VULKIN said:One of the main reasons Mario, Halo, Zelda, Pokémon and other games of their caliber are so popular is because they are easy to pick up. Having a set of extremely strong core gameplay mechanics is what will make or break a game and for a FPS control is paramount. The controls just feel right and do not require the average user to fight with them.
shongololo said:Looks lovely and all but the fundamentals of controls and combat were poorly executed.
timetokill said:Seems whenever I see complaints about KZ2 not getting enough marketing, it's always "waaah! it didn't have 7-eleven promotions and special mountain dew!" etc. etc.
Stop comparing it to Halo. MS could afford to push Halo like that because they have a lot of money and they knew they'd get it back in spades. They weren't advertising it to push it from 1 million units to 4 or whatever. They were pushing for the extra 1 million or so, after the initial 3 million or whatever that they knew they'd be getting. Halo 3 was going to sell several million on release no matter what.
In case you haven't noticed, Sony doesn't exactly have buckets of cash anymore. Everything they got from PS2 is gone and then some. And yet they poured millions into KZ2 and its development, including the marketing.
Yes, the marketing. Killzone 2 was more than being a single huge-selling game. It was about "proving" the visuals of the PS3 and getting people to buy the PS3 early based on its supposed potential, based on the trailers we saw that first time around. It was something for fans to hold on to and point to, something to help them justify their purchase of a $500-$600 machine even back on Day 1. It was one of the main sticking points as far as insisting the PS3 would somehow "easily outshine" the 360 visually sometime down the road. This works even on people who were never going to buy Killzone 2, ever. It's not hard to look at the graphics of one thing and start imagining the possibilities for the games that you do like. It happens all the time. And that's what Sony was counting on when they showed us Killzone 2 so early, and the GT footage for 10 minutes, and so on.
I don't think anybody at Sony could have hoped for KZ2 to put up Halo numbers. Especially by the time the game was coming out.. again, it was too little, too late. Even Sony had to recognize that MS had successfully rounded-up the shooters onto their console and built their base around it.
Let me ask you: how many millions more would Sony have had to put into KZ2 marketing to get those kinds of numbers? Even if you falsely believe that with enough marketing you can sell anything to anybody, how much do you think it would cost?
I think Sony has some decent information on who is buying their console, and who is going to buy a game like Killzone. It could be that the userbase simply isn't there for it to sell 2 million in the US, even with tons of marketing. For them to reach 2 million sold in the US, what would it have taken? How much would it take to convince people to buy a PS3 and a sequel to a game they probably didn't even know about, or saw reviews of it or heard it sucked?
But seriously, cut it with the "Sony didn't market this game" crap. They did as much as they reasonably could have. Maybe the commercial wasn't the best ever, but would a slightly better commercial have pushed even 400,000 more units? Get real.
Lince said:funny I thought controls and combat made KZ2 campaign stand out from the rest, you earn your frags in KZ2. I might be in the minority here.
shongololo said:You fight the controls in order to take down pretty mundane AI opposition. I guess you could describe that as 'earning frags', I'd just describe it as a poor game. It certainly doesn't stand out from anything in that department, there are plenty of FPS that suffer similar issues.
Bearillusion said:COD4.
guidop said:Imo if this was last year it would have sold double what is has - recession ftl
Ramenman said:So basically KZ2 invading every other thread prior to release was fine, but now that it's out absolutely everything about it should remain in one single thread ? Interesting... *takes notes*
.pswii60 said:Sony has lost it this generation
mujun said:you and me man, lets don capes and fight hypocrisy together!
...and some people can juggle cut throat razors, what difference does what you said make to the average player?TEH-CJ said:dont make me take a vid of me playing on elite and killing every helghast with precise headshots.
You and me both. At least we've played the game and could speak with authority.Lince said:funny I thought controls and combat made KZ2 campaign stand out from the rest, you earn your frags in KZ2. I might be in the minority here.
You should be happy as a gamer that some games can still escape the casual-friendly trap and demand some honing of skills before you can blow through them.Psychotext said:...and some people can juggle cut throat razors, what difference does what you said make to the average player?
shadowsdarknes said:I did not fight the controls. Nor was I fighting mundane AI.
Funny how all the reviews mention smart and dynamic AI.
But to you, it's a poor game .
just gtfo :lol
Very little auto-aim. Almost none on Elite difficulty. Almost none in multiplayer.Sho_Nuff82 said:So what exactly is the issue with KZ2's controls? Too sensitive? Not sensitive enough? Huge dead zone? Iron sight with no crosshair? Poor turning speed?
There's a simple solution for that though. Hardcore difficulty modes for the "hardcore" and friendly controls / autoaim etc for the "casuals" in normal difficulty. Both sets of players get what they want.bcn-ron said:You should be happy as a gamer that some games can still escape the casual-friendly trap and demand some honing of skills before you can blow through them.
Killzone 2 does not aim the gun for you, you have to do it yourself.
In other words, everyone sucks at the game and dislikes it.bcn-ron said:Very little auto-aim. Almost none on Elite difficulty. Almost none in multiplayer.
Sho_Nuff82 said:Too sensitive? Not sensitive enough? Huge dead zone?
Killzone 2 does exactly that for the single-player campaign. The lower difficulty modes have more auto-aim.Psychotext said:There's a simple solution for that though. Hardcore difficulty modes for the "hardcore" and friendly controls / autoaim etc for the "casuals" in normal difficulty. Both sets of players get what they want.
Except the controls still feel like ass in the normal difficulty... so it can't be just the auto aim we're talking about.bcn-ron said:Killzone 2 does exactly that for the single-player campaign. The lower difficulty modes have more auto-aim.
Exactly. KZ2 has some of the best gunplay out there. But I suppose for people like the game, they need a game where the gun automatically snaps on braindead AI (just like COD4).Lince said:funny I thought controls and combat made KZ2 campaign stand out from the rest, you earn your frags in KZ2. I might be in the minority here.
bcn-ron said:As per usual, it'd be so awesome if people only made statements about things they know to be true.
guggnichso said:Most people however don't enjoy when a game strays from established controlling standards.
guggnichso said:KZ2 was a good shooter with generic sp leveldesign, controls that not everyone liked and a completely unbalanced mp mode.
It's a function of marketing budget.JudgeN said:Id really like to hear what about KZ2 SP level design was generic? Actually just explain what the word generic level design means. When does a level design become "Generic"?
JudgeN said:Id really like to hear what about KZ2 SP level design was generic? Actually just explain what the word generic level design means.
-viper- said:And lulz @ the KZ2 AI is crap comments. Clearly you haven't played the game.
guggnichso said:In all KZ2-levels, you went from the start to the finish in a straight way and shot everything IN your way.
There were only some minor variations to "go straight ahead and kill everything":
- defending the plaza against oncoming enemies
- defending some oncoming enemies with your two groop members whose name I forgot, the native american looking and the annoing ass
- driving 30 sec with a tank
- running around with the exoskeleton
- the radec fight
That was it. The rest was just going in a straight line from start to finish (and one time back again). THAT is generic level design for me.
Please mind that this has NOTHING TO DO WITH GRAPHICS. Graphics were gorgeous all the way. Guess the genre could just be filled with bland level design and Id believe that cause it didn't seem any different from any other FPS ive played. Did have a ton more action though.
EDIT: Maybe my english is bad and the word generic doesn't actually mean what I think it does. I mean bland, uninspired and mediocre.
JudgeN said:So pretty much the same as every corridor FPS ever created, they are all run though and kill shit. Guess most genre is filled with bland level design (probably the case considering all games have to play the same now a days).
JudgeN said:So pretty much the same as every corridor FPS ever created, they are all run though and kill shit. Guess most genre is filled with bland level design (probably the case considering all games have to play the same now a days).
Ramenman said:So basically KZ2 invading every other thread prior to release was fine, but now that it's out absolutely everything about it should remain in one single thread ? Interesting... *takes notes*
Zefah said:Your name is perfect for a crusader against hypocrisy!
guggnichso said:Well, Resistance 2 (big monster fights), Bioshock (Big Daddy Fights), Halo (excessive use of vehicle sections) and Half Life 2 (puzzels using the physics engine) do a very good job in shipping around this issue. Even duke3d tried to get around that with implementing under water levels. CoD4 had the sniper mission, helicopter rides and the disturbing dying soldier scenes. Even Turok on the N64 tried to use jump'n'run-sequences to alleviate this (but failed miserably).
In KZ2, there's duck, cover & shoot and that's about it. Doom 3 had the same problem in forcing you to do exactely the same thing for a too big portion of the game to stay interesting.
An excellent, outstanding game forces you to play in different and entertaining ways with the given concept, at least, that's my opinion. That's why the mario series is such a brilliant gameplay experience, for example. That's why Action-Adventures are so popular, because they combine different things into one playing experience. A shooter, that lets people run from a to b doing nothing but ducking behind cover, shoot the wave of enemies, run a bit further, do the same, rinse and repeat for 10 hours is not what I would call outstanding in any way.
guggnichso said:Well, Resistance 2 (big monster fights), Bioshock (Big Daddy Fights), Halo (excessive use of vehicle sections) and Half Life 2 (puzzels using the physics engine) do a very good job in shipping around this issue. Even duke3d tried to get around that with implementing under water levels. CoD4 had the sniper mission, helicopter rides and the disturbing dying soldier scenes. Even Turok on the N64 tried to use jump'n'run-sequences to alleviate this (but failed miserably).
In KZ2, there's duck, cover & shoot and that's about it. Doom 3 had the same problem in forcing you to do exactely the same thing for a too big portion of the game to stay interesting.
An excellent, outstanding game forces you to play in different and entertaining ways with the given concept, at least, that's my opinion. That's why the mario series is such a brilliant gameplay experience, for example. That's why Action-Adventures are so popular, because they combine different things into one playing experience. A shooter, that lets people run from a to b doing nothing but ducking behind cover, shoot the wave of enemies, run a bit further, do the same, rinse and repeat for 10 hours is not what I would call outstanding in any way.
Kuroyume said:Killzone 2 has its own "Big Daddys," boss fights, an on rails section, and a section where you're in a mech...
So what you're clamoring for is backtracking through levels you already played?guggnichso said:In all KZ2-levels, you went from the start to the finish in a straight way and shot everything IN your way.
There were only some minor variations to "go straight ahead and kill everything":
- defending the plaza against oncoming enemies
- defending some oncoming enemies with your two groop members whose name I forgot, the native american looking and the annoing ass
- driving 30 sec with a tank
- running around with the exoskeleton
- the radec fight
That was it. The rest was just going in a straight line from start to finish (and one time back again). THAT is generic level design for me.
Please mind that this has NOTHING TO DO WITH GRAPHICS. Graphics were gorgeous all the way.
EDIT: Maybe my english is bad and the word generic doesn't actually mean what I think it does. I mean bland, uninspired and mediocre.
bcn-ron said:So what you're clamoring for is backtracking through levels you already played?
Now that's something you only expect to see in "discussions" about PS3 exclusives.
I did. You are wrong. Your complaint is ridiculous.guggnichso said:You obviously didn't read my text at all. Now that's something you only expect to see in "discussions" about PS3 exclusives.