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KILLZONE 3 (3D), screenshots, video, info BLOWOUT

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I have a question, and this may or may not have even been discussed previously (I'm not sure how much Move stuff has been demoed in combination with Killzone 3)

How is Move going to work with this? I am speaking mainly from a weight perspective. Considering how the guns had a weight associated with them, that would (at least seemingly) be almost impossible to convey using Move.
 
spats said:
edit: the new "depth of field audio" tech sounds interesting. I want this game nooowww.

While they're calling it something different, it's apparently the same tech that DICE uses. And that's a very good thing.
 

Kittonwy

Banned
Epidemik2000 said:

That's a big engine.
Indifferent2.gif
 

SamBishop

Banned
RoboPlato said:
I'm pretty sure it's from the unveiling event. This concept art was described in several of the first previews but this is the first we're seeing of it.

That's absolutely correct. Those guys there are the leaders of the two factions that are now vying for power that I talked about in my preview from the pre-E3 unveiling. I know I've spammed it in the past, but I think that was in the other KZ3 thread and people seemed to like the impressions because it dug into the back story, controls and environments more than just retreading the level flow for the umteenth time.

I'm veeeerry excited to see how the storyline is going to play out this time around. It's clear they have a much bigger canvas on which to splash all the various bits of storyline paint that they didn't have before. So long as there's something as equally awe-inspiring as that incredible non-stop pull out from Vekta to Helghan with a speech as rousing as Brian Cox's from KZ2, I'll be glued to the screen from start to finish.
 

slider

Member
I'm so excited for this title. But I really hope I don't spoil it for myself.

Mind you, I sort of did that with KZ2 and it didn't stop me enjoying it. Hmm.
 

alr1ght

bish gets all the credit :)
Multiplayer wants/needs


  • Turn rockets into EMP rockets that are able to destroy turrets, not enemies
  • Default FF on for grenades/no for guns
  • Remove spawn grenades. Yes they are good when used properly, but a year and half later most players don't have a clue how to use them.
  • Spawn on any squad member
  • Create spawn points in all modes like in capture and hold
  • FFS, make the airbots either easier to kill or tone down their power (like at launch)
  • Fix the LagZone
  • 24p max
  • Matchmaking, but also leave the server browser
 

-viper-

Banned
alr1ghtstart said:
Multiplayer wants/needs


  • Turn rockets into EMP rockets that are able to destroy turrets, not enemies
  • Default FF on for grenades/no for guns
  • Remove spawn grenades. Yes they are good when used properly, but a year and half later most players don't have a clue how to use them.
  • Spawn on any squad member
  • Create spawn points in all modes like in capture and hold
  • FFS, make the airbots either easier to kill or tone down their power (like at launch)
  • Fix the LagZone
  • 24p max
  • Matchmaking, but also leave the server browser
Spawn on any squad member. Remove spawn points.

Problem solved. You can still spawn if your team mates are alive but also causes less of a clusterfuck.
 
-viper- said:
Spawn on any squad member. Remove spawn points.

Problem solved. You can still spawn if your team mates are alive but also causes less of a clusterfuck.

Just so long as you spawn in the general area of your squad mate. There are few things worse then gunning someone down only to have someone spawn out of them directly into your line of fire so that you have two people shooting you and you are shooting a fresh body.

Each map could have a power weapon, like the bolt gun or flame thrower, and one of these could be rockets. A rocket class just turns people off. But iff a rocket class is necessary then FF needs to be turned on for rockets and grenades. Kill the spam before it even has a chance.
 

Massa

Member
alr1ghtstart said:
Multiplayer wants/needs


  • Turn rockets into EMP rockets that are able to destroy turrets, not enemies
  • Default FF on for grenades/no for guns
  • Remove spawn grenades. Yes they are good when used properly, but a year and half later most players don't have a clue how to use them.
  • Spawn on any squad member
  • Create spawn points in all modes like in capture and hold
  • FFS, make the airbots either easier to kill or tone down their power (like at launch)
  • Fix the LagZone
    [*]24p max
  • Matchmaking, but also leave the server browser

I think they're going with 32p or more for KZ3, which would work fine provided they make a lot of changes to the multiplayer. KZ2 is better with 16 or less imo.
 
I loved the part at the end where you have to push forward to get to the door. I hope they have a lot of that stuff in SP. As far as online, I can only remember the shotgun long kills and huge maps with very limited actual fight points. My favorite part of ol was when you can get a team pinned down at spawn point. 1,000,000 times better than tea bagging someone. Finishing a game with only 3 people on the opposite side out of 16 is so much more rewarding than it just saying Win. Would have even been better if they penalized them huge for quitting.
 

alr1ght

bish gets all the credit :)
Thetallywacker said:
I loved the part at the end where you have to push forward to get to the door. I hope they have a lot of that stuff in SP. As far as online, I can only remember the shotgun long kills and huge maps with very limited actual fight points. My favorite part of ol was when you can get a team pinned down at spawn point. 1,000,000 times better than tea bagging someone. Finishing a game with only 3 people on the opposite side out of 16 is so much more rewarding than it just saying Win. Would have even been better if they penalized them huge for quitting.

o56xb5.gif
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o56xb5.gif
o56xb5.gif
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o56xb5.gif
 

Strike

Member
Thetallywacker said:
My favorite part of ol was when you can get a team pinned down at spawn point. 1,000,000 times better than tea bagging someone. Finishing a game with only 3 people on the opposite side out of 16 is so much more rewarding than it just saying Win. Would have even been better if they penalized them huge for quitting.
s6r7r8.jpg
 

Rikyfree

Member
Thetallywacker said:
I loved the part at the end where you have to push forward to get to the door. I hope they have a lot of that stuff in SP. As far as online, I can only remember the shotgun long kills and huge maps with very limited actual fight points. My favorite part of ol was when you can get a team pinned down at spawn point. 1,000,000 times better than tea bagging someone. Finishing a game with only 3 people on the opposite side out of 16 is so much more rewarding than it just saying Win. Would have even been better if they penalized them huge for quitting.
You are part of the problem.
 
alr1ghtstart said:
Multiplayer wants/needs


  • Turn rockets into EMP rockets that are able to destroy turrets, not enemies
  • Default FF on for grenades/no for guns
  • Remove spawn grenades. Yes they are good when used properly, but a year and half later most players don't have a clue how to use them.
  • Spawn on any squad member
  • Create spawn points in all modes like in capture and hold
  • FFS, make the airbots either easier to kill or tone down their power (like at launch)
  • Fix the LagZone
  • 24p max
  • Matchmaking, but also leave the server browser

I agree with most of this list. Spawn grenades I disagree with. If you have an idiot throwing them - then don't spawn on them. Its not a fix but it does save you from spawning face-first in a wall while 6 enemies spray fire into the spawn fog ;)

I agree with fewer players but I think 20p matches would be great - 2 squads per. 32p devolved into giant deathmatches in small maps.

Agree. Spawn points are needed and should be random per faction zone - spawn camping in certain maps was way too easy. Spawning on squad members would be a plus.

Airbots aren't hard to kill. At all. I think they r fine. It all depends on your team and how fast they can focus fire. They aren't hard to kill by yourself, either, so long as you are mindful of the sky as well as what is right in front of you.
 

alr1ght

bish gets all the credit :)
Ninja-Matic said:
I agree with most of this list. Spawn grenades I disagree with. If you have an idiot throwing them - then don't spawn on them. Its not a fix but it does save you from spawning face-first in a wall while 6 enemies spray fire into the spawn fog ;)

It is a problem when two dumbasses who can't toss them hog them the whole match.
 
Thetallywacker said:
I loved the part at the end where you have to push forward to get to the door. I hope they have a lot of that stuff in SP. As far as online, I can only remember the shotgun long kills and huge maps with very limited actual fight points. My favorite part of ol was when you can get a team pinned down at spawn point. 1,000,000 times better than tea bagging someone. Finishing a game with only 3 people on the opposite side out of 16 is so much more rewarding than it just saying Win. Would have even been better if they penalized them huge for quitting.

You think camping is "rewarding".

Nothing screams "skill" more than spamming nades and mashing R1 with 15 other peeps in a blind attempt to kill anyone that tries to walk through a single door.

Skill. Only you, bro. Wish I could be that awesome. Hell. Everyone is in awe of such talent.
 
alr1ghtstart said:
It is a problem when two dumbasses who can't toss them hog them the whole match.

True. It does royally suck which is one of the main reasons I switch to tact halfway through matches.

This is how I usually do it: get close to - but not uber close to the main stage of combat in the map based on game type. Ill then make sure to try and toss a spawn nade around a corner - out of line of sight from the battle (again - not close enough where its easy to gang-camp) - I will aim the nade at a wall or preferably in a corner where the spawnee's view upon spawning will be in a direction where he can see everything and have his back covered so his immediate focus and attention is in his field of view while safe from attack from behind.

Usually works well for my team.

A well placed spawn can help move the battle in a positive direction.
 

nib95

Banned
I hope the campaign has a bit more humanity and soul this time around. With story orientated, less frenetically paced sections. Just exploring the world, interacting with the characters etc. It shouldn't just be all out action and carnage from stop to start. Then it boils down to little more than mindless blockbuster monotony akin to say, a film like Transformers. Add the extra grit, attention to detail and narrative potency and we can get something closer to The Dark Knight.
 

SamBishop

Banned
KZObsessed said:
I hope Comrade wins (>_/<)

Honestly, neither was strong enough to unite Helghan under a dictatorship; they have their own factions and will likely end up squabbling over the power vacuum in an attempt to become the new leader to pose a threat. The problem, of course, is that we as players have basically seen the tip of the iceberg when it comes to the military might of the Helghast.

What's interesting to me (and this is probably giving the Guerrilla guys way too much credit in terms of how they're trying to do the story) is that the power struggle that kicked off from the events of the end of the last game are an amazing catalyst for actually opening up a storytelling thread. Suddenly instead of one, obvious ruler, there are two groups vying for power while trying to put down this invading force.

I really, really want Guerrilla to go all-out with the story. 95% of Killzone 2 was a big, dumb (awesome) action movie, and I would love them to couple all those explosive moments with just a bit more story than was sort of played out right at the end of the last game. If it could actually mean the 11th hour of the last game was the start of something that delved into all the stuff they'd created for the web site and such, I would just geek out in the worst way. There's so precious little actual sci-fi story in games right now, and I don't want to have to wait for another Mass Effect or follow a Halo ARG to get my fix.

beast786 said:
For the record that video has a HUGE SPOILER IN IT.


:(

Shit, which one? Now I'm scared that despite my best efforts to stay nebulous I may have spoiled something.

Thetallywacker said:
I loved the part at the end where you have to push forward to get to the door. I hope they have a lot of that stuff in SP. As far as online, I can only remember the shotgun long kills and huge maps with very limited actual fight points. My favorite part of ol was when you can get a team pinned down at spawn point. 1,000,000 times better than tea bagging someone. Finishing a game with only 3 people on the opposite side out of 16 is so much more rewarding than it just saying Win. Would have even been better if they penalized them huge for quitting.

You're going to get flamed to hell and back for comments like that -- and rightly so. You are part of a particular subsect of gamers that delight in literally sucking the fun out of the game for everyone else playing. There's being a dick online and then there's removing their ability to even have fun while you're doing it. Please do try to rethink your ways; there must surely be other methods to get your rocks off?
 
SamBishop said:
Shit, which one? Now I'm scared that despite my best efforts to stay nebulous I may have spoiled something.

it's nothing new if we already follow most of Killzone 3 previews. but otherwise that video tell us the location variety and even reveal where the final level will be. I think some people prefer not to know where they'll finally end up when they play KZ3 for the first time.
 
nib95 said:
I hope the campaign has a bit more humanity and soul this time around. With story orientated, less frenetically paced sections. Just exploring the world, interacting with the characters etc. It shouldn't just be all out action and carnage from stop to start. Then it boils down to little more than mindless blockbuster monotony akin to say, a film like Transformers. Add the extra grit, attention to detail and narrative potency and we can get something closer to The Dark Knight.

Definitely agree but in KZ2 the New Sun
Cruiser
level had the prefect pacing of all the levels in the game. If GG can do that for the entire arc of the story then it will Helghasmic.
 

mr_nothin

Banned
-viper- said:
Spawn on any squad member. Remove spawn points.

Problem solved. You can still spawn if your team mates are alive but also causes less of a clusterfuck.
Tacticians ARE spawn points...then the problem will be fixed.
 
mr_nothin said:
Tacticians ARE spawn points...then the problem will be fixed.

I can just imagine trying to be sneaky and flank the other team with a conga line of people spawning off of me. :lol :lol


How about Tac grenades only working for your squad? So they will be enough on the field to make spawn camping extremely un-rewarding.
 
SamBishop said:
Honestly, neither was strong enough to unite Helghan under a dictatorship; they have their own factions and will likely end up squabbling over the power vacuum in an attempt to become the new leader to pose a threat.
I'll be disappointed if these two characters represent the 'chivalrous general' and the 'war mongering arms dealer' archetypes. I know, I'm basing these assumptions on two profile pics, but their roles feel a little too obvious.
I'm just feeling bitter, since I doubt Radec will be making an appearance anytime soon
SamBishop said:
If it could actually mean the 11th hour of the last game was the start of something that delved into all the stuff they'd created for the web site and such, I would just geek out in the worst way.
If the KZ3 opening involved a history overview with Brian Cox narrating (even with storyboard stills), that would be godly.
Dubbedinenglish said:
If GG can do that for the entire arc of the story then it will Helghasmic.
Helghasms for everyone!
 

GONz

Member
With an Arms Researcher looking as twisted as that, I just hope that the weapons will follow. Can't unsee the skull face on the crotch of the middle Hig (that looks awesome btw)
 
Anybody have the name of GG's concept artist? Or are there more than one.

Whoever is behind Killzone's art is a genius. The more I see the more I love. Few artists I bother to remember by name (Shinkawa being the most notable), and this guy should be getting more praise.
 
makingmusic476 said:
Anybody have the name of GG's concept artist? Or are there more than one.

Whoever is behind Killzone's art is a genius. The more I see the more I love. Few artists I bother to remember by name (Shinkawa being the most notable), and this guy should be getting more praise.
GG commissioned these guys. : )
 

ChryZ

Member
2u4szyx.jpg


Delicious reload animation, check.
Swirly smoke trails, check.
Tears shit up like motherfucker, check.

Sir, we got a crystal clear case of bonerfide gunporn, sir.
 
Thetallywacker said:
I loved the part at the end where you have to push forward to get to the door. I hope they have a lot of that stuff in SP. As far as online, I can only remember the shotgun long kills and huge maps with very limited actual fight points. My favorite part of ol was when you can get a team pinned down at spawn point. 1,000,000 times better than tea bagging someone. Finishing a game with only 3 people on the opposite side out of 16 is so much more rewarding than it just saying Win. Would have even been better if they penalized them huge for quitting.

I support this post, don't flame people like us who are good enough to base rape you, blame the developers for not having a skill rank that matches players of equal skill ranges against each other. Spawn camping has been around in every game, those of you who complain about spawn camping are ruining fps IMO. And you probably missed out on the pasts best fps shooters like BF2. Unfortunately, you would despise that game because give me a chopper on Nest, Spec Ops, BlackGold, BTF, any map and you will lose within 2 minutes game time, base camped, with a storm of missiles ruining your day. Not my fault I become a beast after a few weeks of dedicated playing, my skill should be rewarded.
 

-viper-

Banned
shadowsdarknes said:
I support this post, don't flame people like us who are good enough to base rape you, blame the developers for not having a skill rank that matches players of equal skill ranges against each other. Spawn camping has been around in every game, those of you who complain about spawn camping are ruining fps IMO. And you probably missed out on the pasts best fps shooters like BF2. Unfortunately, you would despise that game because give me a chopper on Nest, Spec Ops, BlackGold, BTF, any map and you will lose within 2 minutes game time, base camped, with a storm of missiles ruining your day. Not my fault I become a beast after a few weeks of dedicated playing, my skill should be rewarded.
:lol

wat
 
Firewire said:
Played some K2 last night and fuckers still don't know how to use spawn grenades. :/

Has it ever been explained why you spawn facing away from the direction your originally throw it? It doesn't make any sense to me. Is there a rationale to this?
 
shadowsdarknes said:
Has it ever been explained why you spawn facing away from the direction your originally throw it? It doesn't make any sense to me. Is there a rationale to this?

Yes, because you spawn in the direction the spawn grenade faces.
 
shadowsdarknes said:
Has it ever been explained why you spawn facing away from the direction your originally throw it? It doesn't make any sense to me. Is there a rationale to this?
Explain to me how you'd throw a spawn next to a wall if it was the other way round.
 
shadowsdarknes said:
Has it ever been explained why you spawn facing away from the direction your originally throw it? It doesn't make any sense to me. Is there a rationale to this?

Much easier to throw a nade into a corner where your 'mates will be spawning facing OUT from the corner and have their backs covered by just facing the corner and tossing one.

Otherwise for placement you'd have to constantly turn around whenever you throw it.

I prefer throwing those spawn nades close to the battle at hand - but around a few corners and up against a wall, at the least, so your friends can spawn knowing they can't be attacked from behind.
 
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