Fall of Man was exceptional in many ways, but most generally because it avoided many dominant tropes of the genre in favor of pure design. It stood out from the crowd. Apparently, Insomniac decided they wanted to be part of the crowd after all, because they actually introduced all the painful cliches they used to avoid into the sequel.
I still think of Fall of Man as the best console FPS I've ever played. The level design pulled off large, open battles and corridor encounters equally brilliantly. They looked great too; the human buildings looked as good as you'd expect, but the alien environments were immensely creative in their design, and all of it was stunningly sharp for a launch title. The weapons were equally creative, and possibly the high point of the entire package. Each was not just fun to use, but distinct in its effectiveness, so that choosing your tool was as-or more-important to your strategy as strafing or seeking cover.
Pacing and difficulty were perfectly balanced, and it's the only game I've ever been able to enjoy and finish up to the highest difficulty setting, because even then, it never felt cheap. The story was mysterious and perfectly underplayed, and contributed to the atmosphere without interrupting the pace of the game. There were few occasions that could be called boss battles, and they came and went fairly organically.
Nearly all of this was undone for the sequel, as if Insomniac thought all the good points of the original were mistakes to be corrected.
The level design is still largely unchanged, but does have problems. The large, many-participant battles that cropped up from time to time in FoM are much less frequent, and levels are often broken up by tedious jumping exercises that punish you with instant death if you fail. The graphics are worse than in the original as well. It's hard to put my finger on why, but everything simply looks uglier. While it's not outright awful, there are a few glaring examples; the Grim pods, for one, look hideously low-res close up, and in the early part of the last chapter, set in a Louisiana bayou, the leafy trees and spanish moss look staggeringly atrocious.
All the subtlety is gone from the story and characters of the first one, and the new style of presentation damages the pace of gameplay. Hale, instead of being taciturn (ok, some might say shallow and undeveloped, but I liked the minimalist presentation that allowed room for interpretation), is now a cookie-cutter gruff commander type. His squad is equally annoying, especially with the painfully lackluster attempts at giving them backstories. That would be bad enough, but the gameplay is frequently interrupted by deliberately protracted elevator rides or waits in hallways while someone hacks/bombs a door. Why? Just so you can listen to your squad bicker or discuss generic objectives at length. The dialogue isn't remotely original or interesting, and sometimes outright painful ("That water's reading as white hot, so I'd keep my distance if I were you." 'White hot water'? Please).
The weapons are still good, but, in perhaps the most head-slappingly idiotic design choice Insomniac has ever made, they instituted the 2 weapon system that's been defiling the FPS genre since Halo. Obviously, I've never been a fan of this system. Some people justify it by saying it's more realistic, or that it introduces a new element of strategy. Firstly, realism does not remotely apply; in Halo, you're a superhuman cyborg fighting aliens on a ring shaped planet; in Resistance, you're a superhuman soldier fighting aliens (or whatever) with super high-tech weaponry. But the idea that one of these superhumans could carry 3 guns is just too outlandish? As for strategy, it's the worst kind of strategy. You come upon a weapon, and have to consider how much ammo you have, how long this weapon will last, if it's appropriate for the next encounter (as if you know what that'll be) etc. It breaks up the pace, requires more backtracking, and leaves you always imagining how much more enjoyable gunfights would be if you had the gun you actually wanted.
Yet, many, many FPSs use this system, apparently for no reason other than the fact that Halo did it and Halo made lots of money. But Fall of Man ignored this trend, and I considered this a minor miracle. Maybe some people thought having all the weapons and a fairly consistent supply of ammo made things too easy, but I don't; the game was still thoroughly challenging. It's just that the strategy was in using the weapons rather than just choosing them. And it was fun. WAS.
The enemy design and AI is, I will say, still above average. The main complaint I have about the enemies in general is that the Chimera start to seem like an absurdly diverse species. In FoM, they were somewhat believable as a humanoid race with a few larger, more monstrous forms. Now, there's a fish Chimera, a few squid-like Chimera, a skyscraper-sized Chimera, and a Chimera that looks like a dinosaur. Okay, it's not the worst thing about the game, but I think if they were trying to build a credible universe around these creatures they shouldn't be so laughably monster-for-all-occasions-ish. The low point of the enemy design, though, is definitely the Chameleon. This is an invisible monster that presents itself with an audio cue, then appears seconds before performing an instant kill move on you. After the first, there's a further sound effect that lets you know there are more in the area, and they almost always come from directly ahead of you in a linear path. However, the first is always more abrupt, and worse than that, if you happen to be looking in the wrong direction at the wrong time, or reloading, you are killed instantly.
This ties into my biggest complaint about the game; Insomniac made a big feature of constant, infuriating and arbitrary death. Chameleons come out of nowhere, you misjudge a jump just slightly, you look the wrong direction for a moment, and you're dead. You advance into an area you've just cleared, and when you're far enough from cover, the next wave of enemies rushes in and overwhelms you before you can find more cover. You spend both clips from all two of your weapons killing half such a wave, then the rest kill you easily when you're forced to reload. Bosses might kill you with one hit, again if you're foolish enough not to be looking in the right direction for a second, or in one case, after it softens you up with an attack you can't avoid. Enemies spawn from the clear area at your back. Compounding this all is the health system. Insomniac ditched the meter in favor of the going-monochrome-near-death thing. This works in some games, but here, where death is so frequent and abrupt, some precision would have been welcome.
The natural reaction to this complaint is to just say I'm just no good at it. I'm sure I don't play to professional standards, but FPS is my favorite genre, and I play them a lot. In particular, I've played through Fall of Man many, many times, including on the highest difficulty, as I mentioned above. At the very least, I know when a death is my fault, be it from carelessness or bad strategy (invariably the case in FoM), or from cheap shots. As far as cheap shots are concerned, the AI in Resistance 2 isn't even to blame; it's all in the cheap, punishing design. You'll die countless times from cheap environmental hazards, one hit kills only avoidable through trial and error, or simply from standing in the wrong place when a wave of enemies spawns. It's a design philosophy that has less to do with your skill and more to do with knowing exactly what will happen next, and punishing you for failing to predict the future. It's incredibly frustrating, and it's worlds apart from Fall of Man.
Obviously, this is all about the campaign. I don't go in for multiplayer, but if that's all you're interested in, I hear R2 is terrific. Maybe they put so much effort into perfecting it that it explains why the single player is so painfully inferior to the original. The only reason gave it 2 stars rather than 1 is that there are moments, however rare, where there are echoes of the engrossing fun and exhilaration of Fall of Man. But then the echoes fade, and it's back to yammering squad mates, cheap death, and ludicrously aggrandized monsters. Insomniac, I can get that dreck from every other shooter on the market. I thought you were different.