Blimblim said:Alright so we had to cut the video in three part, but it's back (showing more stuff, in fact):
http://www.gamersyde.com/news_e3_killzone_3_gameplay_videos-9575_en.html
Blimblim said:Alright so we had to cut the video in three part, but it's back (showing more stuff, in fact):
http://www.gamersyde.com/news_e3_killzone_3_gameplay_videos-9575_en.html
Blimblim said:Alright so we had to cut the video in three part, but it's back (showing more stuff, in fact):
http://www.gamersyde.com/news_e3_killzone_3_gameplay_videos-9575_en.html
lunlunqq said:great videos. thanks a lot, blim.
it's just me or there is no part 2. i only saw part 1 and 3.
alr1ghtstart said:KZ2
http://s6.tinypic.com/audooj.gif[IMG]
KZ3
[IMG]http://i48.tinypic.com/dqheo0.jpg[IMG]
That's the best I could find for recoil comparisons. And man, the vid on PSN is ugggly low res. The new crosshair needs to go as well.[/QUOTE]
That preview build .gif is always used for these comparisons even though the recoil was toned down from that in the final build. The recoil in KZ3 looks almost identical to what it was in KZ2.
alr1ghtstart said:KZ2
http://s6.tinypic.com/audooj.gif
KZ3
[IMG]http://i48.tinypic.com/dqheo0.jpg
That's the best I could find for recoil comparisons. And man, the vid on PSN is ugggly low res. The new crosshair needs to go as well.[/QUOTE]
Spread definitely reduced, no doubt about that. The difference in size of the crosshair is incredibly telling. The KZ3 one just doesn't expand. :S
KZObsessed said:Spread definitely reduced, no doubt about that. The difference in size of the crosshair is incredibly telling. The KZ3 one just doesn't expand. :S
JB1981 said:Exactly! Point and shoot all day. CODified. You don't even need to use your iron sights.
You looking at soemthing thats 8 months away its not a finish prouduct ok?You have no idea what they were doing for this demo.This is the reaons why devs dont wnat to show games this ealry anymore people always take it as the final product.JB1981 said:Exactly! Point and shoot all day. CODified. You don't even need to use your iron sights.
alr1ghtstart said:just going by memory, this is toned way down from KZ2 retail
http://s6.tinypic.com/xkpxzd.gif[IMG][/QUOTE]
That one looks does look a lot more toned down. That .gif was from the preview event, right? Maybe they're still playing with the amount of recoil? Personally I think it would be good if they lowered the health of Helghast just a bit from KZ2 and added a bit more recoil. That way they could still be the longer enemy encounters and would still show off the hit animations but it would feel a bit more natural.
The FoV looks to be slightly wider, at least. I kind of wish they would get rid of the blackened corners in the Campaign. It's a cool effect at first but playing MP with the full screen effect shows it's a bit nicer to feel like you have more peripheral vision.JB1981 said:I want them to widen the field of view and tone down the blur. First game gives me tunnel vision. I constantly run into walls and feel like I have an extremely limited view as a player.
KZObsessed said:KZ2 had more responsive controls in the MP than it did in the SP and had more auto-aim in the MP. Way more in fact. So they don't seem to mind having things a little different between the two. Maybe in MP the recoil will remain similar to KZ2.
If not well, there will be a BETA of course so we can offer our feedback on recoil/autoaim then if it's been made too "accessible."
What I love is that I can easily download these to my PS3. Thanks Blim and co. You guys come through again.Blimblim said:Alright so we had to cut the video in three part, but it's back (showing more stuff, in fact):
http://www.gamersyde.com/news_e3_killzone_3_gameplay_videos-9575_en.html
BeeDog said:I liked the end of the first part the most. Loved the openness of the stage, and I love the fact that you can use the jetpack to circumvent/flank enemies and fight them in more dynamic ways than in the second game.
alr1ghtstart said:KZ2
KZ3
That's the best I could find for recoil comparisons. And man, the vid on PSN is ugggly low res. The new crosshair needs to go as well.
fixuis said:Part 2 is integrated in the part 1 link. The 2nd wmv link in part 1 is part 2
KZObsessed said:KZ2 had more responsive controls in the MP than it did in the SP and had more auto-aim in the MP. Way more in fact. So they don't seem to mind having things a little different between the two. Maybe in MP the recoil will remain similar to KZ2.
If not well, there will be a BETA of course so we can offer our feedback on recoil/autoaim then if it's been made too "accessible."
Ninja-Matic said:KZ2's MP controls were tighter - yes.
KZ2's MP Auto-Aim was TONED DOWN in MP - FACT. That's straight from Seb on the official KZ boards. They had more auto-aim in SP than MP.
Kittonwy said:JFC, you guys are complaining about the recoil being toned down like the end of the world, compared to how badly Insomniac fucked up EVERYTHING going from RFOM to R2, this is NOTHING, you guys can't even be happy about the game for more than one second, this thread is fucking depressing.
jett said:I can't believe they didn't replace Rico's voice actor, come on Guerrilla. I don't get why didn't use KZ1's Rico in KZ2, either.
TTP said:Indeed. Every video I see of that section plays out differently.
Now, imagine if we get to drive the mech in a similar "free-roam" set up :O
KZObsessed said:Not when firing from the "hip" with the M82. In multiplayer it locks on/sticks to the enemy and assists you in controlling the spread. That did not happen in SP to anyhere near the same degree. And that is a FACT son.
the_prime_mover said:In fact, auto aim can be so bad in mp that it will sometimes lock you on to a players feet (when you are coming up the stairs and they are above you) which can lead to some very frustrating encounters (i.e a shotgun blast directly into the ground being the last fool thing you experience before getting headshot) - or pulling your reticule over and down as it traces some one jumping over a railing.
Personally I don't see the point of auto aim. If no one has it, then it is all about skill rather than getting a lucky lock. I appreciate that a controller is no mouse - but everyone will have the same handicap.
KZObsessed said:Not when firing from the "hip" with the M82. In multiplayer it locks on/sticks to the enemy and assists you in controlling the spread. That did not happen in SP to anyhere near the same degree. And that is a FACT son.
Ninja-Matic said:Now if that's NOT auto-aim - I dunno what is.
KZObsessed said:Sounds like a bug. Remember the hold to aim auto-aim exploit with the shotgun and the Helghast rifle in MP? The one they had to remove from MP in a patch as it was so bad? If your memory goes back that far of course...
And it's not in MP because the cover system isn't in MP :lol
TheFatOne said:I don't remember it as a bug. I always thought that was the instant win button good times. Also correct me if I am wrong but doesn't the M4 have a good amount of auto aim on it?
It's pre-alpha code. GG have said it's still early and they're still working on the 3D performance. Obviously it isn't going to end up the same as 2D mode, but i think they'll get it reasonably close. If i had a 3DTV, i'd probably play it in 3D regardless, but 2D will still be there if i want it.MazingerDUDE said:/res analysis
I'm not sure but I do know that pixel counters have eyes that mere mortals like us can never hope to have. It's like they can see into the source code of the game itself.Metalmurphy said:What is the alpha buffer? And how are they calculating that?