I have to say, that they can not play for shit... esp, Anthony who gave the vibe he had never used analog sticks before.
Imagine something like the Clicker sounds in TLOU coming out of that. I may drop the controller.
Pretty sure it will survive a few 1.5 to 3 ft drops. If you have carpet flooring then it's even higher and the controller won't scraped/scratched as well.
That looks beautiful and it highlights that animations were made with 30fps in mind playback in real time, and as such it
pops from state to state.
Did they seriously say that they could've not done climbing on PS3 :b
Yes, I found that to be a lie, unless given that english is not his first language and that he had to come up with points quickly he wanted to say something else but that BS was blurted out instead. Then again there is this:
their are little things that to us seem crazy. Like how it's not technically feasible to holster your gun in Mass Effect 3 due to memory constraints.
Precisely.
First I have to say, that I don't believe Guerilla Games to be in a position to reinvent shooters. They've been doing the same thing for a decade now and they are good at what they do and Sony obviously wants to use their strength in pushing high fidelity graphics at this critical time.
But if you really are asking what I would like to see in next-gen shooters, then the answer is easy. To use the power to deliver something that can only be done with such power. The gameplay was identical to what we've seen on PS3. Interactive cut-scene - shoot dudes that pop from cover - interactive cut-scene. The bullet time looked completely tacked on...
It was only missing a turret section as a cherry on top :b
Maybe add a more realistic damage model to the enemies. Focus on developing the AI of enemies and your team. Create an enviroment that's something more than dudes in cover. Create inventive new weapons that can't be done on last gen machines (gravity gun anyone?)... all of these are not that hard to create besides the AI.
Of course we can't tell if the whole game follows this pattern, but if it does, I am genuinely disappointed even though this is a sequel. I'm so burned out of linear AAA games already.
There are some hard truths here and few good suggestions. Given it's designed to be a
launch title, I do not know how far they will stretch the damage modelling. Remember just how far we came this gen in terms of animation, physics etc. Pertaining to AI, I will say that KZ really does possess one of the better enemy AIs, friendly ones are okay and could definitely use an improvement. Given it is a cover based shooter, it relies on its environment for gameplay. And pertaining weapons, we already saw secondary fire mode but there is still we have yet to learn.
What I took away for the places to be improved are:
- Shadow quality (for certain static objects)
- Animation quality (deficiency seen in slow-mo)
- Cloth physics (reactive in nature so as NOT to clip through things during canned/mo-capped animation). This particularly bothered me when I saw a solider's hand go right through his pouch as he saluted me and later the saboteur Helgast right hand did the same as he bent down to kill the player). I am hoping to see Apex clothing's implementation this gen.
In addition I would love to see KZ finally move into genre
amalgamation with the infusion of
RPG elements (customization), branching paths (literally and through dialogues).
And finally, could we please have a story
worthy of the universe of KZ?