Killzone 2 (PS3)

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  • youvalss
    ******
    • Feb 2007
    • 16601

    #166
    Re: Killzone 2 (PS3)

    Originally posted by mizzta21
    good to know, and about 6% of the 99% are worth purchasing. i just wanted to know what makes this game deserving to be in that 6%.
    Except for the graphics I can't see anything that hasn't been done before. If you played Killzone (the original), you know the game was fun and had great graphics even for the PS2.
    Take COD4 for example, it has a great graphical engine and it's a fun game, but it hasn't done anything really new imo. Still, it's considered 2007 game of the year if I'm not mistaken.
    My Specs:

    ZX Spectrum
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    Comment

    • CaptainZombie
      Brains
      • Jul 2003
      • 37851

      #167
      Re: Killzone 2 (PS3)

      Originally posted by youvalss
      Except for the graphics I can't see anything that hasn't been done before. If you played Killzone (the original), you know the game was fun and had great graphics even for the PS2.
      Take COD4 for example, it has a great graphical engine and it's a fun game, but it hasn't done anything really new imo. Still, it's considered 2007 game of the year if I'm not mistaken.
      I actually liked Killzone and I have high hopes for this one.
      HDMovie Room

      Comment

      • Flawless
        Bang-bang! Down-down!
        • Mar 2004
        • 16780

        #168
        Re: Killzone 2 (PS3)

        E3 MP Trailer:




        32 players. Jaw on floor.


        More Info:

        Killzone 2 Badge System:

        Rather than adhere to a rigid character class system, Killzone 2’s online mode allows the player to mix abilities from different roles to better suit his / her preferred style of play. Abilities are represented by badges: the primary badge defines the main role of the player character, as well as its outward appearance, while the secondary badge serves as a complementary ability that enhances the main role.

        Although their player characters look different, both Helghast and ISA factions have the same set of roles and badges to choose from. Here they are, from left to right:

        Rifleman:
        The default multiplayer character is assigned when no primary badge is selected. A secondary badge may still be added. Riflemen can start with most weapons, except for the specialized ones.

        Engineer:
        Primary badge ability: Sets up an automated turret which targets the enemy.
        Secondary badge ability: Repairs ammunition dispensers, mounted guns, and automated turrets.

        Medic:
        Primary badge ability: Revives downed team mates.
        Secondary badge ability: Throws a health pack, which can be picked up by other players.

        Scout:
        Primary badge ability: Uses a cloaking suit to become near-invisible.
        Secondary badge ability: Tags all on-screen enemy players with a hidden marker, which broadcasts their coordinates to team mates.
        Assault:
        Primary badge ability: Dons heavy armour twice as strong as normal.
        Secondary badge ability: Temporarily boosts running speed.

        Tactician:
        Primary badge ability: Throws a coloured smoke grenade, which serves as a spawn point.
        Secondary badge ability: Requests air support from a sentry bot which targets the enemy.

        Saboteur:
        Primary badge ability: Assumes the disguise of a randomly selected enemy player.
        Secondary badge ability: Throws a sticky, proximity-activated C-4 charge.
        Go Noles!!! >>----->

        Comment

        • Heelfan71
          Hall Of Fame
          • Jul 2002
          • 19940

          #169
          Re: Killzone 2 (PS3)

          Engineer sounds fun.
          My Fan Page http://theusualgamer.net/MyFanPage_Heelfan71.aspx
          Heelfans Blog http://www.operationsports.com/Heelfan71/blog/

          Comment

          • rubisco43
            All Star
            • Feb 2003
            • 4372

            #170
            Re: Killzone 2 (PS3)

            now THIS is the game that will drive me to buy a PS3. Looks AMAZING, much better than Resistance 2 IMHO.
            http://valid.canardpc.com/show_oc.php?id=805002

            Comment

            • Altimus
              Chelsea, Assemble!
              • Nov 2004
              • 27283

              #171
              Re: Killzone 2 (PS3)

              Originally posted by rubisco43
              now THIS is the game that will drive me to buy a PS3. Looks AMAZING, much better than Resistance 2 IMHO.
              Visually yes, but Resistance has many things going for it as well.

              Every time I watch these videos I just can't wait to shoot that rifle.

              Comment

              • rubisco43
                All Star
                • Feb 2003
                • 4372

                #172
                Re: Killzone 2 (PS3)

                Originally posted by XLR7
                Visually yes, but Resistance has many things going for it as well.

                Every time I watch these videos I just can't wait to shoot that rifle.
                i'm not saying that R2 is a BAD game... it just looks like the red-headed stepchild to Killzone 2 I've never played either game, so I can really only go on what they look like which is prob not the best way to go about it.
                http://valid.canardpc.com/show_oc.php?id=805002

                Comment

                • in mid air
                  .
                  • Oct 2007
                  • 1361

                  #173
                  Re: Killzone 2 (PS3)

                  Gametrailers - Killzone 2 - E3 2008: Destruction Cam Gameplay

                  Comment

                  • Altimus
                    Chelsea, Assemble!
                    • Nov 2004
                    • 27283

                    #174
                    Re: Killzone 2 (PS3)

                    It sucks this isn't coming till Feb 09. Fortunately there are a lot of games between now and then.

                    Comment

                    • Flawless
                      Bang-bang! Down-down!
                      • Mar 2004
                      • 16780

                      #175
                      Re: Killzone 2 (PS3)

                      Gamespot stage demo




                      Talks about and shows more mutiplayer footage.
                      Go Noles!!! >>----->

                      Comment

                      • Altimus
                        Chelsea, Assemble!
                        • Nov 2004
                        • 27283

                        #176
                        Re: Killzone 2 (PS3)

                        Man Flawless, you're all over the place with the coverage. Thanks man.

                        The more videos I see the more I get excited about this game.

                        Comment

                        • Heelfan71
                          Hall Of Fame
                          • Jul 2002
                          • 19940

                          #177
                          Re: Killzone 2 (PS3)

                          Originally posted by XLR7
                          It sucks this isn't coming till Feb 09. Fortunately there are a lot of games between now and then.
                          yep, SOCOM and this will be great.
                          My Fan Page http://theusualgamer.net/MyFanPage_Heelfan71.aspx
                          Heelfans Blog http://www.operationsports.com/Heelfan71/blog/

                          Comment

                          • Flawless
                            Bang-bang! Down-down!
                            • Mar 2004
                            • 16780

                            #178
                            Re: Killzone 2 (PS3)

                            More on multiplayer.

                            E3 2008: Killzone 2 Multiplayer Details
                            Info on 32-player matches, 64-player clans, a public beta, and more.

                            Something For Everyone
                            To begin with, let's verify that Killzone 2's going to support online matches for two to 32 players and, according to Boltjes, look as good as the single-player campaign. This means that at the most basic level, you're going to be able to find an affair that fits you size and visual needs.

                            When you start a match, you'll either select Quick Join or Regular Join. The Quick option tosses you into whatever match it can with players of your caliber, while the regular option lets you choose games based on one of the game's eight maps, five mission types, and so on. When you create a match, you can specify what maps to play on, how many players, what kind of weapons, and what missions will be used.

                            Have it Your Way
                            Player progression is going to be a huge deal in Killzone 2. There are 12 military ranks to ascend through, 46 ribbons and medals to unlock, more than 100 player stats to dig through, as well as an extensive badge system to flesh out and master.

                            Let's start with that badge system. There are six player types including engineer, medic, scout, assault, and saboteur in Killzone 2's multiplayer. When you start, you'll need to play to unlock every class of character, but when you do, you'll be given that badge's primary special ability -- a medic can revive fallen comrades, engineers can toss out sentry turrets, etc. If you keep playing with that class, you'll unlock a secondary ability as well -- medics can toss out med packs, engineers can repair stuff, etc.

                            That's cool and all, but what's neater is that you'll be able to merge classes if you like. Let's say you love reviving people but could really use the ability to repair machinery. You can combine the medic badge with the engineer badge to make -- you guessed it -- the medic engineer. You can make any combo you want, but whatever badge you put first will give the final product its primary ability, and whatever badge you put second will add its secondary ability.

                            As you increase your military rank -- basically your XP that is displayed after every match so you know how far you've got to go -- you'll unlock more of these badges. Use the badges and you'll unlock medals. Use the medals and you'll unlock secondary abilities.

                            Oh, and then there's the completely separate events that will unlock your PlayStation Network Trophies.

                            Another neat function debuted by Boltjes was Killzone's spawn mechanics. If you're like me, every now and again some nerdburglar gets a lucky shot off and drops you in a multiplayer game. When this happens in Killzone, you'll have a map pop up on the left side of your screen where you can cycle through the different respawn locales and the right side of the screen will display video in real time of what's happening at whatever spawn point you're scoping out.

                            Now if you spawn into a firefight, you have no one to blame but yourself.

                            Killzone's also trucking out what Boltjes called dynamic missions. There are five types of battle for you to take out your aggression in -- which include Assassination, Body Count, Search & Destroy, as well as Search & Retrieve -- but when you start a round, you don't have to settle for one mission. In a demo video I saw, the ISA finished up a Search & Retrieve mission and as soon as they were announced as the victors, one of them was targeted for a Helghast Assassination mission. The orange-eyed team surrounded the squad, blasted the target, and won the mission. Then, another mission popped up challenging the ISA to plant a bomb. They did, the device went boom, and the boys won the round 2 to 1.
                            Teamwork
                            What's going to make it easier for you and your team to wreckshop in Killzone 2 is the squad option. When you're playing, you'll be able to tap a button and invite teammates to squads of up to four players. This grouping function allows you to see your squad's health and badges, it gives you your own chat channel, and it opens the ability to spawn on your squad leader. Only eight squads are allowed per faction.

                            Although it sounds helpful as hell, Boltjes ran a quick video to showcase the true power of the feature. In the clip, a solo ISA gunner tried to take a reinforced turret spot manned by three Helghast in front of a lone entry way. In a second, the lone dude was obliterated. On the next attempt, the solider brought a friend, popped into a menu overlay, formed a two-man squad, and suddenly had the vitals on what his buddy was doing. The new guy placed a turret at the entry way (something the original dude told him to do after seeing his badges) and stepped up to provide some cover fire while the original dude used his boost ability to run at super-speed to the back of the enemies. The original dude could see how his friend was doing via the health bars and had plenty of time to get behind the occupied troops and fire off a life-ending RPG. The squad then placed some bombs before the bad guys could respawn and won the day.

                            A Killzone Kommunity
                            Squads are cool and all, but Guerrilla is intent on taking Killzone 2 further than that. Once you get going online and open up the option through the basic rounds of leveling up your military rank, you'll be able to join or create a clan for up to 64 total players. These groups will be awarded Valor points -- a Killzone 2 currency -- that can be put on the line in 16-player v. 16-player clan challenges, which are basically fights under whatever mission setting the groups agree to. See, Clan A would challenge Clan B and each would risk some Valor points. Whichever clan wins the fight gets the points.

                            There are also clan tournaments that up to 256 clans can participate in. You can risk and win valor points here as well. Now, it's important to point out that you can only be in one clan at any given time. If you tire of a group's shenanigans, you can leave and join up somewhere else as long as your clan's not in a tournament. Guerrilla doesn't want you quitting a losing team and joining the squad beating you.

                            These points play into Killzone's practically OCD obsession with stats. There are going to leaderboards for individuals, friends, clans, and clan members as well as stats based on daily, weekly, monthly, and all-time performances such as headshots and the like. If you can't get enough of scoping these figures on your PS3, you can sign on to Killzone.com, synch your PSN username, and check out all the figures there.

                            In fact, Killzone.com is going to become a pretty handy portal for people who go off the deep end with this game. On the site, you can invite folks to your clan, track your military rank progression, check out what medals you have and what you need to do to get the next few, compare medals, see folks' favorite weapons, and the list goes on. Clans will have their own spaces on the pages where you can see who's in the group and who's the MVP, you'll be able to search for Clans, and the page will even display featured match rundowns that give you the skinny on the when, who, and how many Valor points are up for grab.

                            Whew
                            With the formal part of the presentation over, Boltjes ran another trailer that was really an extended look at the first one. This time we got to hear the banter between the folks playing as the ISA as they made their attack on the Helghast. Shots were fired, turrets were manned, and all was right with the world. At one point, one of the soldier's ran up and set some C4 at the exit to a building. He doubled back, and then setoff the payload when the Helghast began to come out of their dwelling. It halted the initial batch, but soon another swarm attacked the area and a sniper took up an elevated potion. None of the ISA guys could get a shot off on the scout, so one tossed a green smoke grenade.

                            It called in an air strike. Soon, an unmanned sentry 'bot flew in and lit the sniper up. An AI-controlled weapon, the 'bot will patrol until someone takes it out.

                            In yesterday's single-player preview, I wrote that Killzone 2 kept finding ways to impress me. That is definitely the case here. The servers are global, the clan system sounds awesome (Who'd be down for a Podcast Beyond crew?), mixing and matching my badges sounds like fun (Please let me be able to cloak and boost.), and the Killzone.com community sounds like something I'd love to be apart of. If you're looking to be a part of the Killzone 2 cloth sooner rather than later, Guerrilla's planning a public beta later this year. Looking to life post-launch, the Guerrilla team said that they're investigating online co-op as a DLC possibility as well as the tanks I got to see yesterday.

                            Info on this multiplayer mode has taken its sweet time getting here, but it's definitely lived up to my expectations -- although I wish I could customize how my characters look.
                            Go Noles!!! >>----->

                            Comment

                            • in mid air
                              .
                              • Oct 2007
                              • 1361

                              #179
                              Re: Killzone 2 (PS3)

                              Joystiq E3 Hands-On: Killzone 2

                              How did Killzone come to carry such a burden? I asked myself this as I slogged through an early level in Killzone 2. PlayStation 2 wanted its "Spartan" and the original Killzone was called to task, failing miserably. And then, almost forgotten, Killzone emerged again through a dazzling display of smoke and mirrors at E3 2005. Three years later, we're inching ever closer to Killzone 2's release in February 2009. Now that the smoke is settling we wonder if a true "Halo killer" stands before us.

                              The E3 2008 demo begins with a beach landing, and continues with a crawl up into the bowels of a hellish place. This is a gray and lonely world, an industrial city of towering steels and concrete. The views are beautiful though. This is a gorgeous game -- Guerrilla has delivered on that promise. Where Halo offers relief from the horror of its subject matter with rich, 'toonish colors, Killzone plunges your senses deep into the despair and grotesqueness of a world at war. The stark environments are enriched by a distinct art design. There's cinema here. But we're not idly watching, are we?
                              It was difficult to judge Killzone 2's gameplay. It was rough, but I was constantly reminded of the demo's state by a permanent, overlaid warning: "work in progress -- pre-alpha build." The framerate wasn't there, and the character movements were painfully restricted at times. I felt slow and clumsy, constantly fiddling with the control schemes and axis sensitivities. The cover mechanic (mapped to the "crouch" command) worked and didn't (ie: it was frustrating that I couldn't pop up out of cover and use the zoomed weapon view).

                              Most distressing was the ill-timed flow of enemies. "This is ****ed up!" yelled my AI squadmate. Indeed. We'd be down a few Helghast, there'd be a pause, and a few more would trickle into the room. I don't mind waves of enemies (I welcome them!), but these were more like kiddie pool wakes. There were a few instances when the fighting opened up into larger, more chaotic battles, and these were both exciting and terrifying. But even these segments were plagued by the poorly programmed enemy advancements.

                              What I was surprised by, what kept pulling me back into the experience, was the brilliant character animation, highlighted by incredibly lifelike facial acting. Surprise. Fear. Excitement. Pain. I could see this all of this in my fellow humans' expressions. The Helghast were more difficult to read, hidden behind their terror masks, but no less human in their responses to battle. A location-specific hit detection system drew reactions from all points of their bodies as I riddled these creatures with bullets. And I didn't do so alone.

                              Guerrilla has created a very competent "friendly" AI. I traversed much of the level with my "Dom" who doubled as a guide (sure beats a glowing arrow -- but there's one of those too at times, just in case) and battle tested teammate. He offered scripted strategies, but also fought aggressively during freeform firefights. Similar to Gears, if "Dom" was downed, I had a certain amount of time (several minutes, I was told) to approach him and give him a shot of the all-better-now or clear the immediate area of Helghast. Other sections of the game will actually be spent working in a four-man squad.

                              As much as I enjoyed my companion's company, I also found myself wandering away the path he traveled. There was a lot of space to move in. Not necessary space, but "real" space. While there was a linear path I had to travel to progress, there were many opportunities to explore and imagine the level as a virtual world, not just a string of corridors. This is great level design, and Guerrilla should be recognized for that.

                              There's still something missing from Killzone 2 though. Or, perhaps, it's there, not experienced; that special something that a demo can never deliver. To overcome the narrowing innovative possibilities of the first-person shooter, a developer has to succeed in delivering a narrative. I have to care about my character, my "Dom," all these men dying around me, and the mystery behind my closely related enemies. I haven't become interested in the Killzone universe yet. But I'm eagerly waiting to give it a shot.

                              Comment

                              • Flawless
                                Bang-bang! Down-down!
                                • Mar 2004
                                • 16780

                                #180
                                Re: Killzone 2 (PS3)






                                Go Noles!!! >>----->

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