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New build of Killzone Shadow Fall shows improvements

Was that the thing that makes enemies show up behind walls? I won't be using whatever was doing that.
You're buying the new consoles? Why? You're going to hate everything on them.

EDIT: That probably sounds like I'm being a dick, it wasn't meant to, I find the decision genuinely bizarre.
 
Still kicking my self in the ass because I picked the watch dogs bundle over the killzone bundle :( im already making launch day mistakes months before launch.

Don't be too hard on yourself. Killzone is one of those titles that start to look better and better while Watchdogs starts to look more and more mediocre but that's just me.

Year ago Watchdogs was the shit, the ''start'' of next gen. Now I am utterly bored by it a month before launch. The marketing for it has done a terrible job imo.
 
Indeed. Previous games were very grey and had a drab atmosphere. This looks very open or a grand feeling of an open world with some solid colours and beautiful environment. Can't possible see how someone can say they are the same.

gameplay looks the same. very basic FPS stuff it seems. are there even any significant improvements in enemy AI? particle effects and higher res textures and brighter colors don't really mean much when it comes to how it plays.. the larger levels are welcome though, if they are well-designed and not larger just for the sake of being larger. and even that isn't anything really special, there's been plenty of open-world shooters since PS2 days.
 
It plays the same but you can tackle objectives in a different order in SOME areas. Big deal. What are the gameplay changes? I'm not seeing them.

How it can both play the same, while also being far more open and player driven? That doesn't make any sense.
 
Was that the thing that makes enemies show up behind walls? I won't be using whatever was doing that.

so you wont be completing the game, because it's also the thing that gives you the zipline, shield, hacks for you, and the stun effect, and distracts enemies, and other shit. it's varied in use, and can completely change the way you play an fps.
 
You're buying the new consoles? Why? You're going to hate everything on them.

I'm going to like something on PS4 eventually. I hope at least.

Who knows I may be pleasantly surprised by some of these launch games if I lower my standards enough. Compare it to the ps1/2/3 launch and the lineup looks amazing all of a sudden.

CraftySkills said:
How it can both play the same, while also being far more open and player driven? That doesn't make any sense.

If you've got a set of objectives to complete, have to complete them but you can do it in any order, that's not really a big deal anymore. I remember doing that in Goldeneye. Now if you've got a large set of hidden and clever ways to complete them now we're getting somewhere.
 
No it isn't standard. Certain people like kkrt00 were saying how pop ups are a feature of PS4 becauae of the CPU. I am just adressing the bull shit
Okay then, this has been the case on every game I've worked on. LOD models and textures are generally refined at the end of development.
 
Was that the thing that makes enemies show up behind walls? I won't be using whatever was doing that.
The full TGS walkthrough was really awesome
*no infinite spawning enemies - all enemies dropped via dropship if the senteriea sound the alarm
*level is vertical - you can use stealth to take out enemies or go gun blazing
*there is platorming in the game -looks simple
*hold the base type gameplay - similar to vesari square defense mission in kz2
*enemy ai is good and it is eash to die

I really loved that walkthrough
 
Was that the thing that makes enemies show up behind walls? I won't be using whatever was doing that.

I can understand hating this in games like TLOU where it thematically makes zero sense, but hundreds of years into the sci-fi future where technology like that seems easily feasible, i don't mind it at all.
 
Looks great but so did KZ3 and that game was terrible. Yet to see anything compelling about KZ:SF that is going to make it stand above the other FPS fare.
 
I can understand hating this in games like TLOU where it thematically makes zero sense, but hundreds of years into the sci-fi future where technology like that seems easily feasible, i don't mind it at all.

It's not about making sense for some stupid story, it's about making a game fun and not streamlined for the player. If you can see enemies through walls you have an enormous advantage and it makes the game boring.

Besides if you want to use the dumb story excuse then if you can use it then so should the enemies. That way you're never safe. But I think that's still silly so it should just be taken out or disabled.
 
Dem graphics. Had a hard time spotting tearing though (downloaded the 720p file)?

The trees throw me off though. It's weird how they move so much, like they're blades of grass or something :P
But yeah, the fog addition makes it look a lot better.
 
Just offloaded my Xbox 360 so it's Wii U and PS4 in just under 7 week's time for me - and I'm defo picking up this bad boy on launch day...probably be either this or BF4 that goes into the disc tray first. :)
 
Btw I forgot to mention it - the audio design in the single player is really really good. Second best sounding game after the Battlefield series. Everything sounds so rich and the Japanese vo were fantastic
 
Was that the thing that makes enemies show up behind walls? I won't be using whatever was doing that.

I think you just made it clear that you don't know much about this game.

Of course this game isn't going to reinvent the genre, if that's what you're looking for. But within the context of the Killzone franchise, there are way too many innovations to just call it "more of the same".

Anyway, game looks gorgeous. I hope the new angle on the single player makes it a worthwhile game to keep around and replay.
 
This is shaping up to be a tremendous launch title. Awesome visuals.


Lets hope that singleplayer will be long and meaningful, and that Sony will finally release the whole TGS directfeed footage of that forest mission, with destruction of all bases and crashing down of the Visari monument.
kkkq5e7o.gif

1h 17min mark http://www.twitch.tv/feed_rss/b/463758745

they do this and then you don't think the Helghast would declare war.... lol

Helghast 1:"Oh some random VSA guy came for that random VSA dropship that crashed in our territory killed most of our guards blew up our air base and just flew away! Do we declare war on the VSA"

Helghast 2:"Nope its no big deal"
 
It's not about making sense for some stupid story, it's about making a game fun and not streamlined for the player. If you can see enemies through walls you have an enormous advantage and it makes the game boring.

Besides if you want to use the dumb story excuse then if you can use it then so should the enemies. That way you're never safe. But I think that's still silly so it should just be taken out or disabled.
One person should have a tactical advantage when facing squads of soldiers.

It's just about balancing the difficulty accordingly.

Yes, it looks incredibly easy in that video, but demos are frequently greatly toned down so random people can get through them.

I know you have an issue with 'hardcore' modes, and I almost always agree, but Crysis for example, I think is a game where the hardest difficulty really did feel like it required a gameplay style that was actually counter to the lower difficulties. It goes from being you're superman, very empowered, tearing through the game, to you need all your seemingly stupid advantages, because there are far far more people against you than is reasonable.
 
Was that the thing that makes enemies show up behind walls? I won't be using whatever was doing that.

Ironic hearing this from someone with an Adam Jensen avatar.

It's not about making sense for some stupid story, it's about making a game fun and not streamlined for the player. If you can see enemies through walls you have an enormous advantage and it makes the game boring.

What are you even talking about? The game is balanced with this feature in mind. This is not some third party cheat software which isn't included in the game. And how else do you think a single person can successfully fight against hundreds of enemies?

Besides if you want to use the dumb story excuse then if you can use it then so should the enemies. That way you're never safe. But I think that's still silly so it should just be taken out or disabled.

What "dumb story" excuse? It's not in any way surprising that a member of a future special forces unit has access to cutting edge technology while normal soldiers don't. People are showing you how the gameplay is not the same as in previous titles, yet you are ignoring it. And it is still first person shooter, so of course you can't completely change the gameplay. It seems like you just want to shit on this game.
 
It's not about making sense for some stupid story, it's about making a game fun and not streamlined for the player. If you can see enemies through walls you have an enormous advantage and it makes the game boring.

Besides if you want to use the dumb story excuse then if you can use it then so should the enemies. That way you're never safe. But I think that's still silly so it should just be taken out or disabled.

I'm glad you did not jump to comclusions at all there. Guerrilla built this game with the feature in mind from the start, I have faith that they tuned the encounters to address these potential issues of yours with better enemy AI, more difficult enemies/encounters and clever area design. Also, do you know how often you can even use this feature? Maybe you have to spec for it specifically, maybe the enemies will counter this feature or use it against you, who knows?

The fact that you honestly believe you know all there is to know about a single tiny tech-ability in a game as vast as this is outright hilarious.
 
Also, if you leave OMGLEETWALLHAX vision on for too long, the enemies being spotted become alerted to your position. Or you could just not use that single element of a gameplay feature that changes the way all prior killzones were played in the first place, which was derricks initial complaint..
 
No camera based motion blur? This makes me sad.

There is tons of camera based blur and also an object implementation. Just like every killzone before it.

Also, see through walls is so annoying in games that have it. I purposefully do not use it in every game... makes them so simple...
 
Looks great but so did KZ3 and that game was terrible. Yet to see anything compelling about KZ:SF that is going to make it stand above the other FPS fare.

None of the others have open ended gameplay or mission structures, and instead have strictly linear campaigns. Nor do they have near the visual fidelity or design scope as Killzone SF. It already stands out above the other launch shooters, by a good margin.
 
About seeing enemies through the environment, just don't use it. I never used the stupid listening mode in the last of us. I hope you can disable it in game
 
No it isn't standard. Certain people like kkrt00 were saying how pop ups are a feature of PS4 becauae of the CPU. I am just adressing the bull shit

There is still pop-up in this video, so i dont know what are You talking about. Shadow rendering distance seems unchanged. And i dont really see per object motion blur, but in such crappy footage You cant really be sure.

I never said that pop-up is caused by CPU.

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Mist looks very cool. They also added more color in that scene with crashed stuff.

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There is tons of camera based blur and also an object implementation. Just like every killzone before it.

Killzone 3 did not have object based motion blur.
 
None of the others have open ended gameplay or mission structures, and instead have strictly linear campaigns. Nor do they have near the visual fidelity or design scope as Killzone SF. It already stands out above the other launch shooters, by a good margin.
Well, there's no question the campaign will be far better than Ghosts or BF4, but that's not an achievement.
 
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