First Killzone screenshot/details? So says USAToday..

More gameplay video:
Shows:
* Destructible windows shutters
* Courtyard view from one of the top floors

Not too bad actually. The AI in there was proactive in trying not to be blown up by the grenade and quick to fire through the shutters.

Also, I didn't know the lens flare isn't constant; you don't see it during the first half or so of the video but it becomes quite noticeable when reaching the miniboss.
 
Also, I didn't know the lens flare isn't constant; you don't see it during the first half or so of the video but it becomes quite noticeable when reaching the miniboss.
It seems the more damage you take the more desaturated the image gets and the flare becomes more apparent.

In these videos you also see the wind blurs the ground all over. Really cool. :smile:
 
some jaw dropping details been shown when u tweak around post-processing.
PP on
http://i19.tinypic.com/4mb8vvd.jpg
pp off
http://i10.tinypic.com/6exbko0.jpg
the amount of visuals exceeds expectation.


6exbko0.jpg[


look like a painting.
 
Streaming textures

Yep, not finished yet. They confirm that in the developer interview/walkthrough at GDC as well.
Iam not a game developer so does this mean that we can expect an upgrade in the texture quality when its implemented? Because when Sev is using "lean n peak" you can see that his cover object isnt that high-res after all.
 
Am I to take it by that picture, that streaming is not implemented yet?.
no, but how would you be able to tell by that picture? the demo had some mid-level loads.

edit: for what Konrad said, the final game will have no mid-level loading at all and of course it'll look better since it comes out next year. It had no major performance issues in the demo other then some screen-tearing.
 
no, but how would you be able to tell by that picture? the demo had some mid-level loads.

edit: for what Konrad said, the final game will have no mid-level loading at all and of course it'll look better since it comes out next year. It had no major performance issues in the demo other then some screen-tearing.

Oh, i was just going off the "Streaming hint time: 0.00" and "Estimated data read during hint: 0K of 0K".

:)
 
Iam not a game developer so does this mean that we can expect an upgrade in the texture quality when its implemented? Because when Sev is using "lean n peak" you can see that his cover object isnt that high-res after all.

It's possible, but those two things aren't necessarily related. Sometimes now in the demo the game will pause for a moment while loading. That is what streaming will be taking care of. But depending on how efficient they get with streaming, they may be able to get in more detail (or less ;) ).
 
I don't get this idea that Halo had 'massive battles'. What the hell are you people smoking? I don't remember any Halo battles (not counting low-detail flood crap) that had even 32 enemies on screen at once, which is easily what you got circa 1998 in multiplayer.

It seems peoples idea of a 'large battle' is 10 guys at once. Whereas, for me, large == order of 100. I mean, I was regularly used to mowing down a large number of enemies in old style FPSs. Even as far back as Doom/Doom2, or looking at Serious Sam, you fought in battles which had many dozens of enemies at once. Hell, I made a level with over 100 imps just for fun.

I think Halo's reputation is undeserved as some kind of benchmark for large scale battles. Maybe on consoles, but it's way behind the PC.
 
I don't get this idea that Halo had 'massive battles'. What the hell are you people smoking? I don't remember any Halo battles (not counting low-detail flood crap) that had even 32 enemies on screen at once, which is easily what you got circa 1998 in multiplayer.

It seems peoples idea of a 'large battle' is 10 guys at once. Whereas, for me, large == order of 100. I mean, I was regularly used to mowing down a large number of enemies in old style FPSs. Even as far back as Doom/Doom2, or looking at Serious Sam, you fought in battles which had many dozens of enemies at once. Hell, I made a level with over 100 imps just for fun.

I think Halo's reputation is undeserved as some kind of benchmark for large scale battles. Maybe on consoles, but it's way behind the PC.

Way behind on PC?

Bar online-only multiplayer FPS (& Serious Sam) how many have you played on the PC (or any platform for that matter) with any more than 30-60 enemies to fend off at any one time?

PC FPS aren't all that much better to be honest in terms of providing these large-scale battles so many people seem to believe exist as some kind of benchmark for FPS gameplay..

Oh and I agree with regards to Halo too.. Bar online multiplayer you never had more than 15-20 enemies on screen at once in Halo Although these enemies did vary (a number of squads, vehicles and turret-manned units all spread across a large-ish open battle-plane..)
Also I think Halo tended to use wave-based enemy spawning to make you feel like you were fighting tens and tens of enemies at one time when in actuality the next "wave" of enemies would only get dropped into the battle once you'd taken care of most/all of the current ones..

In this respect Halo does pretty well to be honest however it's a far cry from the 100s of enemies so many jaded individuals around here have somehow come to believe..:???:
 
Resistance has some of the largest campaign battles in a console FPS I've seen. A the square where you fight the first Stalker, and on the highest difficulty, I think there's about 30 enemies at once on the field.
 
In this respect Halo does pretty well to be honest however it's a far cry from the 100s of enemies so many jaded individuals around here have somehow come to believe..:???:

Uh... everybody here should know Halo 1/2 doesn't have 100+ enemies/allies in a single instance.

On the other hand, many do know that it's been stated that Halo 3 will for the larger battles.
 
Resistance has some of the largest campaign battles in a console FPS I've seen. A the square where you fight the first Stalker, and on the highest difficulty, I think there's about 30 enemies at once on the field.

Well if you are counting the number of enemies, I would think the Manchester cathedral will eat them all.

But in terms of gameplay, I guess one of the reasons Resistance can have large number of enemies at once and keep the fastest pace among console FPS is because enemy projectiles are slower than regular ammo.
 
Iam not a game developer so does this mean that we can expect an upgrade in the texture quality when its implemented? Because when Sev is using "lean n peak" you can see that his cover object isnt that high-res after all.

Not really, streaming will simply make the loading of new data unnnoticeable instad of the current small pauses.
 
IGN have a new video up (Part 3.)

New information.
1. Jump will be grounded in reality (you can't shoot and jump at the same time).
2. Audio Occlusions (Different enviroments will sound differently, thicker walls etc will make the sound, sound differently).
3. You can see alot of flies near the light sources in the ally. (nice touch, I havent noticed before).
4. More weather based gameplay than just 'lightning'.
5. Hit respond system (motion captures and physics impulses will blend to create unique animations).

Enjoy!
 
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