First Killzone screenshot/details? So says USAToday..

Frankly, I don't know how they'll approach it. I just think that might be the inevitable case if they intend to show a lot of anything beyond architecture.

I have a feeling we'll be able to speculate more in the future when there's more than that one level to go off of. ;)

I have a few idea's, but they are limited because i don't actually know the limits of edgegeom. I guess the outdoor requiring more power is because you can see everything and because you have to be able to see a long way?.. But then on the flipside wouldn't outdoor require a lot less shadowing? (I remember certain games, doom3 eg. taking up a lot of power when turning shadows on). Hmmmm, we need more information :).
 
I don't think I'll be buying KillZone 2 for its online component, so I guess 40 characters on screen isn't really needed in this game. I think it would be quite an accomplishment though if we'd have between 10 and 20 characters on screen. Especially with these graphics!

And I'm not sure if I'd miss any large open spaces like in HALO. I think I prefer this game to be more as in the very tactical shooter where the player moves through buildings and could be surprised by hiding enemy soldiers at any given point.
 
btw I hope the fire on the car/truck is just a placeholder, because it looks terrible.

EDIT: thx, nintenho!
 
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I don't think I'll be buying KillZone 2 for its online component, so I guess 40 characters on screen isn't really needed in this game. I think it would be quite an accomplishment though if we'd have between 10 and 20 characters on screen. Especially with these graphics!

I just saw this post and thought to refer you to the rocket launcher video at gametrailers..

If you look at the bottom of the screen its got some debug annotations with one being this:-

"Number of humans: 9 (MAX 32) squads: 25..."

Take from that what you will..
 
The video walkthrough looks pretty amazing i´m reminded of aliens when they just landed on the planet.

I wish so dearly they would take the UE3 road and implement mouse + keyboard...
 
I just saw this post and thought to refer you to the rocket launcher video at gametrailers..
If you look at the bottom of the screen its got some debug annotations with one being this:-
"Number of humans: 9 (MAX 32) squads: 25..."
Take from that what you will..
might be an AI thing (squads act together, helghast are different than humans...) so it makes sense that that's the maximum on screen.
 
Killzone 2 is confirmed to have vehicle combat

now tell me...wouldn't that be necessary to have "open" levels ?

Not always, it depends on the level design. It could be driving through narrow alleys a la' Hollywood movie style or medium size areas or big areas etc etc.
 
did any of the artwork had a vehicle in it? it might be a tank or it might be a jeep.

edit: they said the final game would stream the levels so that could indicate much more open areas.
 
And he's right, really. I don't know why anyone would dispute it. The large expansive scenery you see just before crashing is exactly that: scenery. Nothing in the way of enemies/interactive assets because you don't see those until after your vehicle lands.

Once you're on foot, the game pushes you through the level in such a way that resource control is very tight i.e. GeOW. What they've shown at this point doesn't suggest that we can expect battles of Halo's magnitude.

It's still rendered, and it's still there.

And honestly, if the game is pushing that much in the way of Geometry, lighting, particle effects (volumetric smoke, dust, and fire) and lots of high poly enemies, what makes you think they won't have some barren waste land between two cities on this planet, where the battles will be considerably 'larger' because there will be fewer resources spent on buildings, textures, lighting, etc?

Honestly, I can't see why you think the game WOULDN'T have large scale battles, considering the developer already stated they will have a wide variety of environments and landscapes.
 
And honestly, if the game is pushing that much in the way of Geometry, lighting, particle effects (volumetric smoke, dust, and fire) and lots of high poly enemies, what makes you think they won't have some barren waste land between two cities on this planet, where the battles will be considerably 'larger' because there will be fewer resources spent on buildings, textures, lighting, etc?

Honestly, I can't see why you think the game WOULDN'T have large scale battles, considering the developer already stated they will have a wide variety of environments and landscapes.

GeoW didn't have any large scale battles (nothing remotely close to Halo or CoD) ;)
 
It's still rendered, and it's still there.

Noone argued about that.
It's just that it isn't a part of the gameplay, you can't interact with those parts of the level until you walk around a preset path.

Honestly, I can't see why you think the game WOULDN'T have large scale battles, considering the developer already stated they will have a wide variety of environments and landscapes.

I've listed all my reasons several times...
 
More gameplay video:
[gt]24219[/gt]

Shows:
* Destructible window shutters
* Courtyard view from one of the top floors
 
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It might not make sense for gameplay reasons to have a huge battlefield considering the gameplay revolves around taking cover. most games with cover systems have streets and alleyways that you fight in.
 
It might not make sense for gameplay reasons to have a huge battlefield considering the gameplay revolves around taking cover. most games with cover systems have streets and alleyways that you fight in.

Depends on level design. I hope there are sniper rifle and/or turret in KZ2.

:LOL: AlphaWolf, I tried to link the video in... but was beaten.
 
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