Yes there is a military can make a personal cloaking device but can only afford to make one type. The can attach the sytem to armor, or clothing reducing it's versatility or the can attach the system to something you can wear over anything thus increasing it's versatility and value.There is no reason to have all those straps,
GG wanted the Black Hand to have a more civilian like look as well... having a sporty looking set up is traversaly good and placing old equipment together in order to make a uniform is practical for a rebel group like themselvesemitters could have been on armor/cloth or another design choice. There is no reason to have all those straps, it's pure design choice. why try to make sense to this ?
Considering that there's now a Bat model, I guess that almost confirms that you'll play as the Helghan Female operative, using the same drone controls.
They should probably stick with first person games. Though a first person RPG would be interesting to see from them.imagine their next IP ( please be an WRPG) with these graphics!?
What's up with the reverse backpack and fannypack?http://www.killzone.com/kz3/en_US/blog/interviews/2013-09-20_blackhand-qa.html
New blog post: "The Black Hand, Q&A with Roy Postma and Dan Calvert."
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imagine their next IP ( please be an WRPG) with these graphics!?
Grimløck;85718077 said:What's up with the reverse backpack and fannypack?
Their next game is probably 2 years out and will blow this game away visually. I really do hope it's an RPG.
Grimløck;85718077 said:What's up with the reverse backpack and fannypack?
Grimløck;85718077 said:What's up with the reverse backpack and fannypack?
Grimløck;85718077 said:What's up with the reverse backpack and fannypack?
future-patch
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future-patch
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The old version actually had a mock Adidas logo on the packs.
Damn, this game should have some kind of a theater/photo mode where you can just oggle at these character and gun models..
I'm still wondering why we have seen so little of this deal.
The game and system are barely a month away.
The Helghast wore masks because of the toxic environment on Helghan. KZ:SF is set 30 years after KZ3, many of the Helghast soldiers wouldn't even have been born when that happened, so the masks would be redundant. Vekta has clean fresh air.
I'm still wondering why we have seen so little of this deal.
The game and system are barely a month away.
3rd and fourth generation helghast didn't need the masks their physiology had already adapted. Visari used the masks as a symbol of Helghast strength and endurance. They were just part of the uniform by the events of the original Killzone 1 and they're still just part of the uniform in shadowfall.
If that's exactly how they'll look in-game then fuck me that's amazing....
That doesn't make much sense either. The ISA wouldn't allow a strong Helghast military on Vekta, nor would they allow the previous regime's symbols. I just think GG really didn't think it through.
Who said the Helghast have a strong military presence? No one. In fact the the Helghast Infantry Dossier stated the opposite. The helghast can no longer have vast quantities of cheap infantry so now they have better trained, better equipped but smaller sized military. The Helghast aren't POWs. The situation on Vekta is just two nations living in close proximity to each other after a bitter war. The ISA has no control over Helghast culture nor do they have the right to control it..
If I recall, there is a higher authority than the ISA. Wonder if thy stepped in after the events of KZ3 and forced the ISA and Helghast to try and play nice
We've seeb two major missions and plenty of multiplayer. Seems like the right amount to me.
future-patch
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future-patch
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We've seeb two major missions and plenty of multiplayer. Seems like the right amount to me.
We've really only seen one full level and a brief prologue level.
That is HARDLY major exposure.
Considering how much of the Xbox One titles we've seen like Ryse, it really surprises me we've seen so little of this.
Sony isn't properly promoting this and if they keep it up, it will get buried by other high profile titles at launch like BF4 and CoD:Ghosts
Not to mention, as an exclusive (the biggest exclusive at launch) Sony really needs to properly promulgate this. IT will help sell the system over Xbox One.
That doesn't make much sense either. The ISA wouldn't allow a strong Helghast military on Vekta, nor would they allow the previous regime's symbols. I just think GG really didn't think it through.
Bear in mind the ISA sre now the VSA as they've had their Intergalactic rights stripped away by Earth it does make sense. Earth would allow the Higs some form of defensive army if they're bunking with the Vektan's who killed most of them.
http://www.gamepur.com/feature/1242...ation-character-designs-ps4-and-xbox-one.html
Echo and Sinclair among the top next-gen character designs.![]()
Has 60fps multiplayer footage been uploaded from any of the recent events? Everyone uploads to YouTube which sucks, I'd like to see some footage shot at 60fps.
Presenting the Support Class
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The primary ability of the Support Class is the Revive Drone, which deploys a hovering medical robot that can resuscitate critically wounded comrades. Dying team mates who accept medical treatment and are successfully revived will receive full health with additional ammo and a temporary 25% health boost. They also avoid losing a life and having to start over from the spawn point which can make all the difference during intense matches, particularly in custom Warzones with limited lives turned on.
Unlike the Assault and Scout players, which both have three secondary abilities to choose from, the Support players can choose from five secondary abilities:
Air Support Drone:
The Air Support Drone ability deploys a flying combat drone that protects the area indicated by the Support player and unleashes minigun fire on any enemies that get close.
Spawn Beacon:
The Spawn Beacon ability sets up a temporary in-field spawn point for team mates. Spawn Beacons can be placed almost anywhere in the map, but it takes a while to install them and theyre vulnerable to enemy fire.
Turret:
The Turret ability deploys a sentry turret that will automatically target enemies in its forward facing field of view. While not indestructible, sentry turrets are ideal for guarding choke points and defending mission-critical areas.
Supply Box:
This ability lets Support Class players set up a Supply Box, which team members can use to stock up on health and ammo. The box can be destroyed by enemy players.
Support Teleport:
The Support Teleport ability allows Support Class players to teleport directly to a team mate in need of medical or tactical assistance. The teleportation device has a lengthy recharge time after each use.
Fulfilling the crucial supporting roles that enable other players to complete objectives and continue to fight, Support players form the backbone of any successful team. Advanced Support players will pay close attention to the flow of battle and the current mission objectives, adjusting their secondary abilities between spawns if necessary.
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http://www.killzone.com/kz3/en_US/blog/interviews/2013-10-18_sta61-rifle.htmlGuerrilla Armory is a series of exclusive Killzone.com articles that highlights new weapons from Killzone Shadow Fall’s extensive lineup. In this installment we ask art director and firearms designer Roy Postma about the StA-61, a dangerous new Helghast rifle.
What sets the StA-61 apart from the rifles of previous Killzone games?
“While earlier rifles were mostly based on upgraded versions of the proven StA-14 system, this one has been redesigned from the ground up. It fires high-precision, even-heavier-caliber rounds to perform in a sniper role – but at the same time, it manages to be compact and mobile enough for urban operations. We even integrated a pneumatic recoil system on the barrel to allow better control of the weapon while firing on the move.”
Does that mean the StA-61 can be fired “from the hip”, like its Killzone 3 predecessors?
“Yes it can, just don’t expect it to hit anything at medium to long range that way! With the integrated recoil system, you can definitely hip-fire in close-range encounters though.”
Which types of attachments will be available for the StA-61 in Killzone: Shadow Fall?
“Aside from the aforementioned range of optics and the silencer, you can actually fit different secondary fire attachments to your rifle to adjust it to your play style and make it a more complete package. For example, you can attach a taser to quickly stun and immobilize enemies that venture too close, or mount a pulse missile launcher to dispatch enemy bots before they locate you.”
Echo's weapon of choice.Looks wicked! I wonder if they'll cover Lucas's railgun next.
Helghast Infantry - Q&A with Roy Postma & Dan Calvert
By Victor Zuylen
Earlier this month, we published a Guerrilla Dossier on Killzone Shadow Falls new Helghast Infantry. We followed up with Art Director Roy Postma and Asset Art Director Dan Calvert, who were kind enough to share their insight into the redesign of Killzones most iconic troopers.
What kind of role does the Helghast Infantry have in Killzone Shadow Fall?
Dan Calvert: We added a lot of new ideas to Killzone Shadow Fall, but we also wanted to show the familiar Helghast regular forces and how theyve evolved since Killzone 3. In many ways they have changed, but in some respects theyre the same their gear and tactics have evolved, but theyre all still zealous and brutal Helghast troopers on the inside.
Roy Postma: Theyre still the mainstay of the Helghast military, of course, but the role of the military itself has shifted since the war has gone cold. After incurring devastating losses during the destruction of Helghan, the Helghast military was forced to rethink its attrition-based approach to warfare. While rebuilding and restructuring itself in the ensuing arms race with the VSA, its focus shifted to obtaining an edge over the status quo by any means except open warfare.
With limited numbers of able-bodied Helghast available, the infantry required a new breed of soldiers more durable, more versatile, smarter and most importantly, able to perform in different and more specialized roles than before. These soldiers are now used to police their own population, guard the endless borders against ISA incursions, and tip the balance in their favor wherever, however and whenever they can.
Dan Calvert: Still, while their ability to field masses of troopers isnt an option anymore, the Helghast doctrine of overwhelming force hasnt changed all that much. Theyve just improved the force capability of individual troopers, and augmented them with an enormous army of combat drones. If and when war comes, these guys will march over the walls and take Vekta through raw power.
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How did you approach updating the iconic Helghast Troopers for the new setting?
RP: The Helghast troopers form the foundation of all the Helghast soldiers we design. They are the first and the last characters we design, and theyre continuously evolving throughout the process. We tweak their looks, details and materials to perfection to make sure they embody all that makes Helghast well, Helghast. For the new setting we had to make sure they conformed to a much more specialized and high-tech soldier look, while still maintaining that classic appearance.
The most notable part of the Helghast Troopers that we upgraded was their armor. In doing so we increased their survivability and allowed for maximum customization, depending on their roles. All of their soft armor got replaced with a modular, sturdier version made from ballistic-proof composites with a soft low-reflection outer material, in which various high tech communication and respiration systems were embedded. We created the armor from a wide range of separate components, which were layered on top of each other to obtain a realistic and highly detailed look, but without affecting mobility. On top of this, we added a light additional layer of soft gear which, combined with the regular base clothing underneath the armor, stayed true to the classic Helghast Trooper look and feel. It had the additional benefit of maintaining high differentiation between the material types, and increasing the readability of the details.
Style-wise, we maintained the hard, angular edges, realistic construction, and red glowing eyes of the Helghast. We also worked hard and long on updating their masks, to make them even more fearsome.
DC: Regarding the masks, its difficult to update something iconic like the Assault Trooper mask without either losing its fundamental appeal or just making a predictable remix. The glowing red eyes are the most obvious Helghan motif, obviously, but sticking red eyes on something alone wont make it look Helghast automatically and of course you can make something look Helghast without red eyes.
What is fundamental is that their gear de-humanizes them, makes them look monstrous and unfamiliar, so the updated masks distort and conceal facial features as before were just using shapes and components that suggest something more technologically advanced. We looked to the Capture Trooper from Killzone 3, and to a lesser degree the Sniper, who at that point in the fiction had gear that was at the peak of Helghast technological ability. We then asked ourselves what the regular Helghast Infantry would look like if that level of technology was now commonplace and mass produced.
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How did you balance the differentiation between the classes whilst keeping them feeling cohesive?
RP: After we established the base design for the Helghast Infantry Trooper, we took the other classes as far apart from them as possible, based on their roles and functions in the world. The Commando, for example, is a much heavier and brute-power version of the Infantry Trooper. We bulked them up by adding lots of armor and replaced their helmets with full ballistic face plates, making them more fearsome up close and giving their bodies an even bulkier look in proportion.
Since all classes have their own basis, bringing them together was not that hard. Our new main infantry design was strong and versatile enough that we could swap and share many components back and forth between the characters.
DC: In cases where characters had equivalents in previous Killzone games, we tried to keep their larger forms intact so theyd be instantly recognizable to fans, even if the details had evolved. For example, the Engineer is completely overhauled in terms of the forms and shapes used in his helmet and armor, but his basic proportions and design motifs, i.e. the Hazmat suit layered under his armor, are intact.
For the new enemies, weve not only tried to make their appearance diverse enough to be recognized at range which is very important in a game like Shadow Fall, where you have a greater variety of tactical tools available but weve also ensured that the role of new characters can be inferred from their design relationships with other, more familiar characters. This can give players just enough information to begin formulating a strategy for how to deal with an unfamiliar class of foe.