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Old 24-Aug-2007, 14:18   #1126
DJ12
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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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Old 24-Aug-2007, 14:25   #1127
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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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Old 24-Aug-2007, 14:27   #1128
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Originally Posted by DJ12 View Post
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.

OR..

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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Old 24-Aug-2007, 14:34   #1129
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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
Exactly...the sheer grittiness of this game is part of what could make it so awesome, if they do it right.

Although, that said, I WOULD like to see some variety of course.
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Old 24-Aug-2007, 14:39   #1130
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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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Old 24-Aug-2007, 14:39   #1131
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Exactly...the sheer grittiness of this game is part of what could make it so awesome, if they do it right.

Although, that said, I WOULD like to see some variety of course.
What like gears? (with it's use of practically every shade of brown imaginable!?)

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Old 24-Aug-2007, 14:40   #1132
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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.
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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Old 24-Aug-2007, 14:44   #1133
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http://ps3media.ign.com/ps3/image/article/815/815434/killzone-2-20070824053737858.jpg
Yeah, the good old "180 degrees rotation on the wrist gives you the candy wrapper effect"
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Old 24-Aug-2007, 16:47   #1134
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The enemies and NPCs will use the same techniques, which brings up a good point -- the opposing forces aren't dumb in Killzone 2.


Friends provide cover fire for friends.
If a Helghastians is pressed up against a concrete pillar or wooden crate and you've punched enough holes in the obstacle to make it useless, don't expect the bad guy to sit there and take it. These guys will react and move in tactical, group dynamics.

Don't think you can ignore your team, either. As a member of the Legion, you'll need help thinning out the hordes of bad guys on the prowl. When your commander -- Rico from the first Killzone -- goes down, you'll have a limited window of time to get over to him and use you medical pistol to pop a shot of health into the wounded soldier.
Good stuff. Don't forget the gameplay.
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Old 24-Aug-2007, 21:36   #1135
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Even more info about the gameplay.

Gamespot Killzone 2 hands-on.
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Old 24-Aug-2007, 23:16   #1136
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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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Old 24-Aug-2007, 23:20   #1137
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Even more info about the gameplay.

Gamespot Killzone 2 hands-on.
Sounds sweet!

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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Old 24-Aug-2007, 23:41   #1138
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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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Old 25-Aug-2007, 00:53   #1139
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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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Old 25-Aug-2007, 00:58   #1140
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Just...
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Old 25-Aug-2007, 02:11   #1141
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Originally Posted by Nebula View Post
Not to burst your bubble but the difference is huge, the above looks like a game and the below ss looks like CG!
I'd go so far as to say they both look like CGs.
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Old 25-Aug-2007, 05:07   #1142
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Dev walkthrough video
very nice...
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Old 25-Aug-2007, 05:22   #1143
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Originally Posted by djskribbles View Post
Holly crap!! The post-processing effects are unreal; it definitely gives that gloomy-doom look that GG is going for.


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.

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Old 25-Aug-2007, 06:04   #1144
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simply amazing stuff.
best looking console game imo, no hyperbole.
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Old 25-Aug-2007, 07:44   #1145
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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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Old 25-Aug-2007, 07:54   #1146
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What like gears? (with it's use of practically every shade of brown imaginable!?)

And yet Gears has far more colors demonstrated than KZ2. And Gears was a drab game itself, as you noted.

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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Old 25-Aug-2007, 08:55   #1147
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Originally Posted by Joshua Luna View Post
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.
I am struck by the realism, not only the visuals but the way the enemies behave when shot up. They seem to capture the sense of weight really well. The bullets feel painful. I hope GG won't get into trouble with anti-violence groups.

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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Old 25-Aug-2007, 09:43   #1148
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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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Old 25-Aug-2007, 10:02   #1149
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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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Old 25-Aug-2007, 11:09   #1150
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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.
I thought GRAW 2 just had a health bar?

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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