• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Official Killzone 2 (PS3) Reveal Thread E307 - DELIVERS! (All info in OP)

Status
Not open for further replies.

VonGak!

Banned
The Chef said:
1080p 47" watched:

1st. MGS4 - The art style of this game is just beautiful. Not necessarilly as texture and graphic intensive as say COD4 but this game is still gorgeous.
2nd. COD4 - was pretty blown away. That game looks great
3rd. Killzone 2 - o m f g

If you check it out in this order your constantly being one-upped in terms of visuals as you go through these trailers. The second you get to the final video of Killzone you shit you pants.

My wife was watching all the trailers with me.
When we saw MGS4 she said: "Why are they stabbing eachother? I dont get it."
COD4 she said: "Good grief that was crazy - is that kinda like Rainbow 6?"
When Killzone 2 played she said: Is this what the game really looks like!? How come the other ones don't look like that?"

:lol enough said

:D I love your wife's comments.
 

cicatriz

Member
djkimothy said:
I've noticed macro blocking and compression artifacts as well. It's also on the trasnformers trailer and other video as well. Their encode of videos have been shoddy lately. :(

Ok, I nearly re-calibrated my TV last night trying to troubleshoot it.

Glad to see I'm not crazy and it's not my setup.
 

Evazan

aka [CFD] El Capitan
cicatriz said:
Ok, I nearly re-calibrated my TV last night trying to troubleshoot it.

Glad to see I'm not crazy and it's not my setup.

Yeah, a lot of the vids on the psn are not encoded very well. Which is kind of a bummer.....considering the console is all about stuff looking crisp and clean....but hey what do i know! :D
 

Firewire

Banned
Has anyone heard anything on the multi player aspect of the game?
I really want to know what we can expect, anyone have an opinion on what they would
like in multi player?
 
recklessmind said:
No one really responded to my question a couple pages back...

There's an extended trailer on Gamevideos that shows footage not seen during the Sony conference. Also, the person playing isn't sure of the controls - you can tell because he keeps hitting the melee button after every reload. Did any journalists get to play this? I mean, where the heck is that footage from?
Yeah it seemed like they put up the most boring part on purpose or something cause the guy playing sucked he kept hitting the switch over and over and trying to blow up that tower.


Oh yeah and is this game now coming out in 07?
 

LiquidMetal14

hide your water-based mammals
I have to key in how much KZ2 knocks your socks off. It clearly is the better looking game, even at this pre alpha stage of dev. It has a staggering ammount of things going on. Look at the COD4 demo, it looks good, but the chaos and multitude of processing in KZ2 shatters COD4.
 

Evolved1

make sure the pudding isn't too soggy but that just ruins everything
Firewire said:
Has anyone heard anything on the multi player aspect of the game?
I really want to know what we can expect, anyone have an opinion on what they would
like in multi player?

It was talked about in the last few pages:

Busty said:
To the most exciting thing to me is what Sony have planned for Killzone's online. The current rumour that was doing the rounds over the weekend was for an online mode set in a persistant battlefield. Where a group controlling the map determine what it looks like.

So a Helghast controlled map would look run down and decayed while an ISA map would much better.

me said:
Yeah... I was hoping we'd see more devs try a slightly different take the Chromehounds' semi-persistent online war. That game, imo, was kind of boring, but the actual online setup was somewhat compelling. I think there's a lot of room there to do some pretty cool stuff.

One thing right off the bat is that it's great for co-op... and Killzone had great AI bots. So it seems like a natural transition.

Not saying it's going to be like Chromehounds... but if it was similar (and that's the first thing I think of when hearing the rumors) that could be pretty wicked.

That's pretty much all the discussion on MP in this thread. Crazy huh, for a thread approaching 5 thousand posts?
 

Ragnarok10

Junior Member
WORLD EXCLUSIVE: First Killzone 2 Hands-On
Thursday, July 12, 2007 6:23 AM
By N'Gai Croal

After two years of intense skepticism (see our next post for a more thorough airing of the backstory), Tuesday night's first showings of Sony Computer Entertainment and Guerrilla Games' Killzone 2 to journalists have generally produced extremely positive reactions. But having cleared that first high hurdle, the next question everyone wants to know is: how does it play? We were fortunate enough to be the first to play Killzone outside of the folks at SCE and Guerrilla, so allow us to give you our hands-on impressions of Killzone 2's gameplay elements; our close-up look at the game's visuals, along with some exclusive first details on the title's design choices and story elements, will follow shortly.

Once our intruder landing vehicle hit the ground, it was time to go to work on what we were informed was the third level of Killzone 2. We immediately took refuge behind a berm, hit L1 to drop into a crouch, shouldered our standard-issue ISA assault rifle and started shooting at our Helghast opponents. Pushing in R3 on the right analog stick gave us the iron sight view through the assault rifle's scope--which, when we informed our Sony and Guerrilla hosts was the aspect of the demo which had most impressed us, gave them a bit of pause, followed by minor hilarity, until we explained ourselves further. It's not that there aren't several other impressive aspects of the game. It's just that the focus blur on the outside of the rifle scope, the scope's green tint and curved glass feel, and the green laser dot that indicates where your bursts of ammo should land--all combine for a wonderfully immersive view of the game that sucked us in both as spectators and active participants.

As we cautiously picked our way through the ground combat's opening moments, game director Mathijs de Jonge gave us the first official explanation of the game's cover system, which many of our observant peers picked up on during the Tuesday evening previews. You can always simply crouch behind obstacles, as you would in any other shooter, but Guerrilla has added something extra. When you hit L2 near cover, the game puts you into cover mode. Once you're in cover, you can use the left analog stick to pop up, lean left or lean right to take precise aim at your Helghan enemies. Alternatively, you can blindfire by simply pulling the trigger (R2) on your weapon. You're completely safe behind non-erodable cover as long as the enemy is on the same plane as you; if they've got the high ground, they can hit you if they have the right angle. We didn't ask Guerrilla directly whether the use of cover would be all-but-mandatory, as with Gears of War, or optional; regardless, it adds a tactical element to the game that fits seamlessly with the Killzone mythos. Overall, the cover mechanic works extremely well, without ever having to switch the gamer into a third-person view as does Ubisoft's Rainbow Six Vegas, and we won't be surprised when we see a number of Guerrilla's peers paying homage to borrowing stealing this idea after they get their hands on it.

We also appreciated Guerrilla's decision to go with a minimal amount of screen clutter. Right now, all you'll see onscreen is the aiming reticule and an ammo counter. Don't expect to see the ammo counter in the final product, however. Guerrilla wants to eliminate the HUD entirely by putting the ammo readout on the weapons themselves, as certain other games do with some of their weapons. (One thing we missed from the first Killzone was the visual countdown system that let you see how long your grenade had been "cooked" before you threw it--right now, hitting R1 just throws the grenades with a not-particularly-interesting animation--so we're crossing our fingers hoping that they'll bring the Killzone 1 grenades back.) The health system is similar to games like King Kong and Gears of War: you can take a few shots without any problem, but once you start taking a significant amount of damage, the screen shifts to a striking black and white filter, warning you to take cover. It's simple, it's distinctive, and it works.

The other moment worth highlighting from our hands-on time was our confrontation with the level's mini-boss, an armored Helghan heavy gunner who shares a passing resemblance--and an equally high intimidation factor--with the Big Daddy enemies in Irrational Games' BioShock. Like the mini-bosses of old, there's a trick to killing him, which is to shoot the energy pack on his back until it explodes. You can try to flank him while your AI-controlled squadmate Rico engages him from the front, or you can shoot his visor, which causes him to turn around, briefly exposing his energy pack to the rat-tat-tat of your assault rifle. We couldn't kill him to save our lives, but it was a pulse-quickening enough firefight that we gave it a good ten or so consecutive attempts before finally asking de Jonge to take care of him so that we could continue on with the demo. Unfortunately, we weren't able to get much further than that before our hands-on time came to an end.

If we have a single reservation right now, it's about the level of recoil that Guerrilla has implemented on the weapons. We know that Guerrilla has months to go before they have to bear down and properly tune the game; still, we found ourselves babying the aiming reticule in order to compensate for the amount of drift from each burst of fire. We know from the time that we've spent with the folks from Guerrilla in the past that they're interested in a sense of heightened realism when it comes to their weapons--that's why there aren't any laser guns or energy blades--and we're certainly willing to attribute this to our poor aim or easily panicked demeanor when confronted by waves of armed Helghast. But we suspect that Halo-weaned masses will want to be able to hold down their triggers just a wee bit longer before the reticule starts rising. Nevertheless, we were thoroughly impressed with our single-player hands-on time with Killzone, particularly the first-person cover mechanic, which we provides an excellent tactical option for more deliberate gamers like ourselves, who prefer to hang back rather than rush ahead. If the company continues to design enemy encounters around the optional use of cover, it bodes well for Killzone 2's future depth and replayability.

See our follow-up post about the game's visuals, design and story here.
Filed Under: Scoop, Coming Interactions

WORLD EXCLUSIVE: Expanded Details on Killzone 2
Thursday, July 12, 2007 6:28 AM
By N'Gai Croal

Has any young franchise ever labored under so many freighted expectations? Long before Guerrilla Games' completed Killzone in 2004, back when word was slowly was starting to leak about a mysterious first-person shooter from Sony Computer Entertainment Europe named Kin, that same grapevine carried word that Sony was calling this shooter its "Halo killer." Sony credibly denied this, saying that the frenzy was being whipped up instead by gossipy game journalists, yet the damn-near-impossible-to-live-up-to label stuck, as much from the desires of shooter-bereft PlayStation 2 owners as from the derision of Halo fanatics. And while the end result had several compelling attributes--its riveting opening movie; its muted, blown out color palette; its painterly art direction; and its deliberate evocation of major wars and conflicts of the twentieth century within a futuristic setting--the first Killzone was ultimately much too ambitious for the PS2 to handle, resulting in one of the best mediocre games we've ever had fun playing.

Next, when Killzone 2's mind-blowing E3 2005 trailer turned out to be a computer-generated movie, the hearts of all but the stoutest of Sony fanboys hardened, with many predicting that Guerrilla would never be able to live up to its own hype. In the wake of that perceived betrayal, neither 2006's well-received PSP installment (Killzone: Liberation) nor an intriguingly promising but not-quite-there-yet technical demonstration of Killzone 2 multiplayer's physics system did much to sway journalists' opinion. But through it all, SCE and Guerrilla kept pushing for what they firmly believed they were capable of achieving. And when the "Killzone 2: Mission Accomplished" slide came up at the end of the 20-minute demo, followed by loud, sustained applause from the skeptical crowd of journalists, the gesture transformed itself from a "F--- you" to a statement of fact: for the moment, Guerrilla's promise had been realized.

When we arrived at SCE's Santa Monica studios for our world exclusive first hands-on session (see here for our report), we were escorted into a conference room to sit down with Guerrilla managing director Hermen Hulst, producer Steven ter Heide, and game director Mathijs de Jonge. We began with another playthrough of the level with de Jonge at the controls and ter Heide manning a keyboard plugged into the PS3 development kit, periodically slowing down or pausing the action so that we could discuss a particular detail.

First, Hulst wanted to show us not only that everything from the level's introductory cinematic to the actual ground combat was in-engine, but also to note the amount of detail in the level. So we paused the game with the intruder landing vehicle still airborne so that de Jonge could move the camera through the clouds and all the way down to the city square below--seamlessly. There were no tricks, the entire level was there, already loaded into memory so that we could eventually enjoy a seamless transition from the cinematic to live gameplay. As we zoomed back out to the clouds to resume the demo, we asked de Jonge about the three tower-like ships hovering above the cloud cover at the beginning of both the trailer and the demo. He informed us that those were the Vektan cruisers, from which the ISA is launching its invasion of Helghan. He added that the game itself will begin in media res, with the invasion of Helghan already in progress. The majority of the Helghan citizenry will have already fled their homes--a convenient explanation for the generally empty cityscapes many shooters generally feature, de Jonge acknowledged--but the game's opening will provide further details on that particular story element.

As he pointed out the game's Mohawk-sporting main character--stressing that there are more polygons in a single character model in Killzone 2 than in an entire level from Killzone 1--it finally clicked that we would no longer be playing as Jan Templar, the hero of both Killzone and Killzone: Liberation. The new lead's name is Sev, a veteran of the Legion, which are the ISA's equivalent of Special Forces. Only Rico returns from the first two games for a major role. Hakha is nowhere to be found, but Lugar will make a small appearance, while Evelyn from Liberation will serve as you point of contact on the cruiser. Gamers will periodically return to one of the cruisers between missions, which will serve as a hub of sorts.

When de Jonge hit the ground and began playing the game, Hulst said that they added the brief checkpoint-style pause at that point specifically for the demo so that journalists could see for themselves that the game is real. The final game will have a seamless transition from cinematics to combat. As de Jong continued to lay waste to the Helghast, Hulst and ter Heide explained the game's extensive post-processing system, which allows for a more subtle film grain effect than the one in the first game, along with blur and depth of field. What was most striking was when they turned the post-processing effects off: the level looked almost completely different, as if it were taking place in the mid-afternoon. It's clear that while Guerilla's painterly art style is still very much in effect, it's not just the PS3 that makes the planet of Helghan look different from that of Vecta; the designers have art directed them differently as well.

When ter Heide turned the post-processing effects back on, we finally understood the uneasy feeling that the level evoked within us; their careful real-time calibration of the game's light, shadow and color--"we replace the sunnier colors with darker, grittier colors," says ter Heide--combined with the art direction and level design to create the oppressive gloom that they wanted. "The planet is meant to be hostile," said de Jonge. "The desaturated colors suit it." We hope that SCE and Guerrilla eventually release some video footage showing the difference that their post-processing effects make, because you have to see it to believe it. And from what sources in the know tell us, it's a similar special sauce that has Activision and Infinity Ward's Call of Duty 4: Modern Warfare looking similarly hot.

The cover system that we praised in our hands-on post was coded by the same programmer who handled the cover mechanics in the PSP game Killzone: Liberation, showing that the franchise's detour to handhelds provided some additional benefits. They switched to a third-person perspective (that's just a developer trick; the final game will be first-person only) so that we could see all of the cover animations, by way of explaining that the cover system was designed by first animating Sev from a third-person view, then tweaking the look of it from a first-person perspective. "We expected it to be complicated," said Hulst, "but our programmer took care of it pretty quickly."

One of the things that made us believe in Guerrilla's potential, even when it hadn't yet been fully realized, was the company's attention to detail. Looking up above, we see cables that look like power lines or telephone lines, swaying in the wind. (There's practically not a jagged line to be found on the power lines, or any other lines, for that matter; we're told it's because Killzone 2 is using the Cell's SPUs and the RSX graphics chip to achieve 4x full-screen anti-aliasing.) There's a glow decal that happens when bullets make contact; right now it's applied to all weapons, but they're planning to dial it back and only have it apply to certain weapons. Even the tracer fire seems specific to Killzone 2, as if it has a slight upward arc the further it gets from the muzzle. When you kill a Helghast, a red pool of blood not only forms to indicate that he's dead, but it also turns yellowish over time. The dramatic light and shadow in the previous screenshot of the Helghast vaulting over a rail, which has been the subject of much chatter online, comes from the game's multiple dynamic lights. There's even a complete Helghan alphabet, seen on signage throughout the level, which was created by the game's concept designers. And while we don't think it will replace Klingon anytime soon, it's still evidence of how much specificity the people at Guerrilla want to bring to the Killzone universe now that the console they're working on finally matches their ambition.
From the time that we've spent with the folks at Guerrilla following Tuesday night's media preview and yesterday's exclusive hands-on session, the impression that we've gotten is that they're proud of their achievement, while recognizing that they still have many miles to go. But what Guerrilla managing director Hulst, ter Heide and de Jonge seemed happiest about is the excitement that the extraordinarily positive reaction has created among the rest of the team back home. We're happy that they're happy, but we'll be even happier when they finish the game--so that we can judge the finished product for ourselves.
Filed Under: Scoop, The Artist's Way

http://blog.newsweek.com/blogs/leve...exclusive-expanded-details-on-killzone-2.aspx
 
I use to play a lot of Killzone MP, so I hope the multiplayer will be great. I wonder if they'll go for a Battlefield type MP with 32+ players and vehicles or stick with the original and just improve upon it. I hope the next update isn't too far in the future.
 

Firewire

Banned
recklessmind said:
It was talked about in the last few pages:





That's pretty much all the discussion on MP in this thread. Crazy huh, for a thread approaching 5 thousand posts?



yeah, you'd think there would be at the very least more speculation on it. I figure it will end up being a huge part of this game, online play alone for this game could be huge factor in its sales!
 
djkimothy said:
I've noticed macro blocking and compression artifacts as well. It's also on the trasnformers trailer and other video as well. Their encode of videos have been shoddy lately. :(
shoddy is a understatement
 

Orlics

Member
I like N'gai's impressions. He's basically saying that as long as the level design and the "fight design" is good the game will be enjoyable.

Basically, Killzone 2 has to nail the famous 30 seconds of fun.
 

Y2Kev

TLG Fan Caretaker Est. 2009
Once again, N'Gai proves he is worth his weight in gold. This guy is so damn good. N'gai make a podcast. Just you talking. Please.
 

tribal24

Banned
well my brother couldnt even believe it was a game he thought it was cg. he saw the extended trailer when walking in , he is a casual gamer who olny plays sports games. and he said " This is a game? How do they make stuff like that. i thought you were watching a movie"
 

cicatriz

Member
So we paused the game with the intruder landing vehicle still airborne so that de Jonge could move the camera through the clouds and all the way down to the city square below--seamlessly. There were no tricks, the entire level was there, already loaded into memory so that we could eventually enjoy a seamless transition from the cinematic to live gameplay

I've just pissed myself.
 

140.85

Cognitive Dissonance, Distilled
Personally, I find the gritty art direction of KZ to be much more compelling and real than something like GOW. It's like comparing the viceral nature of Children of Men to the cartoony nature of Starship Troopers.

I find it much easier to be immersed in a combat experience if the characters seem human and the look of the enemies inspire awe and fear. If my character is a two-dimensional one-liner machine with no neck dressed in plastic armor the size of a refrigerator and my enemy is a body builder with the head of a lizard I have a hard time taking anything seriously.

Whether it's fun is another matter entirely, but as far as immersion goes, only the former succeeds when I am playing this type of game.

This is one of the most amazing looking games I've ever seen. KZ and MGS4 is why I will purchase a PS3.
 

nategc

Banned
"because you have to see it to believe it. And from what sources in the know tell us, it's a similar special sauce that has Activision and Infinity Ward's Call of Duty 4: Modern Warfare looking similarly hot."

WHAT
 
Overall, the cover mechanic works extremely well, without ever having to switch the gamer into a third-person view as does Ubisoft's Rainbow Six Vegas, and we won't be surprised when we see a number of Guerrilla's peers paying homage to borrowing stealing this idea after they get their hands on it.

You hear that, Ubi?
 
Wow as if I couldnt be any more pumped.

Alright real quick I want to ask if anybody is reacting to this trailer the same way they did the MGS2 e3 trailer. By that I mean when the MGS2 trailer came out I watched it over and over and over. I paused parts of it I frame by framed parts of it and the more I looked at it and compared it the more amazing it became to me.

I never thought any game would be like that again cause I never expected such a dramatic jump in graphics to happen. But I am finding myself doing that same thing with Killzone. If you pause the video when the ship is still flying over the helghan city and look at how huge it is and the ridiculous amount of detail in everything its really just mind blowing.
 

madmook

Member
Aww man no more Templar and Hakha. =( Great impressions from N'Gai, though.

Has there been any word on the MP modes? Any co-op like Liberation or bots for versus modes like KZ1?
 
tribal24 said:
well my brother couldnt even believe it was a game he thought it was cg. he saw the extended trailer when walking in , he is a casual gamer who olny plays sports games. and he said " This is a game? How do they make stuff like that. i thought you were watching a movie"
I emailed it to some cats in at work and I got the same response.

BruceLeeRoy said:
Wow as if I couldnt be any more pumped.

Alright real quick I want to ask if anybody is reacting to this trailer the same way they did the MGS2 e3 trailer. By that I mean when the MGS2 trailer came out I watched it over and over and over. I paused parts of it I frame by framed parts of it and the more I looked at it and compared it the more amazing it became to me.

I never thought any game would be like that again cause I never expected such a dramatic jump in graphics to happen. But I am finding myself doing that same thing with Killzone. If you pause the video when the ship is still flying over the helghan city and look at how huge it is and the ridiculous amount of detail in everything its really just mind blowing.

I have watched it 4 times already. Once during the live joint, once in HD while at work, then once with wifey oh and then once with my younger bro (I will watch it again with one of my other brothers)
 
140.85 said:
Personally, I find the gritty art direction of KZ to be much more compelling and real than something like GOW. It's like comparing viceral nature Children of Men to cartoony nature of Starship Troopers.

I find it much easier to be immersed in a combat experience if the characters seem human and the look of the enemies inspire awe and fear. If my character is a two-dimaensional one-liner machine with no neck dressed in plastic armor the size of a refrigerator and my enemy is a body builder with the head of a lizard I have a hard time taking anything seriously.

Whether it's fun is another matter entirely, but as far as immersion goes, only the former succeeds when I am playing this type of game.

This is one of the most amazing looking games I've ever seen. KZ and MGS4 is why I will purchase a PS3.

Man I totally agree great comparison of movies too.
 

spwolf

Member
Ragnarok10 said:
WORLD EXCLUSIVE: First Killzone 2 Hands-On
Thursday, July 12, 2007 6:23 AM

Nevertheless, we were thoroughly impressed with our single-player hands-on time with Killzone, particularly the first-person cover mechanic, which we provides an excellent tactical option for more deliberate gamers like ourselves, who prefer to hang back rather than rush ahead. If the company continues to design enemy encounters around the optional use of cover, it bodes well for Killzone 2's future depth and replayability.

http://blog.newsweek.com/blogs/leve...exclusive-expanded-details-on-killzone-2.aspx

E3 ownage completed. KZ2 wins.
 

Y2Kev

TLG Fan Caretaker Est. 2009
AltogetherAndrews said:
Isn't it great to read good writing about video games for a change?

I love how he manages to draw parallels to other games without managing to come off as, "hahaha [this game] bomba."
 

Draft

Member
If you want to get a taste of that first person cover mechanic before Killzone 2 comes out, please to be checking out Red Orchestra, the wonderful WW2 multiplayer shooter available on Steam.

/i like PC games
 

urk

butthole fishhooking yes
bud said:
n'gai delivers :bow

he really is my favourite gamesjournalist, the guy knows his shit.

Yeah, he's a good read. Great on those Gametrailers roundtables too. Smart fella.
 
Really Really impressive stuff, and such a great read.

"One character has the amount of polys of an entire level in KZ1."

Ok is that honestly possible?
 

The Chef

Member
AltogetherAndrews said:
Isn't it great to read good writing about video games for a change?

It sad how that is how gaming journalism has become generally so negative. Maybe its always been that way and I just never noticed. But it is really great to read a positive article like that.
 

Proelite

Member
Why the hell did they take out the old gun model where the cooling pipe blocked the sight? That gun looked so much cooler, though it was probably non-functional.
 

Busty

Banned
BruceLeeRoy said:
Wow as if I couldnt be any more pumped.

Alright real quick I want to ask if anybody is reacting to this trailer the same way they did the MGS2 e3 trailer. By that I mean when the MGS2 trailer came out I watched it over and over and over. I paused parts of it I frame by framed parts of it and the more I looked at it and compared it the more amazing it became to me.

I never thought any game would be like that again cause I never expected such a dramatic jump in graphics to happen. But I am finding myself doing that same thing with Killzone. If you pause the video when the ship is still flying over the helghan city and look at how huge it is and the ridiculous amount of detail in everything its really just mind blowing.



Agreed 100%. The fact that this thread has been relatively troll light compared to what I was expecting is testament to the fact that the game has litertally scared them off.

It totally blew away my expectations in every sense. But, the thing that really excites me, and there aren't many people discussing this. Is that this game represents the pinnacle of what Sony's first party group can do when working together.

KZ2 is exciting for what it represents as much as the game itself. What we have is Sony really kicking it up a gear. The quality of KZ2 won't be the exception. It will be the rule. KZ2 represents what Sony will be giving us across more than the FPS genre in the coming years.

Again, Sony have bet heavily on their first party network to really push the machine in way that third party multi format developers and publishers never could. And it's paid off.

But it's the gamers that will reap the rewards.
 
Status
Not open for further replies.
Top Bottom