Resogun expands on this adding weapon upgrades, a wide range of aliens intent on wiping out you and the humans under your protection, vast end-of-level bosses, all wrapped up with stunning 3D visuals and breathtaking explosions and visual effects. The core gameplay remains the same – flying over an alien landscape protecting humans from attack and being kidnapped in your trusty fighter using the weapons at your disposal, aided by a limited supply of smart bombs to get you out of trouble when things get a little too intense coupled with a booster to move you around the landscape in short bursts and to avoid danger.
At it’s heart, Resogun is an update of the Williams arcade classic Defender albeit a lot prettier. Resogun itself, as with most games from Housemarque, isn’t entirely an original concept. With the coding duties being handed over to Climax Studios, who previously produced Smart As… and handled the Vita port of the aforementioned Dead Nation, the question remained whether Resogun would work on the PS Vita… With it’s particle-intensive effects people wondered just how the Vita was going to cope. With their pedigree it’s no wonder that Resogun was going to be an instant classic – Housemarque was formed out of two hardened Amiga development studios known for pushing the hardware and getting the most out of the system (Terramarque and Bloodhouse) so it was only natural that their natural talent continued onto current gen systems.ĭespite the PS Vita having a stunning version of Super Stardust and Dead Nation, there were doubts when it was announced that we were going to be treated to a port of Resogun.
While many have been disappointed at the early wave of games to have been released, one title that didn’t disappoint was Resogun – the latest shooter from Housemarque, developers of the Super Stardust series and Dead Nation. When it was first unveiled to the public, the PS4 made a lot of promises to gamers, leading us to believe that we were going to witness a new era of gaming.