Looks amazing! As for the reload animation, I think it's the same animation from the original Killzone, which is great because all the reload animations there were great!
Killzone 2 (PS3)
Collapse
Recommended Videos
Collapse
X
-
Re: Killzone 2 (PS3)
Looks amazing! As for the reload animation, I think it's the same animation from the original Killzone, which is great because all the reload animations there were great!My Specs:
ZX Spectrum
CPU: Z80 @ 3.5 MHz
GPU: Monochrome display
RAM: 48 KB
OS: Sinclair BASIC -
Re: Killzone 2 (PS3)
Best quality video yet.
...Go Noles!!! >>----->Comment
-
Re: Killzone 2 (PS3)
IGN: Hands-On
The opening cinematic enthrals, as the transport is taken down in enemy fire and a bombastic assault of sound and vision that looks truly impressive. Having sat through the show, the game introduces the sneak and peek mechanic that forms the core of the experience with no hesitation, placing the player amidst a heated firefight with ample opportunities for cover – and it works remarkably well, offering a more than welcome new facet to the FPS genre.
Keeping in first-person all the way, the L1 button latches the player to cover, and whilst in hiding players have free movement left and right, with a either a tug on the trigger or upwards on the analogue stick resulting in that all-important 'peek'. Amazingly for a game that is now some nine months off release, it never really falters in granting some tactical defence, and largely avoids some of the snagging and poor detection that can blight other similar systems, lending the firefights a dynamism only seen in the finest shooters.However, while what we've seen is certainly impressive in parts, we need to see a bit more over the coming months to discover if Killzone 2 can truly deliver in offering the definitive PlayStation 3 experience.
Even now, we asked ourselves whether or not what we were seeing was real-time. Yes, it looks that good. But then the camera flies into your soldier's head and gameplay begins. There's still all that detail, all those effects with a solid frame-rate intact. We run out into a dark, grey battlefield - a muddy scene outside a facility on the coast - and straight into the action. It's none-stop chaos from then on.From what we've seen Killzone 2 boils down to breath-taking set pieces and a lot of noise. Once you get over the stunning presentation, Killzone 2 plays out like a traditional console shooter.
There's another nine months to go yet before launch but if it's going to compete with the king of the genre (Call of Duty 4, should you need telling) and even Halo 3, the levels need to innovate, shock and surprise a lot more than they currently do.
The graphical detail really is tremendous. Soldiers' faces contort realistically, enemy Helghast react differently depending on where you shoot them, explosions rain in from all directions, flying soldier carts land at a whim and platforms and cover crumble as the going gets tough. It really does look like the sci-fi version of the opening scene from Saving Private Ryan. I'm impressed. Taken aback even. And all this from just looking at someone else playing the game.Having spent our load on Killzone 2 we were left feeling encouraged and slightly under-whelmed all at the same time. Encouraged by the stunning graphics, how intense the single-player experience is shaping up and how the cover-based run and gun gameplay ticks all the right boxes, but under-whelmed by a lack of freshness. In some respects Killzone 2 could be Call of Duty 4 on an alien planet. Or, with the overloaded machismo, Gears of War in first person. This doesn't necessarily mean it will be an average game, or even an above average game. But it does mean that, from what we've seen, Killzone 2 needs a splash of innovation magic dust if it's to push the boundaries of the FPS genre, something we are desperately hoping Guerrilla manages to achieve between now and February next year.
Hopefully, Killzone 2 doesn't use an excessive amount scripts (at least don't make it so obvious to see the strings being pulled) and have an infinite number of respawning enemies until you reach some magical checkpoint. Yeah, I'm knocking Call of Duty 4.Go Noles!!! >>----->Comment
-
Re: Killzone 2 (PS3)
A little better quality of the trailer shown during the Gamers Day Conference.
<object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" width="480" height="392"> <param name="allowScriptAccess" value="sameDomain" /> <param name="allowFullScreen" value="true" /> <param name="movie" value="http://www.gametrailers.com/remote_wrap.php?umid=213981"/> <param name="quality" value="high" /> <embed src="http://www.gametrailers.com/remote_wrap.php?umid=213981" swLiveConnect="true" name="gtembed" align="middle" allowScriptAccess="sameDomain" allowFullScreen="true" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="480" height="392"></embed> </object>Last edited by Flawless; 05-07-2008, 04:42 PM.Go Noles!!! >>----->Comment
-
Re: Killzone 2 (PS3)
GD08: 720p Killzone 2 gameplay
It looks like our coverage of the Gamer's Day is now done, so we decided to reencode our Killzone 2 footage with the best quality possible. Full 720p resolution and better deinterlacing/deblending helps quite a bit to see the little details everywhere. I'm sure the numerous fans of the game will be pleased!Go Noles!!! >>----->Comment
-
Re: Killzone 2 (PS3)
My Specs:
ZX Spectrum
CPU: Z80 @ 3.5 MHz
GPU: Monochrome display
RAM: 48 KB
OS: Sinclair BASICComment
-
Re: Killzone 2 (PS3)
Some impressions.
http://www.neogaf.com/forum/showpost...postcount=2011
Ok, just got back from London and I guess it's time for me to share some Killzone 2 impressions with you.
First of all, in order to actually play the game I had to wait in line for around a ****ing hour. Just three kiosks + dozens of people all playing the demo from start to finish = me spending half of the even watching others playing.
By the time I got the DS3 in my hands, I already knew the demo in and out. Could almost do it all blindly.
Demo starts with a bang. Kinda like the E3 demo, you are flying with your comrades towards the war zone. The scale of the scene is amazing. No fog whatsoever hides the busy battleground 200 meters ahead of you. The amount of detail is so high I can barely discern the single elements. As u get close one of the allied flying vehicles ahead of you explodes into a cloud of flaming debris and corpses. You end up flying into it (one of the corpses actually crashes on you vehicles), resulting in a crash landing. Mr ****ing Convoy is first to jump out of the vehicle. You follow and game starts. Before going ahead I looked above me, behind me, towards the other side of the river (I guess it was a river) just to check if there was any less detail around me than there was on the path I was supposed to traverse. There were no such compromises. I could see the buildings standing tall and 3D on the other side of the river. In the sky, there was traffic: vehicles, anti air missiles and stuff.
First thing I noticed graphics wise is the CGI quality of the lighting. It was so non-gamey and realistic it felt real. It's usually easier to impress with dark settings these days, while bright ones look washed out or whatever. Not in this case.
The post-processing muscle of the engine was put to good use with subtle motion blur and the most impressive lens flare effects I've ever seen in a videogame. And when I blowed that bridge with the rocket launcher... WOW. I could see it crumble piece by piece and the dust filling the area, with sun rays raining diagonally through it. It was so realistic in its volumetric authenticity I almost coughed. But apparently that was not enough spectacle for Guerrilla. While the dust was still settling, a flying vehicle came from behind me and went right through it leaving spiralling whirlpools of dust in its trail. That was seriously awesome and a pity most players didn't notice as they where looking in a different direction when that happened. (Note for Guerrilla: add a Gears of War-like press-button X-to-see-cool-stuff-going-on-around-you functionality).
Anyway, I go ahead, graphics keep impressing. Soldiers leave footprints. Animations are smooth and realistic. Detail abound. At one point I was shooting at this Helghast hiding behind a low concrete wall. I could barely see his left shoulder from a corner. I kept shooting trying to hit every bit of Helghast I could spot until it kinda looked like he moved. Is he still alive dammit? I wonder. I look closer and I see a pool of blood expanding on the ground from behind that cover. Yeah, he's dead.
Another detail. Real time shadows. Impressive. Not pixellated anymore and are EVERYWHERE. You see an Helghast shooting from 100 meters ahead? Look closer and u'll notice the muzzle flash sending blinks of his very shadow on the wall behind him. This happens both in dark sections and in light ones. Obviously shadows look more or less dark accordingly.
Fastforward and I'm at the "Sixaxis moment" where I have to rotate a wheel in order to open a steel door. That's a pretty nice implementation of the tilt functionality. You "grab" the wheel by holding both R1 and L1, rotate the controller 45° anticlockwise, release R1 and L1 in order to center your hands on the wheel and grab it again for another 45° anticlockwise spin and you keep doing this until the door is opened. Very nice.
This said, I have a complain to make. While aiming and shooting was spot on, both responsive and with a very good feeling, the controls layout was kinda odd to me. It probably just needs getting used to it, but having the ironsight view on R3 rather than L1 (which is used for cover/crunch) gave me troubles. The good thing is you dont have to keep R3 pressed to stay in ironsight mode. It's on/off stuff. The bad thing is, while pressed behind cover (holding L1), you cannot go straight into ironsight mode by pressing R3. You have to first lean on the top or the side of the cover (meaning having to keep the L stick in the respective direction) and then press R3. This makes sense, and I'm sure I'll get used to it, but I'd have loved to be able to stick to the cover with the press of a button (a la Uncharted/Gears of War) and then pop up in ironsight view with L1. Anyway, controls are still worked on and the option screen seems to allow u to change the layout (default one was "Type A", didn't try Type B or whataver was there to choose from).
Another thing is your companions. When they get hit too much they lay on the ground unable to help you out in the firefight. You can ignore them and keep going or "revive" them by pressing Circle. At times you need them to progress (like you saw at some point in the vids) so revive is not an option but rather mandatory. The thing is reviving them is too fast and easy. You can litterally run by them and press Circle "on the fly". There is no "reviving animation" going on. Hence there is very little risk involved in reviving them. Grated, if they are out in the open it is risky to just reach them, but when they go down they usually do so behind their covers so it's very easy to just run, cure and hide again. They should at least add a brief animation
showing you injecting something in them, so that you are forced to stay exposed for a couple of seconds.
Anyway, other than these very minimal complains, I had a blast. Oh, almost forgot. Frame rate is perfect 99% of the time. Solid 30fps. There are small pauses here and there like you saw in the E3 demo, but they are going to be fixed for sure and they only happen whne game loads next section, never during action. Also noticed some LOD pop-ups on the characters. Not too bad tho. Hopefully they fix this as well. Textures where MUCH better than at E3. Very crisp and detailed.
http://www.neogaf.com/forum/showpost...postcount=2031
http://www.neogaf.com/forum/showpost...postcount=2045
http://www.neogaf.com/forum/showpost...postcount=2065
http://www.neogaf.com/forum/showpost...postcount=2074
http://www.neogaf.com/forum/showpost...postcount=2092
I love this shot.
Go Noles!!! >>----->Comment
-
Re: Killzone 2 (PS3)
Wheeeeewwwww I can't wait.I wish all PS3's games would look like this!!!
Developers step it up if this an look this good so can the others including sports gamesComment
-
Re: Killzone 2 (PS3)
Eurogamer: Hands-On
The good news for PS3's ardent supporters, then, is that what we're standing on the show floor at Sony's PlayStation Day event in London controlling isn't that far away from what the handsome CG of 2005 predictedL2, for instance, performs a pulverising melee attack, and can be tapped twice for a two-hit combo, uppercutting with the assault rifle butt and then bringing it down on a victim's head.Firing at a canister, at first the gas inside gushes out of the hole, sending the cylinder erratically across the floor, before it explodes, helpfully igniting some of the red explosive barrels.But the Helghast aren't hapless, and are capable of throwing grenades accurately; this, coupled with the need to keep activating iron sights, keeps us on the move. This isn't a game where you can hunker down somewhere safe and systematically headshot everyone, and enemies react to our own grenades by getting out of their way. When bullets do connect (most satisfyingly when we've shot out the thin panel of waist-high cover they're hiding behind), the damage registers locationally and we get a nice reaction and ragdoll death. Physics are applied to some objects - boxes, canisters, set-piece items like the bridge - but mostly for effect.Well, impressions are likely to be muted in some quarters for a simple reason: this is a Call of Duty 4-style trail of interactive set-pieces, and for that to work the actions that trigger each event have to be carefully measured and anticipated by the script, or the illusion falls apart. It's like a train ride through the haunted house at a funfair: things pop out at you on cue, and spotlights and sound effects are used to direct your attention. At the moment, Killzone 2's script is playing out at a set speed, and it's possible to get ahead of it, so that you have to wait for Garza to get his cue to move forward, or behind it, so that your squad wipes out the opposition in a showcase fire-fight while you're still fumbling over the buttons. It sounds like a massive problem, and it has big implications for those of us trying to preview the game, but it's just an unfortunate byproduct of designing a game this way; the illusion's only fit to judge when it's complete.
That said, there's already a distinctive urgency to the combat. It's not so different to anything else on the market in some respects - you can hold one big gun and one small one, scarlet trickles into your desaturating vision to indicate a build-up of damage, there's a lot of military banter - but being forced to move around and keep aiming manually takes us out of our comfort zone again, as invading an alien planet probably ought to, with the lean-and-peek cover system allowing for precision. Meanwhile your enemies, while easy enough to overwhelm in the bit we played, are clearly not stupid. Once again, though, what we've been shown and played through is open to interpretation, and predicts more than it instructs. With Killzone 2 now down for a February 2009 release, expect us to get more extensive exposure to the game later in the year, when we stand a better chance of getting to know one of the PS3's most interesting shooters.Go Noles!!! >>----->Comment
-
Re: Killzone 2 (PS3)
Another video
<embed src="http://tv.multiplayer.it/jw/flvplayer-e.swf" width="480" height="300" allowfullscreen="true" allowscriptaccess="always" flashvars="&displayheight=300&file=http://tv.multiplayer.it/streams/flv/bassa/2415.flv&titolo=Killzone 2 filmato #6 PlayStation Day&image=http://tv.multiplayer.it/streams/foto/thumb/2415.jpg&height=300&width=480&frontcolor=0xCCCCCC& backcolor=0x000033&lightcolor=0xFFFFFF" />Go Noles!!! >>----->Comment
Comment