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KILLZONE 2 - input lag now? if you want a reskinned COD4, go play WaW

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By the look of the HUD it seems the handgun has infinite ammo, am I the only one who finds that somewhat annoying? Its really strong, infact beating the whole game with it would be simple I'd wager.

If it is going to have infinite ammo, make it weaker. Keep the punch, don't make it infinite.


Just a thought. At this point its quite nit-picky but I couldn't help myself.
 

Loudninja

Member
MvmntInGrn said:
By the look of the HUD it seems the handgun has infinite ammo, am I the only one who finds that somewhat annoying? Its really strong, infact beating the whole game with it would be simple I'd wager.

If it is going to have infinite ammo, make it weaker. Keep the punch, don't make it infinite.


Just a thought. At this point its quite nit-picky but I couldn't help myself.

Yeah I am sure that wont be in the final game.
 
gantz85 said:
Uh no.

It's - "First, let me get this out of the way. Killzone 2 is a good game.

BUT *bash bash bash bash*

Still, it's a good game younoes *smug smirk + shrug*"

:lol
this is what gaf calls 'pullin an Ellis', right?
 

Crisis

Banned
Some of this shit is truly unbelievable. Some of the voice acting leaves a lot to be desired but overall that's excellent too. I want to nitpick some of the NPC animations. Watching enemies and allies get shot to death is unbelievably realistic. But watching them move around and stop somewhere looked a little jerky. Anyone else see that? Is there anything GG can do about that? It's certainly not a deal-breaker in any way but it's just kind of glaring to me with everything else looking so damn perfect.
 

Iain Howe

don't ask me for codes
Rikyfree said:
Iain, a little Q here, is that the same guy doing the voice of Rico as in the first one? Doesn't sound like him.

I believe he wasn't available - but I have to be honest, whilst I rewrote the scripts I wasn't part of the bit where they were turned into actual speech, so I don't know for sure. This is the first time I've heard any of the dialog spoken by someone other than me in my office.
 

Bad_Boy

time to take my meds
jett said:
lulz too bad kz2 was downgraded amirite

jh57ko.jpg
holy shit.

antiloop said:
huge difference, definately a upgrade.
 

AlphaSnake

...and that, kids, was the first time I sucked a dick for crack
http://www.psxextreme.com/ps3-previews/265.html

How Killzone 2 engages the gamer seems to be unlike any other FPS game I've ever played. There is a solid connection between the gamer, the character, and the environment that you're in. The amount of excitement all around you really cranks up the feedback and the experience, and I can't stress that facet enough - the game is simply intense. To further add to this whole feeling of immersion is how your enemies react to the bullets as they pierce through them with their bodies recoiling to every bullet connected. You've no doubt seen the footage of a Helghan troop getting shot up as his body is rained on with lead, and while it's pretty to watch on your monitor, it's even better to witness in person on your TV. All of these traits really make the shooting feel rewarding, every bullet fired just feels satisfying.
 

Zen

Banned
What the FUCK did they do to the voice acting. It's absurd that it sounds leagues worse than what they had in that scene over a year ago. GOod lord, Rico sounds terrible. There's going to be some hell to pay in the 'ask the devs' thread of KZ.com.

That being said once it gets into the gameplay it's all good, but wow. You'd almost expect the current version of the cutscene to a first draft with some placeholder voices.
 

AlphaSnake

...and that, kids, was the first time I sucked a dick for crack
Rapping Granny said:
When does the NDA end for the US media?

My notes from Sony say "embargoed until December 4th". It's Dec. 4th in NY, and so I've posted my coverage. *shrug*
 

AlphaSnake

...and that, kids, was the first time I sucked a dick for crack
makingmusic476 said:
It was revealed at E305. :p

I can't believe how many people get that wrong. :lol

Oh shit. I knew that, because I wasn't even at E306, that's definitely a typo. Fixed.
 

Mets39

Member
What a way to wake up :lol

Seriously ... How ??

Oh and the "GOW III will look better" comment is probably due to the fact that GOW III has the biggest budjet of all Sony productions (>40 Millions $)
 

msdstc

Incredibly Naive
The new trailer is a huge upgrade. The poly counts are sooo much higher. I can't say I like all the upgrades though, for instance mr. convoy looks kinda stupid now, also they replaced the "rookie", with some random guy wearing a helmet, I liked the look of the old guy there. Also the voice acting has taken a huge step backwards. Otherwise nice upgrade. Still time to fix this GG!
 
firen said:
After all this new footage I can confirm it does not live up to David Ellis' standards. :lol

Heh... Arbitrarily defined standards are hard to live up to especially when you've decided something on preconceived notions.
 

gantz85

Banned
UntoldDreams said:
Heh... Arbitrarily defined standards are hard to live up to especially when you've decided something on preconceived notions.


Bbb bu bu bu bu

BUT HE REALLY TINX IS GOOD GAMES!!
 
gantz85 said:
Bbb bu bu bu bu

BUT HE REALLY TINX IS GOOD GAMES!!

He seems intelligent enough.

I'm not sure why he doesn't take a step back and just pretend its a multiplatform game on PC/360/PS3 before speaking (Also he could pretend it was made by Epic games with Cliffy B in his own mind).

Then maybe he might say "Wow this is great! Game of the year!" rather than some odd statements about how its "good yet not quite right" or other odd words to that effect...
 

Daante

Member
Okay i just watched "Snipers in Desert Canyons @ Gamersyde".. ,
erhm..
must...try...to...remain...calm...here....at....work..
 

Loudninja

Member
Killzone 2 strikes that perfect balance and even manages to avoid one crippling flaw: constant re-spawning. Once you've dealt with your enemies, you can be rest assured that they won't be coming back anymore, and I commend Killzone 2 for that.

Nice.
 

Cerberus

Member
Killzone 2 strikes that perfect balance and even manages to avoid one crippling flaw: constant re-spawning. Once you've dealt with your enemies, you can be rest assured that they won't be coming back anymore, and I commend Killzone 2 for that.

Sweet. The re-spawning AI was so annoying in COD4, especially on harder difficulties.
 

BeeDog

Member
Damn just watched the first Fucking Convoy video, and it's a shame it's been changed for the worse; the more menacing atmosphere (with all the cool effects), and the much lighter amount of soldiers on-screen has hurt it. :(

But still, lol at all those heavy whiners in this topic that feel "duped" or whatever. :lol It's like you really want to dislike this game; just don't buy it! And also, mega-lol at that TXB poster. :lol :lol
 
From that banned site that begins with joy and ends with stiq:

The cynic inside of me didn't want to believe the hype. How could I forget that the original Killzone on PS2 was backed by an overwhelming hype machine, powered by vocal drones declaring it a "Halo-killer?" When it released in 2004, critics were impressed by the technical presentation but found very little substance in the gameplay. Four years later with an early version of the single player game, I wondered if Killzone 2 would repeat history.

Let me be as clear as I can. Killzone 2 is a fantastic game, easily deserving the hype its earned so far. Considering the expectations surrounding Killzone 2, that means quite a lot. From what I've played so far, Killzone 2 delivers on all fronts. The gameplay is incredibly visceral and nuanced; the graphics are unparalleled.

Obviously, a lot must be said about the visuals in Killzone 2. The debut CG trailer was supposed to be representative of what the PS3 could possibly do. While perhaps not as flawless as the original trailer, Killzone 2 is without a doubt one of the most beautiful games ever created. The attention to detail is quite impeccable: textures are crisp; character models move with complex, lifelike animation.

In spite of its clear sci-fi setting, the world of Helghan is grounded in realism. Weapons have a real sense of weight to them. Each bullet feels impactful, and important. Watch as the casings leave your gun. These aren't canned animation -- they are real objects controlled by the in-game physics engine. Enemies appear to feel every bullet, staggering when hit, rolling and dodging as they struggle to survive. The reload animations are slow and meticulously detailed. The flash off your gun's muzzle is appropriately blinding, adding to the visceral feel of combat. Gun nuts will notice the subtle differences between weapons: as some work much better at short range, others at long. These aren't the weapons you'll find in Resistance or Halo -- and that's what makes Killzone so refreshing.

While the assault rifles feel great, a special note must be made about the flamethrower and the sniper rifle. This is the most beautiful rendition of the weapon I've seen in a game so far. You can actually see it shoot sticky liquid fuel, a detail lost to most other shooters. The sniper rifle uses subtle, but clever SIXAXIS tilt controls. Keep your hand steady as you aim, or else your sight will become incredibly unsteady.

Other than being a first person shooter, comparisons between Halo and Killzone 2 seem thoroughly invalid. Perhaps a more apt point of comparison would be Call of Duty. With the exception of the occassional flying robot and massively armored supersoldier, Killzone 2 strangely evokes the harrowing feel of a modern war. However, the gunplay of Killzone is slower and more meticulous than the arcade-inspired controls of the CoD series. You won't auto-aim at enemies when using your sights, for example. You won't be single-handedly mowing down hundreds of enemies. Your aim and movement is noticeably slower than most other FPS.

An important mechanic to Killzone's core gameplay is its cover system. It may take a few minutes to get used to, but it won't be long until you're leaning around corners and shooting over cover. Just like in Gears, you are pretty vulnerable when out of cover. Of course, being in first-person, you won't be able to magically blindfire like Marcus and the gang. Peeking out to take a shot will leave you exposed -- and you will die in just a few hits, even in the default difficulty.

The enemies of Killzone 2 are just as varied and realistic as the weapons. It's hard to predict what will occur in a gunfight. The Helghast will take cover, throw grenades, and attempt to flank you. But don't be surprised if a more powerful enemy kills a few of his allies just to get a clean shot at you. Some enemies will rush at you with a knife -- an unfortunate proposition if you're not quick to react. There were more than a few times I was caught completely off guard, and enemies appeared behind me. (And no, they didn't randomly spawn there.)

The odds are overwhelmingly against your favor, and the viciously intelligent enemies certainly don't make it any easier. This is a challenging game -- perhaps one of the hardest in recent memory. A generous checkpoint system alleviates most frustrations, but this is still a nail-bitingly difficult game. Some of the game's uglier aspects are apparant later on in the game. For example, your AI partner can be quite the knucklehead, brashly rushing into enemy territory. Don't rely on your AI partner to cover your back. Killzone 2 is begging for a co-op mode. I want to use these weapons and get some crossfire tactics going.

February is still a long time away, and I'm confident that Guerrilla can fix some of the nagging issues I have. The shotgun, for example, could be a bit more powerful. Some of the objectives run a tad bit on the long side, with too many waves of enemies. But these are small issues in an otherwise thoroughly polished game. It's an incredible vote of confidence on Sony's part to send such a complete build of a product so many months before its release.

It's taken quite a number of words to detail the simple fact that Killzone 2 is a terrific shooter. Undoubtedly, there are still questions many of you may have about the game, and I welcome you to ask them in our comments section. I'll try my best to answer them (perhaps in a separate Q&A post?). PS3 fans have a lot to look forward to when February rolls around. Who knows? Perhaps next year we won't look for the next "Halo-killer," but rather the next Killzone-killer.
 

Corrupt

Member
IGN US Preview up
IGN US said:
"In Killzone 2, we take the player on quite a journey across the planet, visiting a variety of locations, all of them with their own play style and their own gameplay scenarios," Hulst said. In all, the player will fight through ten separate scenarios on Helghan.
IGN US said:
Mathijs pointed out that there were about 15 different kinds of Helghast troops, not counting end bosses, all of which have different kinds of tactics that they'll use in battle.
IGN US said:
At one point, players will have to take the square away from the Helghast that are stationed there, but will quickly have to rearm themselves to defend their positions as the Helghast attempt to capture the location back. Rob pointed out that battles like this will feature a large amount of your AI getting dynamically pushed back if the Helghast start to gain a foothold on one side of the plaza or another, forcing the player to attempt to respond to the threats if they want to lock down the route and cut off enemy advances. On the other hand, if you effectively clear out segments of the Helghast with accurate shots, your allies will push forward, re-establish positions on turrets and behind barricades, and force their targets to seek fire.
IGN US said:
There's much more to the Killzone 2 engine than deferred rendering and screen passes; in fact, Arjan mentioned that every composite that is rendered within the game is placed solely upon the SPUs to lock in the framerate at a solid 30 FPS. During small battles, one or two SPUs will pick up a majority of the action, but during heavy firefights with large explosions and numerous characters onscreen, all six SPUs will pick up the load and balance everything accurately. Surprisingly, even within the heaviest firefight onscreen, Arjan pointed out that the largest load on each one of the SPUs didn't exceed 60%, which ensured that the framerate remained consistent throughout the game.
IGN US said:
What's more, each light that's shown in a level, whether it's the individual lights on an ISA outfit or from the Helghast goggles, are true lights that will illuminate their environment. This means that as the Helghast move, for example, their glowing faces will actually cast beams of light that will fall on the walls and other objects around them.
IGN US said:
Guerilla has also put in a lot of work to make sure that the aural presentation is incredible as well. Mario Lavin, audio director on Killzone 2, pointed out that the action within the game will be supported by adaptive music within 7.1 surround sound. What that means is that each individual music loop within the game will respond seamlessly to the action onscreen. For example, during calmer moments, there will be a much more ambient soundtrack playing, but during firefights, there may be a driving percussion track to set the pace of the action.
 

Schrade

Member
makingmusic476 said:
From that banned site that begins with joy and ends with stiq:

February is still a long time away, and I'm confident that Guerrilla can fix some of the nagging issues I have. The shotgun, for example, could be a bit more powerful. Some of the objectives run a tad bit on the long side, with too many waves of enemies. But these are small issues in an otherwise thoroughly polished game. It's an incredible vote of confidence on Sony's part to send such a complete build of a product so many months before its release.
The fuck IS this shit? The shotgun is awesome and quite overpowered in multiplayer.
 
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