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LTTP: Killzone Shadowfall - good god this is dull

Three thoughts:
1. Single player was pure garbage, one of the very worst games I've played in the last 10 years without doubt
2. BF4 single player wasn't great, but it was streets ahead of this shit
3. Multiplayer kind of saved the package for me, I really enjoyed it.
 
Is a rushed game given it a pass when it comes to criticism?

No. I'm just saying I don't understand where these Wolfenstein comparisons are coming from. I think the Battlefield and COD comparisons are more fair since they all had to meet the same deadline.
 
benjammin said:
It's Killzone, expect gorgeous graphics with very mediocre gameplay
One could use many "colorful" adjectives to describe Shadowfall look - but gorgeous(or really anything positive) isn't one of them. That said - while gameplay is not without issues - the core mechanics of somewhat open-levels was a lot more interesting than any recent high-budget shooter IMO.
 
There are too many shooters to play boring shooters. .

That right there is the truth. I have no room in my life for Killzone anymore. There's just too many games that are better to waste my time with games that are bad or even just mildly mediocre. I'm still on the fence about Destiny's PVP, but I need to see more of it. Fortunately that games other modes save it, whereas Killzone's single player is just atrocious.
 
Getting lost seems to be the main complaint and that's pretty ridiculous when you have a clear map marker. I guess people just want to be funneled down a corridor..sigh
 
The SP was just dull. It was just sort of there. And I know they gave the illusion of openendedness but it was really still pretty scripted which is something i've grown tired of especially in FPS. No more set pieces and linear dot connecting please. I hate games where they give you new weapons and features and then only allow you to use them in very linear, scripted, very specific places. This was the case with a lot of the owl abilities and the hacker/spider bits. If you aren't going to give me freedom to use those abilities then just make those parts QTEs or something. I mean, it's competent enough, it's just dull and feels like it goes through the motions.

Also, for a fairly linear game, needing to use a map marker all the time is a sign of bad level design to me. I shouldn't have to have the game give me a big orange arrow to tell me where to go and in most well designed games you don't have to.
 
Shadow Fall is your typical Killzone game. Second rate to all other FPS's out on the market.

Really !?!!
Wait, if you say so.

Too much hate and bad mannered here, I hope GAF will change (again) one day. Sometime I feel to stay in a middle school reading some posts.

What a weird post. I don't know if you're passive-agressive, or sort of ironic. Or both.

Weird ? passive-agressive ? sort of ironic?
None of them. I just express something that could help people to enjoy a game.


Back to work.
 
The thing you have to remember is that, yes, there may be worse games out there. There are a ton of broken, janky pieces of shit that come out on PC and even consoles all the time, but most of us don't play those. Whether it's by early impressions/reviews or just from knowing a janky, low budget mess of a game when you see it, most people just avoid those games altogether. It's very concievable that a high profile, high budget, launch title (more exposure and chance that people will buy it sight unseen) game like Killzone could very well be the "worst shooter I've ever played".
 
The SP was just dull. It was just sort of there. And I know they gave the illusion of openendedness but it was really still pretty scripted which is something i've grown tired of especially in FPS. No more set pieces and linear dot connecting please. I hate games where they give you new weapons and features and then only allow you to use them in very linear, scripted, very specific places. This was the case with a lot of the owl abilities and the hacker/spider bits. If you aren't going to give me freedom to use those abilities then just make those parts QTEs or something. I mean, it's competent enough, it's just dull and feels like it goes through the motions.

Also, for a fairly linear game, needing to use a map marker all the time is a sign of bad level design to me. I shouldn't have to have the game give me a big orange arrow to tell me where to go and in most well designed games you don't have to.

Did you feel the Bioshock games had bad level design?
 
The SP was just dull. It was just sort of there. And I know they gave the illusion of openendedness but it was really still pretty scripted which is something i've grown tired of especially in FPS. No more set pieces and linear dot connecting please. I hate games where they give you new weapons and features and then only allow you to use them in very linear, scripted, very specific places. This was the case with a lot of the owl abilities and the hacker/spider bits. If you aren't going to give me freedom to use those abilities then just make those parts QTEs or something. I mean, it's competent enough, it's just dull and feels like it goes through the motions.

Also, for a fairly linear game, needing to use a map marker all the time is a sign of bad level design to me. I shouldn't have to have the game give me a big orange arrow to tell me where to go and in most well designed games you don't have to.

And yet you still get lost,thus frustrated LOL! Why should you need to know where to go? Games are too simple these days and take almost zero thought in level design.
 
It's really horrible.

The last ten minutes are incredible though. A whole game of that would be the best FPS ever.
Erm, no. The worst 'stealth' bullshit imaginable. And the scripted AI was awful in that section. Just an all-round terrible game, but an average launch title.
 
Did you feel the Bioshock games had bad level design?

No but Bioshock had a much more open ended gameplay model. A lot more of an open world than Killzone. The difference with a game like Bioshock is that there is a lot of different places to go most of the game. Killzone is pretty much a straight track. You might get small little deviations from the rails but for the most part you are going A to B.


Normi said:
And yet you still get lost,thus frustrated LOL! Why should you need to know where to go? Games are to simple these days and take almost zero thought in level design.

Because it's a linear game. You don't get lost because there is so much to see and do, or because there are 10 different paths to take and beat a level or complete a task. I'm all for that kind of gameplay. You get lost because the levels weren't well designed most of the time, or because the graphics and modeling don't make it clear if you can get through that little opening or if that is just there for looks.
 
No but Bioshock had a much more open ended gameplay model. A lot more of an open world than Killzone. The difference with a game like Bioshock is that there is a lot of different places to go most of the game. Killzone is pretty much a straight track. You might get small little deviations from the rails but for the most part you are going A to B.




Because it's a linear game. You don't get lost because there is so much to see and do, or because there are 10 different paths to take and beat a level or complete a task. I'm all for that kind of gameplay. You get lost because the levels weren't well designed most of the time, or because the graphics and modeling don't make it clear if you can get through that little opening or if that is just there for looks.

Can't say I ever got lost. Is it really fair to instantly blame the game and not consider blaming the player?
 
I don't get the "bad guys coming from every angle" complaint. Outside of one capture and hold point in the campaign, the enemies are wandering around the map. And you even have a sonar ping to track them.

Not going to try to change people's minds about the game - I enjoyed it, but it needed a lot more time in the oven. Its half-baked in many of its ideas, but I give it bonus points for trying to open things up more and do something different, even if the execution of just about everything felt very incomplete.

Try the multiplayer, and I don't mean team deathmatch. There's gold there, and bot support, and amazing maps, all of them free. The co-op mode also drops on Tuesday.
 
No but Bioshock had a much more open ended gameplay model. A lot more of an open world than Killzone. The difference with a game like Bioshock is that there is a lot of different places to go most of the game. Killzone is pretty much a straight track. You might get small little deviations from the rails but for the most part you are going A to B.




Because it's a linear game. You don't get lost because there is so much to see and do, or because there are 10 different paths to take and beat a level or complete a task. You get lost because the levels weren't well designed most of the time, or because the graphics and modeling don't make it clear if you can get through that little opening or if that is just there for looks.

That's the same excuse really. Just whining because a clear path is not shown for you. Walk around for a bit and figure it out.
 
That's the same excuse really. Just whining because a clear path is not shown for you. Walk around for a bit and figure it out.

If the game is truly open world, and there is a benefit to exploring, that's fine. But KZ is not. No matter how hard they try to fake it. To be honest, I didn't have to use the little target thing that often either, I just don't think that's a proper solution to the problem of "hey people might get lost in our incredibly linear game".
 
I have to admit I have yet to complete the single player, it's just really not grabbing me like it should be.

Played mulitplayer a fair bit though, then once I had enough of that I was kinda done with the game.

Maybe I'll go back, maybe I won't.
 
To be honest, I didn't have to use the little target thing that often either, I just don't think that's a proper solution to the problem of "hey people might get lost in our incredibly linear game".
It didn't work with the blue arrows on the floor in Perfect Dark Zero, either.
 
If the game is truly open world, and there is a benefit to exploring, that's fine. But KZ is not. No matter how hard they try to fake it. To be honest, I didn't have to use the little target thing that often either, I just don't think that's a proper solution to the problem of "hey people might get lost in our incredibly linear game".

It's there for people that somehow can't find the obvious beaten path. Look at Bioshock. Those games start of by default with a freaking arrow that tells you where to go at all times. Does that mean Bioshock has bad level design? No. It just means they recognize a group of people that play the game are too lazy to actually try and figure out where to go.
 
If the game is truly open world, and there is a benefit to exploring, that's fine. But KZ is not. No matter how hard they try to fake it. To be honest, I didn't have to use the little target thing that often either, I just don't think that's a proper solution to the problem of "hey people might get lost in our incredibly linear game".

It's better than nothing though, and at least it took some thought. Anything to slow down the pace of what has become with FPS games is a good thing.
 
The campaign was average, I'll never get the hyperbole over how bad it is. Gameplay is solid, graphics are stunning, linear outside of the forest level, weak narrative, but nothing egregious stands out to me.
 
The only places where you should have ever gotten lost was in the open areas with multiple objectives scattered across the map. Those weren't linear scenarios.

Which linear scenarios were people getting lost in?

Level design could have been better, sure, and as a general complaint I agree with it, but I think the image being presented here isn't quite fair.

Drop this and go play Wolfenstein TNO
Best advice imho. Almost everything I gave Shadowfall credit for trying in the campaign were things that were actually pulled off well and then some in Wolfenstein. Its the real deal.
 
My main issue with Shadow Fall is that nothing really stood out to me or was noteworthy besides the visual presentation. Everything about the experience was just rather humdrum or needlessly frustrating, from the various non-shooting elements of the game (space platforming, free fall section before the patch, dealing with fuel rods, etc.) to the way enemies just overwhelm you and pop out of nowhere in the later half (those darn explosive robots).

I feel like the game could have been so much better with some tweaks to the mission design, as the core shooting is still satisfying to me. Killzone 2 still stands as the highlight of the series for me.
 
I agree. Coming off of KZ2 and 3 this was very disappointing. I expected more action. The action that was there was great but I just expected more. All the new stuff they tried I felt was very unnecessary and boring. I haven't played it since it first came out but the
space escort segment where you're floating around
,
Some point around the beginning where I had to locate these things to open doors
, it was just tedious. KZ2 is still the best and most memorable in my opinion.
 
I think GG have proved time and time again that they can make amazing looking games. Unfortunately, the writing often falls completely flat, and the game mechanics are often sub-par.

Really disappointing considering they could have done so much with the lore.
 
6ed.gif


Medal of Honor: Warfighter is still the worst AAA game I've ever played.

Easily. It was just as bad as 3 (even if they got rid of the QTEs), which was also one of the worst FPS I've ever played.

Medal of Honor: Warfighter, Battlefield 3, and Battlefield 4 are the Trifecta of Fuck Awful Military FPS Shit.

You're a braver man than I to play those games to completion. Actually, I did play BF 3's SP to completion. I just remember a rat. Forgot how it ended though.

So true. Any other genre and a game like this might be tolerable. But with games like Wolfy, or its little cuz Mercenaries why bother with a game that feels like work.

On a side note I got this as my only launch game, and took 2 days off work to play it. I ended up cleaning my apartment and only getting about halfway through the game. Every time I played I thought- hmmm I wonder if the bathroom needs more cleaning.

I love this cute little story.

The SP was just dull. It was just sort of there. And I know they gave the illusion of openendedness but it was really still pretty scripted which is something i've grown tired of especially in FPS. No more set pieces and linear dot connecting please. I hate games where they give you new weapons and features and then only allow you to use them in very linear, scripted, very specific places. This was the case with a lot of the owl abilities and the hacker/spider bits. If you aren't going to give me freedom to use those abilities then just make those parts QTEs or something. I mean, it's competent enough, it's just dull and feels like it goes through the motions.

Also, for a fairly linear game, needing to use a map marker all the time is a sign of bad level design to me. I shouldn't have to have the game give me a big orange arrow to tell me where to go and in most well designed games you don't have to.

This is one of the many reasons I love the new Wolfy since it abandons the 2-weapon system that can force that scripted design. There's no preordained weapon dropped for you to take care of some big encounter like Resistance games sometimes did like the rocket launcher for the Leviathan monster in 2. Because of this, it allowed for more experimentation and multiple ways of clearing levels/bosses with the alt fires.
 
I never understood the hate for this game. The only art that I felt kinda slogged on was the escape from the Helghast side. Other than that, game was pretty fun and looked great.
 
My main issue with Shadow Fall is that nothing really stood out to me or was noteworthy besides the visual presentation. Everything about the experience was just rather humdrum or needlessly frustrating, from the various non-shooting elements of the game (space platforming, free fall section before the patch, dealing with fuel rods, etc.) to the way enemies just overwhelm you and pop out of nowhere in the later half (those darn explosive robots).

I feel like the game could have been so much better with some tweaks to the mission design, as the core shooting is still satisfying to me. Killzone 2 still stands as the highlight of the series for me.


This. Exactly this.
 
So when you guys are talking about the freefall section pre-patch, did they just remove it entirely or not?

I'm not going to subject myself to any more of the game, so I'm curious.
 
So when you guys are talking about the freefall section pre-patch, did they just remove it entirely or not?

I'm not going to subject myself to any more of the game, so I'm curious.

I got to that section yesterday oddly enough (im actually trying to finish the game). It sucked. Just a lot of trial and error + bad controls. It's very short though.

The game isn't horrible, it's just sort of mediocre. It's got competent enough controls most of the time, the shooting is good (i actually like the MP and play it every once in a while) there just isn't anything remarkable about it. Nothing memorable. No hook that tells you "Oh this is what KZ does well that sets it apart!" It's just got that "forgettable launch title" syndrome.
 
Killzone certainly feels like a shooter that would benefit from ditching the whole 2 weapon holding and going to a weapon wheel. Embrace the sci fi more. Give us more unique weapons and abilities. You don't have to go all Halo, but be less CoD.
 
I got to that section yesterday oddly enough (im actually trying to finish the game). It sucked. Just a lot of trial and error + bad controls. It's very short though.

The game isn't horrible, it's just sort of mediocre. It's got competent enough controls most of the time, the shooting is good (i actually like the MP and play it every once in a while) there just isn't anything remarkable about it. Nothing memorable. No hook that tells you "Oh this is what KZ does well that sets it apart!" It's just got that "forgettable launch title" syndrome.
It's just dull. Really, really boring. Surely a cardinal sin for any game.

Every time I try to pick it up again, after about 20 minutes I'm just like "ugh, I'd rather be doing just about anything right now."

It's joyless.
 
I'll say this, Shadow Fall is a lot more fun on the harder difficulty if you are looking for a more challenging game. On that difficulty, the OWL becomes much more vital and strategic. No battle on Hard felt like fodder for me.
 
I bought my PS4 to play this game.. and I haven't got passed the 2nd level as it bored me shitless.

Just tried once again after reading this thread, lasted about 5 minutes before I thought "fuck it" and turned it off.

Does the game get better after the empty space station level?
 
It's just dull. Really, really boring. Surely a cardinal sin for any game.

Every time I try to pick it up again, after about 20 minutes I'm just like "ugh, I'd rather be doing just about anything right now."

It's joyless.

This is especially true in a genre like FPS. You have to stand out SOMEWHERE otherwise you are doa.
 
The more I replay the campaign the more I wonder whether it was originally meant to be an online co-op game with Echo as a stealth-sniper-based player 2. Failing to achieve that goal and shifting that concept into the form that released would explain some things any way.
 
It's just dull. Really, really boring. Surely a cardinal sin for any game.

Every time I try to pick it up again, after about 20 minutes I'm just like "ugh, I'd rather be doing just about anything right now."

It's joyless.


Please, make a list of three games that you think are awesome and three games that you think are dull.

Thanks!
 
Three thoughts:
1. Single player was pure garbage, one of the very worst games I've played in the last 10 years without doubt
2. BF4 single player wasn't great, but it was streets ahead of this shit
3. Multiplayer kind of saved the package for me, I really enjoyed it.
Gaf's most used word in recent years?
 
My main issue with Shadow Fall is that nothing really stood out to me or was noteworthy besides the visual presentation. Everything about the experience was just rather humdrum or needlessly frustrating, from the various non-shooting elements of the game (space platforming, free fall section before the patch, dealing with fuel rods, etc.) to the way enemies just overwhelm you and pop out of nowhere in the later half (those darn explosive robots).

I feel like the game could have been so much better with some tweaks to the mission design, as the core shooting is still satisfying to me. Killzone 2 still stands as the highlight of the series for me.

IIRC, there's always a box where they come from.

I enjoyed the game, and its variety, even more than KZ2. So much actually, that I replayed some of the chapters. It had its flaws, like the story and defense sequences, but overall it was pretty good, certainly above average. The soundtrack was also more to my liking, than that of KZ2.

I thought Wolfenstein was more hard, as I played on normal until the last fight in Shadow Fall, whereas in Wolfenstein I toned down the difficulty already in the
moon base
. I definitely enjoyed Shadow Fall more.
 
I actually really enjoy the basic gameplay and the battles.

My issue with KZ is that both of my play throughs I ended up just having very little clue what to do. Thought maybe I missed some cue the first time so started over but ended up getting stuck in the same spot twice. I love large maps in FPS general but for some reason KZ:SF has "lost me" twice. Still mean to give it another try though.
 
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