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New build of Killzone Shadow Fall shows improvements

There is tons of camera based blur and also an object implementation. Just like every killzone before it.
Cool. OP only mentioned object based and with that video I couldn't tell if it's in. My silly fears.

What's up with that music in the video BTW? lol.
 
Gemüsepizza;85882321 said:
Ironic hearing this from someone with an Adam Jensen avatar.

That's weak. First you assume I like that game just because I have an avatar of a character and second you're assuming I bought and used that ability when I clearly did not.

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?

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.

I don't understand what you guys mean by designing the game with a wallhack feature in mind. It's an ability where you can watch enemies through walls and wait for them to turn their back to you for an easy stealth kill, it's in most modern games and it's awful in every one of them. You're taking an awful lot on faith because....why exactly?
 
Wait, so now MP is a locked 60?? if so thats amazing.

Im sold, Im moving my BF4 preorder to something else (they'll be patching BF4 for 6 months to make it right, so I'll wait)...maybe the camera (my kids will get a kick out of what ever little entertaining games they make for it)

This is THE launch title of the generation, and THE game that will clearly flaunt what power advantages sony has....god forbid Driveclub hits 60 vsync, then what.
 
Joke post?

Triple buffering doesn't need RAM. It needs GPU power.

What? Triple buffering is just using an extra buffer in RAM. It eats up extra space and uses no extra power.

Read http://www.anandtech.com/show/2794/2

AnandTech Article said:
This does take up some extra space in memory on the graphics card (about 15 to 25MB), but with modern graphics card dropping at least 512MB on board this extra space is no longer a real issue.

In other words, with triple buffering we get the same high actual performance and similar decreased input lag of a vsync disabled setup while achieving the visual quality and smoothness of leaving vsync enabled.
 
Well, there's no question the campaign will be far better than Ghosts or BF4, but that's not an achievement.

Interesting, have you completed the 3 single player modes of these unreleased games? Impressive.

Yes, I'm well aware of the poverty of SP campaigns in the previous outings of the aforementioned franchises but lets not jump too quickly to any conclusions. For all we know SF might still turn out to be poop, even if that seems unlikely.
 
Wait, so now MP is a locked 60?? if so thats amazing.

Im sold, Im moving my BF4 preorder to something else (they'll be patching BF4 for 6 months to make it right, so I'll wait)...maybe the camera (my kids will get a kick out of what ever little entertaining games they make for it)

This is THE launch title of the generation, and THE game that will clearly flaunt what power advantages sony has....god forbid Driveclub hits 60 vsync, then what.

Meltdown.
 
Visually it's absolutely spectacular, and if I can find a PS4 around launch I'll definitely pick it up. Also like the increased scale, think that's going to really help the game.

However, and this is an important but, the core gameplay just looks so fucking dreary. It's the same vapid aim down the sights slug fest we're used to from tons of other tired games of the genre. It looks amazing, but it doesn't look fun enough to really make me want to play it. Same goes for the multiplayer, which looks vapid, and I've been consistent in saying that throughout the pre-release threads.

Saying that people I work with have played the multiplayer and they assure me it's fun. I'm sure it is, I just don't think it'll satisfy me from a core gameplay perspective because the mechanics don't look particularly deep or engaging. Gun handling in general just looks pants. There still doesn't seem to be much recoil.

But again, I don't know how anyone picking up a PS4 at launch can justify not buying this game. It's an absolute showpiece for the potential of the hardware.
 
Wait, so now MP is a locked 60?? if so thats amazing.

Im sold, Im moving my BF4 preorder to something else (they'll be patching BF4 for 6 months to make it right, so I'll wait)...maybe the camera (my kids will get a kick out of what ever little entertaining games they make for it)

This is THE launch title of the generation, and THE game that will clearly flaunt what power advantages sony has....god forbid Driveclub hits 60 vsync, then what.

The last time I heard it was a mostly 60fps affair in MP.
 
Gemüsepizza;85882321 said:
Ironic hearing this from someone with an Adam Jensen avatar.



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?



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.

Dude, dude, dude... don't feed the troll. Trust me.
 
That's weak. First you assume I like that game just because I have an avatar of a character and second you're assuming I bought and used that ability when I clearly did not.





I don't understand what you guys mean by designing the game with a wallhack feature in mind. It's an ability where you can watch enemies through walls and wait for them to turn their back to you for an easy stealth kill, it's in most modern games and it's awful in every one of them. You're taking an awful lot on faith because....why exactly?
I think the wallhack have limited time and it have cooldown before you can use it again. So it's not as overpowered as in your scenario where you can just wait until enemy turn his back on you.
 
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.

If the forest level is a good example of what they're going to be doing with that openness then they should stick to the linear levels. Based on this map, it suffers from the same problem that Crysis 3 had and that was huge play spaces with not much to do in them.
 
This will be a nice tech demo for the PS4

Gameplay looks like the same bog standard aim down the sights shooter we've played dozens of times this generation

but it is pretty
 
This will be a nice tech demo for the PS4

Gameplay looks like the same bog standard aim down the sights shooter we've played dozens of times this generation

but it is pretty

But see now you can blow up base 2 first instead of blowing it up after base 1. So it's new now.

I think the Crysis 1 comparisons are a little premature right now. That game was an actual sandbox, a playground where you could truly tackle things in almost any way your imagination could conjure up. This just seems like a shooter with big levels, that's a big difference.
 
The player sprinted towards a guard that didn't notice him. I'm going with deaf.

That would be stupid. I wouldn't hire guard if he/she was deaf. I'm going with either it was too noisy or the suit the MC was wearing has some noise cancelling or disrupting Helghast helmets from hearing the MC.

or shitty A.I.
 
Just saw video showing the latest version of the forest level

*All lod problems have been fixed - no more pop ups!
*They have added moving mist to the level -looks rad
*they have added god rays to the level. Allthe trees are casting god rays (
*it has screen tearing but the frame rate is solid
*depth of field is back and they have added object based blur
*particle effects seem lacking compared to the latest multiplayer footage

The fog/mist really changes the look of the level. Looks wayyy better than the e3 build.

http://youtu.be/G8UhrlEx8ho

Pretty sure, that forest level already had god rays and it's the sun casting those, not the trees, otherwise we'd be getting COD Ghosts technology...
 
nice mist. Adds what i felt was missing from the SP footage thus far. Debris and volume within the playing space.
 
If the forest level is a good example of what they're going to be doing with that openness then they should stick to the linear levels. Based on this map, it suffers from the same problem that Crysis 3 had and that was huge play spaces with not much to do in them.

Unless you have the attention span of a gnat, I don't see how that is the case. Usually a bit of action, a gunfight, exploration, a vista, climbing, or whatever is not more than a minute or two away. If people take their time to soak in the environments, vistas and visuals, instead of continuing on with the mission objective or just continually getting in to gunfights, that is not a design flaw, but a design success. And Crysis 3's problem's are far greater than just that.
 
It looks so easy

Doesn't the guy playing it die within a minute of the demo starting? Judging difficulty based on demos in public exhibitions is likely ill judged. You don't want people's main memory after walking away from the demo to be how frustrating they found it because they constantly died. If KZ2 is anything to go by on harder difficulty settings the challenge will most definitely be there.
 
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.

Open ended gameplay is not something new, it's already been mentioned the game is reminiscent of Crysis. The game looks good as I said before but so did KZ3 when that came out and that game stank. If it's just another shit story with a weak premise and bad writing then it's no different to any other FPS.
 
But see now you can blow up base 2 first instead of blowing it up after base 1. So it's new now.

I think the Crysis 1 comparisons are a little premature right now. That game was an actual sandbox, a playground where you could truly tackle things in almost any way your imagination could conjure up. This just seems like a shooter with big levels, that's a big difference.

Are people comparing KZSF to Crysis?
Sentence I bolded, exactly that is the difference. KZSF has levels, Crysis had one big ass island.

I remember a mission in Crysis back when I was playing it in 2007 where you had to go to a enemy camp and do something (forgot what it was). You could go straight into the camp via the main route, you could go enter the camp from the jungle/woods side from the east. What I did was go all the way down to the beach and use maximum power and use those rocks to climb up and I was at the back of the camp. I completed my mission without them knowing I was there and/or I could do a surprise attack.
 
DAT POLISH, it looks much better with the added effects. Screen tearing makes it bittersweet.
Tearing is an easy last minute fix. Keep in mind that they're in the midst of crunch right now and there will likely be a major day 1 patch. This build is over a month old as well.
 
Helghast need to learn how to confirm that kill, hope the auto revive feature has limitations.
it uses Health Packs apparently so there is a limit
I hope we see some next gen snow level. I swear I remember gg saying they borrowed some snow from naughty dog for kz3 lol.

I hope to see a full-time controllable space battle scene not like the limited one from KZ3 which left me disappointed
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and of course it may not be in this game but I want to know more about the other colonies and Earth...
 
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