This makes me oh so happy!
Bryan Intihar, Community Manager, Insomniac Games wrote:
In addition to the single-player campaign and competitive multiplayer modes, Resistance 2 will offer online co-op. But this isn't simply trekking through the campaign alongside a few of your Internet buddies. R2's online co-op mode is a completely separate and unique experience, featuring class-based gameplay for up to an unprecedented eight players.
Here are some more details concerning this innovative mode, courtesy of Insomniac Games Designer Jake Biegel.
How would you say Resistance 2's co-op mode differs from those found in other games?
Jake Biegel: The big distinction is our character classes. Most games approach co-op where they simply put people with the same relationship in a mode and then expect the mode to foster teamwork. We're taking a much more proactive approach to teamwork, using classes that are dependent on each other for success.
Players can choose from three character classes: Soldier, Medic, and Spec Ops. What are the roles of each class on the battlefield?
JB: The Soldier holds the frontline and moves it forward. He's empowered with shields and protects the group, plus you'll find that the Soldier has considerably more health than the other two classes. It essentially makes him a damage sponge.
Obviously, the Medic is responsible for keeping everyone alive; they are the glue the binds the group together. They have a relationship with the Soldiers in giving them a steady stream of health, but they must also work closely with the Spec Ops, relying on them for ammo and healing charges.
The Spec Ops acts as a floater on the battlefield, coming in to reinforce the group but then falls back and does a lot of damage from the periphery.
Each class also has its own distinct berserks, which are like temporary power-ups. The Soldier has the Juggernaut berserk, which allows him to take half-damage. The Medic sports the Healing Ring berserk. And the Spec Ops has the Advanced Ammo berserk, which fills the squad's ammo beyond the standard allotment and temporarily dishes out 25 percent more damage.
What's the general mission structure in co-op? How does it compare to the single-player campaign experience?
JB: Randomization is the key difference. In co-op, we let you choose the map, but then the game picks a random collection of mission strings. We also want to make sure that missions finish in a cool fashion, so we created this concept of "endzones". These finales throw a little extra spice in there, an extra objective that you wouldn't normally see. We're really trying to increase the intensity for that last encounter.
Orick, California is the featured co-op level in the beta. But thanks to randomization, the layout and numbers/kinds of enemies will always be changing, right?
JB: Absolutely. The levels are also designed specifically for co-op play; we contain the players in order to create these story-based encounters.
Up to eight people can play together in co-op, but do you always need that many?
JB: No. Another thing that distinguishes Resistance 2's co-op is that the mode scales dynamically. We're adjusting our encounters and elite enemies based on the player size. So if you're fighting alongside only one or two people, we aren't going to throw as much at you. But if someone joins mid-game, then the next objective will be scaled up.
Are there any restrictions to, say, how many people in your party play as a Medic or any other class?
JB: There are no restrictions, but remember, our co-op dynamic is based around having a balanced squad.
What about character level restrictions? For example, can a level 1 Medic fight alongside a level 6 Soldier?
JB: During this beta, you'll find no level restrictions.
And speaking of character levels, what's the cap for the beta?
JB: Level 6.
What are some of the ways people can customize their character?
JB: Obviously, the final game will have several customization options. But during this beta, players will start to see how they can change the look of their character, which includes some special armor upgrades.
Let's say someone starts playing co-op as a Soldier and earns a few unlockables. Now do those goodies transfer over to his/her other character classes?
JB: There is some crossover. Certain items will fall into a universal pool for all three character classes. But these items also have character level restrictions.
Any general tips and/or strategies for those playing co-op?
JB: Play as a team. The heroic moments come from staying together, and you'll get plenty of opportunities to shine. If you play alone based on our class structure, you'll quickly die.
What kind of feedback are you looking for from the beta?
JB: I'd really love to know how players are reacting to our encounters, classes¡basically, I love to hear about everything!