cheap and frustrating. (YAY save states!)
So overall, C-12 Final Resistance was a mixed bag for me. For some reason I was engaged just enough to persist through everything, although for a while it was only barely as I contemplated putting it down several times. It did have its charms, though, and it grew on me as the adventure unfolded and got more interesting towards the second half. In the end, this was another average game from this developer that failed to really excite. I've played Medieval, Ghost Hunter, Primal, and now C-12 from Cambridge, Guerilla, or whatever the now-defunct studio was called in its final incarnation. And all of them have been near the low end of average to subpar. They do a decent job, even sometimes very good, with the presentation aspects, but they've always been style over substance for me, and I can see why they ultimately went under. To be clear, I wouldn't call this a bad game, but it's on the lower end of the scale I would call "good" for me. But it had just enough to pull me along to the closing credits, which took me about 11 hours. I'm sure that's slow, but I always am. If you're in the mood for some PS1 goodness, you could surely do worse, but this is really a poor man's Syphon Filter or VERY poor man's Metal Gear Solid, if I were to compare somewhat similar games from the period. 3/5