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NutJobJim said:You know what would be better?
If you could shoot of the mask thus causing the Helghast's head to explode
I though he was saying that at first glance Then I re-read it. :lol
NutJobJim said:You know what would be better?
If you could shoot of the mask thus causing the Helghast's head to explode
thuway said:If you could shoot off the oxygen mask and have gas shoot up into the air that would make my head explode.
Russtic said:Glowing eyes cliche needs to die.
Everyone knows Helghast breath in the blackest, tar-filled smoke.ianp622 said:Um, wouldn't it just look like oxygen? As in, invisible?
GET OUT OF MY MIND!!!!!!!!!!111kevm3 said:Sony needs to make an RPG using this engine.
RiverBed said:with Sony having two major shooters, they don't have to rush them both that close to each other. I want to see the Insomniac system applied to all Sony's teams- if applicable. that means I want to see a fresh new game throwin in between major installments of main franchises. many big Sony teams did something new for PS3. some may continue with those, do new ones again or go back to their previous franchise. but I would like to see fresh blood every now and then.
Rapping Granny said:I would rather have Killzone 2 this year and R2 next holiday.
~Devil Trigger~ said:i'd rather have the one thats ready first...
Rapping Granny said:Which is Killzone 2.
Rapping Granny said:Which is Killzone 2.
Yeah, they cut co-op just so they would have something to work on port release, right? Not because of time constraints and them missing their intended launch year. Totally...Rapping Granny said:Which is Killzone 2.
Madman said:I think a horror game would fit the Killzone engine better. RPGs are usually bright and vivid, which doesn't fit well with what the engine seems to do best. A horror game with a bunch of small lights on a windy, dimly lit street seems like a better fit.
Madman said:I think a horror game would fit the Killzone engine better. RPGs are usually bright and vivid, which doesn't fit well with what the engine seems to do best. A horror game with a bunch of small lights on a windy, dimly lit street seems like a better fit.
No one. But a dark, gritty RPG is not something I would be too keen on. We have enough dark and gritty games in other genres.ianp622 said:Who said an RPG has to be bright and vivid? (I know you said usually, but I don't think we should restrict games based on previous similar games).
You only wish your eyes glew such a nightmarish hueRusstic said:Glowing eyes cliche needs to die.
Madman said:No one. But a dark, gritty RPG is not something I would be too keen on. We have enough dark and gritty games in other genres.
an engine has nothing to do with the color, art style or atmosphere of a game. that is the art director's job. look how varied UE3 games are from gritty 'bald space marines' to Korean colorful MMOs.Madman said:I think a horror game would fit the Killzone engine better. RPGs are usually bright and vivid, which doesn't fit well with what the engine seems to do best. A horror game with a bunch of small lights on a windy, dimly lit street seems like a better fit.
Madman said:No one. But a dark, gritty RPG is not something I would be too keen on. We have enough dark and gritty games in other genres.
I figured that the engine is being used optimally in Killzone, so it's art may be tailored to the strengths of the engine. RPGs tend to be vivid and wouldn't have much use for the engine's ability to cast lights/shadows as well as the destruction capabilities. I get what you mean though.RiverBed said:an engine has nothing to do with the color, art style or atmosphere of a game. that is the art director's job. look how varied UE3 games are from gritty 'bald space marines' to Korean colorful MMOs.
You can spot an UE3 game from a mile away, and that is not a good thing.RiverBed said:an engine has nothing to do with the color, art style or atmosphere of a game. that is the art director's job. look how varied UE3 games are from gritty 'bald space marines' to Korean colorful MMOs.
ah, I see what you mean. it is true that some engines are built around specific genres. although you can probably make any game using any genre, it may not perform the best under the specific demands of different genres.Madman said:I figured that the engine is being used optimally in Killzone, so it's art may be tailored to the strengths of the engine. RPGs tend to be vivid and wouldn't have much use for the engine's ability to cast lights/shadows as well as the destruction capabilities. I get what you mean though.
how so? such 'visual similarities' may be due to the popularity of Gears that a lot of other games try to capture that 'look' to get more interest. some art styles in some genres get popular that they become apparent in a lot of other games as well.-viper- said:You can spot an UE3 game from a mile away, and that is not a good thing.
Almost every UE3 game has the same graphical style, with the exception of Gears 2.
The excessive use of bumpmapping in almost, if not all, UE3.0 games is what makes them all look the same. Mirrors Edge is the first exception but that uses their own lighting engine.RiverBed said:how so? such 'visual similarities' may be due to the popularity of Gears that a lot of other games try to capture that 'look' to get more interest. some art styles in some genres get popular that they become apparent in a lot of other games as well.
but saying that a tool has a distinct art style is like saying Photoshop has an anime feel to characters created by it whereas Corel has a more Western one. it just depends on how you use your brush, not how it is made.
Cliche? What the... :|Russtic said:Glowing eyes cliche needs to die.
Zedsdeadbaby said:FFVII on KZ2 engine please. Dark and gritty? Fits the bill just right. At least for some sections of the game. Like Midgar and under Junon. The KZ2 engine is probably really good at bright and vivid scenes too.
It's called detail mapping in Halo, IIRC. Basically it involves a monochromatic texture being applied over top of a diffuse texture (can be set in a shader tag).Wollan said:A lot of UE3 games take use of a stock texture library which is probably the main reason for why they all look alike. I also heard UE3 does this trick that it adds a second 'grain' texture to whatever object when it's really close to simulate minute details (not talking about normal or bump mapping here) which may be yet a reason for why they look similar (though I only heard about this technique in passing once, I believe Halo 1 did as well from what I've seen, probably a well known technical term for this technique).
kevm3 said:Now, as amazing as Killzone looks, Sony Santa Monica has typically been the graphical powerhouse at Sony. I cannot wait to see what they do with GOW 3 graphically.
Norml said:Some info about the story before and of the Heavy Soldier.
http://www.killzone.com/kz/news.psml?kz_news_article=The+Resistance&kz_news_page=0
http://www.killzone.com/kz/news.psml?kz_news_article=The+Heavy+Soldier&kz_news_page=0
AlxRymnd914 said:
If the previous games were anything to go by, God of War III will be more vivid, more elaborate, and more eye-popping in scale, but it will screen-tear like a sonuvabitch, which will make it seem less polished and solid.Kyoufu said:But Killzone 2's budget is so big. I doubt GoW3 will impress like this has.
There's nothing wrong with the AWP (dont diss awping in css)Tom Penny said:Sniper overpowered confirmed. It's KZ2's AWP with faster reloading and apparently easy noscope.
mr_nothin said:There's nothing wrong with the AWP (dont diss awping in css)
The sniper rifle bits remind me alot of css though!
Looks awesome
AlxRymnd914 said:
If the previous games are anything to go by, GoW will run at 60 fps with occasional tearing while KZ2 will be dropping the framerate at 30 fps.Liabe Brave said:If the previous games were anything to go by, God of War III will be more vivid, more elaborate, and more eye-popping in scale, but it will screen-tear like a sonuvabitch, which will make it seem less polished and solid.