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#1126 |
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Senior Member
Join Date: Oct 2006
Posts: 2,134
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500 different lightsources in a level seems like a lot to me.
Seems like they even have a sun as a lightsource despite trying to block it with their post processing stuff I hope a "day mode" is unlockable when completing the game. I assume they took this picture when the filters were disabled.
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#1127 |
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wipEout bastard
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I'm not sure, but having 500 light sources there, doesn't mean the engine can cope with all of them at once without a hitch in framerate. From what I read, many of the lightsources are used up by flying rockets, flashes of blazing guns etc.
Very impressived. I still hate the trend towards 30fps in most games now, especially FPS (I think Resistance would play even better at 60fps), but if they at least get it to run as smooth as Insomniac did their game with these graphics, I think I'll be happy enough
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above 6000 rpm no one hears you scream |
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#1128 | |
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Senior Member
Join Date: Jun 2006
Location: London
Posts: 1,551
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Quote:
It's a screenshot of an in door very well lit area of the game (as opposed to the outdoor, thundercloud-covered, night-time footage we've seen previously).. Seriously it doesn't take a genius to understand that the scenes shown before we're intentionally made to look dark and discoloured according to the environment the combat was taking place in.. Also even if it was a random artistic decision to make everything ark and gloomy then I don't understand what the fuss would have been about.. I didn't hear anybody complain about the "moody" look of movies like "Sin City" for example.. |
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#1129 | |
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Regular
Join Date: Aug 2006
Posts: 6,866
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Quote:
Although, that said, I WOULD like to see some variety of course. |
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#1130 |
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Senior Member
Join Date: Oct 2006
Posts: 2,134
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The light is coming from one place, and it's too strong to be artificial lighting in my opinion.
I stick with my thoughts about it being without the post processing effects. Seems like the most likely given what can be seen in the image. Unless of course there are day sections of the game without the gloom. I think you may have gotten the wrong end of the stick anyway, I am not against the gloomy feel of the game, I just think it would be nice to play through the game being able to see everything. |
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#1131 | |
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Senior Member
Join Date: Jun 2006
Location: London
Posts: 1,551
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Quote:
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#1132 |
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member
Join Date: Feb 2002
Posts: 7,508
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That's why they're using deferred rendering. They calculate lighting in screen space, which is a lot more efficient and mostly independent of scene complexety.
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My opinions do not represent that of my employer blah blah etc. |
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#1133 | |
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member
Join Date: Feb 2002
Posts: 7,508
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Quote:
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My opinions do not represent that of my employer blah blah etc. |
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#1134 | |
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Regular
Join Date: Jun 2005
Posts: 24,985
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#1135 |
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Junior Member
Join Date: Jul 2007
Location: Sweden
Posts: 59
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#1136 |
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Member
Join Date: Jan 2006
Posts: 443
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I just watched the gametrailers vid.
I'll be frank: Graphics = perfect. Now they just need to tighten up the gameplay/AI on level 3, because it's certainly not very inspiring in that vid. EDIT: I take back the part about the graphics being perfect. http://ps3media.ign.com/ps3/image/ar...4053740748.jpg His arms! WTH.
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GT: Echo Eagle Steam: Echo_Eagle Last edited by Deepblue; 24-Aug-2007 at 23:28. |
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#1137 | |
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Naughty Boy!
Join Date: Jul 2005
Location: Tampa, FL
Posts: 4,656
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Quote:
Seems like they're using a cover system as well. It adds so much to a typical fps IMO. Something like bioshock where the enemies are freaks, it doesn't matter much because they're running after you and/or unpredictable. But when faced with more traditional, intelligent enemies, it makes all the difference. In the first Gears they leaned on cover so much so that if you didn't use it, you'd die rather quickly. KZ2 sounds like they're trying to give players more freedom in that regard and letting them choose to run n gun or take cover. Makes me curious how Gears2 will approach their design. Good to see the gameplay is already at a playable level and seemingly well polished. I'm looking forward to this one!
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"...the first five million are going to buy it, whatever it is, even if it didn't have games." "I don't think we're arrogant" ...it seems laughable, laughable I tell you, that early 2012 technology that is under the 2005 budgets for the consoles cannot fit into a next gen box. - Acert93 |
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#1138 |
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Senior Member
Join Date: Sep 2006
Posts: 1,430
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Killzone 2 gametrailers footage
http://www.gametrailers.com/player/24038.html < blood splatters & cover sistem [whoever is playing doesent know how to play FPS games] http://www.gametrailers.com/player/24022.html?type= < level size ![]() "Hands on" by CGV "Hands on" by Gamespot |
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#1139 |
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Senior Member
Join Date: Feb 2006
Location: Cupertino, California
Posts: 2,003
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the levels are huge, I noticed a little screen tearing in the rocket launcher clip but it's early, the textures are blurry, he's probably playing on the easiest difficulty, the blood spray and spatter on the walls is AWESOME, it has a cover system that looks like rainbow 6: vegas but it's in first-person, it's not like stranglehold where the whole pillar is destroyed by one clip (small parts fall off with every shot), in the intro video he detaches the camera and goes waaaaaaaay out and there's no pop-up at all, he says the level is 2 GB.
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#1140 | |
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Member
Join Date: Nov 2005
Posts: 809
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Quote:
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#1141 |
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Junior Member
Join Date: Jun 2007
Posts: 10
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#1142 |
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Senior Member
Join Date: Jan 2007
Posts: 2,554
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Dev walkthrough video
very nice... |
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#1143 | |
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Member
Join Date: Nov 2005
Posts: 809
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Quote:
Edit: As stated so many times, the lighting and physics in this game are unmatched. Definitely download the Hi-Res H.264 MP4 345.4MB file version. Last edited by "Nerve-Damage"; 25-Aug-2007 at 05:40. |
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#1144 | |
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god of war.
Join Date: Apr 2004
Location: Greensboro, NC.
Posts: 3,347
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Quote:
best looking console game imo, no hyperbole.
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-BB| |
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#1145 |
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Artist formerly known as Acert93
Join Date: Dec 2004
Location: Seattle
Posts: 7,702
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The "Lean & Peak" mechanic looks way cool. It seems after PDZ & Rainbow Six: Vegas that someone has done a proper cover model while staying in first person. It looks good. By far the most impressive gameplay mechanic or design I have seen in KZ2 yet. The feature actually excited me because interaction is a big limitation in FPS.
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"In games I don't like, there is no such thing as "tradeoffs," only "downgrades" or "lazy devs" or "bugs" or "design failures." Neither do tradeoffs exist in games I'm a rabid fan of, and just shut up if you're going to point them out." -- fearsomepirate |
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#1146 | |
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Regular
Join Date: Aug 2006
Posts: 6,866
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Quote:
KZ2 is almost uniformly mettalic gray and black. It makes gears look sunny and lighthearted. I know you think I was attacking KZ2 and had to rush to it's defense, but I wasn't. The grittiness is part of what makes it so awesome if they handle it right. |
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#1147 | |
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Regular
Join Date: Jun 2005
Posts: 24,985
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Quote:
I think the cover system, weapon handling, destructible environment and smart NPC/enemy AI complement each other. Then the weather, lighting and level design set the pace and mood. At the moment, I am most interested in their AI. Since the lights are dynamic, they can be knocked out right ? How would the AI react ? |
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#1148 |
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Member
Join Date: Nov 2004
Posts: 437
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Very very cool. Check out the GameSpot killzone presentation. One of the things to note is the health indicator -- no health bar. Throughout the presentation you can see it in action as the demonstrator gets shot up. The screen desaturates (and supposedly motion blurring kicks in) as the player goes into critical condition.
Nice change from the traditional numerical health indicator, and seeing it in action puts to rest the skepticisms I had about the way they'd be communicating such vital information. |
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#1149 |
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Senior Member
Join Date: Jan 2007
Posts: 2,554
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i do prefer the new health indicator rather than the old health bar etc, but that has been done in several games lately. GRAW2, R6 Vegas, CoD2/3 for example.
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#1150 | |
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Senior Member
Join Date: Feb 2006
Location: Cupertino, California
Posts: 2,003
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Quote:
this game looks good but the screen tearing needs to decrease and the textures need a lot of work. I like that they're doing a first-person cover system but that just makes it more obvious..it'll likely be taken care of though since the game's a year away. and I also agree that the game actually looks a little too monotone. when they took off the post-processing effects you could see the environments colors looked as varied as they should be but it was the post-processing that made it look too dark. they said that it changes depending on the environment and the mood they want to set so there's probably some levels that don't look so metallic/dark. |
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