First Killzone screenshot/details? So says USAToday..

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!
that video is amazing, the attention to detail that this game is delivering is phenomenal, i highly recommend everyone to check that video out.
 
Not really, streaming will simply make the loading of new data unnnoticeable instad of the current small pauses.

Yes, but the effectiveness of your streaming engine does determine how fast you can load in new textures in your lod system, right? And so that partly affects how high polygons you can afford to load in up-close. You see this in effect in Gears of War very clearly.

Obviously there are also limits to what you can keep in memory, so streaming speed isn't the only factor there.

So like I already said, the two aren't necessarily related. But they can be, in a positive as well as a negative sense.
 
And I thought that this was a KZ thread… Which by the way looks amazing!
I think the AI needs some more work to be convincing, but considering this is a pre pre alpha... ;)
 
And I thought that this was a KZ thread… Which by the way looks amazing!
I think the AI needs some more work to be convincing, but considering this is a pre pre alpha... ;)

Yeah I hope they fix the AI since it was almost non-existant except the scripted parts. Also the 'hit animations' isn't there for every hit but seems more for deaths and/or upperbody hits. In the GDC lean-peak demo one can see a soldier being hit on the arm yet don't react nor care about it.
 
Yes, but the effectiveness of your streaming engine does determine how fast you can load in new textures in your lod system, right? And so that partly affects how high polygons you can afford to load in up-close. You see this in effect in Gears of War very clearly.

Obviously there are also limits to what you can keep in memory, so streaming speed isn't the only factor there.

So like I already said, the two aren't necessarily related. But they can be, in a positive as well as a negative sense.

I think current load stalls roughly represent streaming zones as well.
So if they keep the same zones, full streaming won't lead to any texture improvements.
However if they can shrink each zone, they can certainly improve the textures.
Smaller zones means less time to load "next zone" data, where efficiency matters.
 
Maybe Halo 3 will have more enemies than KZ2, I could really care less, I'm not hungup on KZ2, on any console FPS for that matter. I hate FPS shooters on consoles, dual analog stick control sucks ass. I'll be playing TF2 alot more than I'll be playing Halo 3 multiplayer.

So why did you get into the discussion at all? Just to flame a bit?
 
So why did you get into the discussion at all? Just to flame a bit?

Well, for one, to correct some of the Halo revisionist hype. And for number two, because some seem to have an odd habit of showing up in PS3 game threads, going after KZ2 and Lair, while giving MS titles a free pass. You know, trying to "explain away" KZ2 graphic advantages, while hinting indirectly at preemptive excuses for the fact that Halo 3 really doesn't look that good compared to its peers. (you know, let's give them a break, they have a huge number of enemies!)

:)
 
Yeah I hope they fix the AI since it was almost non-existant except the scripted parts. Also the 'hit animations' isn't there for every hit but seems more for deaths and/or upperbody hits. In the GDC lean-peak demo one can see a soldier being hit on the arm yet don't react nor care about it.

Yeah, I did notice that. I'd really like to see a reaction when a soldier is hit on the leg for example. It wasn't there in the presentation. And although I was a bit sarcastic with the pre pre alpha comment, it really is a bit early to tell.
As for the AI, I'll be pleased if it's on par with most of the other games out there.
What I really want, is to be fooled into believing that those guys I'm shooting at actually care that I do.
I'd like to see them dodge and try to run while crouching. Use covering fire in a convincing way (like FEAR). I'd hate to see them run like hell (MOH Airborn) from in and out of cover with no apparent reason... Maybe heavily scripted AI will do the trick.
 
I'm not the one making statements about 2 games I have never played.

You have no idea how big the battles will be in Killzone 2 or Halo 3, your posts seems to suggest otherwise though.

If anything you are trolling this perfectly reasonable Killzone 2 thread with Halo 3 marketing propaganda.
 
Well, for one, to correct some of the Halo revisionist hype.

That's quite sick.


And for number two, because some seem to have an odd habit of showing up in PS3 game threads, going after KZ2 and Lair, while giving MS titles a free pass. You know, trying to "explain away" KZ2 graphic advantages,

I'm totally impressed with KZ2...

Lair is, on the other hand, ugly.

while hinting indirectly at preemptive excuses for the fact that Halo 3 really doesn't look that good compared to its peers.

No excuses, they could make it better even with the current poly/texture budgets. But their lighting is very well done.
 
And for number two, because some seem to have an odd habit of showing up in PS3 game threads, going after KZ2 and Lair, while giving MS titles a free pass.
Well, I would like to add GT5 and even UT3 to that list.
Yet they never talk about Bioshock, Halo 3, or PRG4 all of which are praised graphically (if that is the attraction as claimed at some point).

Not to say those titles don't look great, just an observation.
 
Large scale battles have been since long time ago and is found in lots of PC games. For example it is not uncommon to enter into a 'smart AI firefight' with 20-40 enemies in Stalker (a medium sized battle IMO).
Bollocks..

The numbers are roughly the same across the board..

Face facts, there are as many console FPSs with medium-scale battles (20-40 enemies) as there are on PC..

[Also don't forget that the majority of PC titles which fit the bill get ported to console anyways, painkiller being a perfect example..]

It's mostly a matter of design to be honest and the only games which represent the exception are multiplayer online titles..

It just so happens that the aggregate of those is much larger on PC than on any other platform..

To try to say console FPS are "way behind" is just elitist PC fanboy drivvel..

:rolleyes:
 
Personally I wonder why people judge one game as if it has to be like others.

Ok lets assume Killzone doesnt have super large scale battles. So what?
Show me a rule that says FPS games should have the same large scale battles as games X Y or Z to be considered good, and that no developer is allowed to make a FPS that has medium scale battles?

Gears of War for example totally slaughters a ton of games with large scale battles and it didnt have 20 enemies on screen either.

People should stop complaining as if this is a bad thing. It almost feels as if people are trying to find something to complain about
 
Personally I wonder why people judge one game as if it has to be like others.

Ok lets assume Killzone doesnt have super large scale battles. So what?
Show me a rule that says FPS games should have the same large scale battles as games X Y or Z to be considered good, and that no developer is allowed to make a FPS that has medium scale battles?

Gears of War for example totally slaughters a ton of games with large scale battles and it didnt have 20 enemies on screen either.

People should stop complaining as if this is a bad thing. It almost feels as if people are trying to find something to complain about

Well said..
 
Ok lets assume Killzone doesnt have super large scale battles. So what?

Exactly what I'm saying... and yet there had to be two pages of debates, explaining, more debates, re-explaining, and still I'm the Xbox fanboy on a campaign against PS3 games ;)
 
To me, it sounds more like people are looking for excuses / reasons as to why this game looks so good compared to others (or perhaps why other particular games look worse)...

If I'm really honest: If I had an Xbox, Halo 3 and Gears would be a day one purchase. Since I'm on the PS bandwagon, I'm very happy with what I'm seeing in KillZone2. It's not a Gears of War or a Halo 3, but shaping up to be a shooter that is right up there with both others by offering a slightly different experience. FPS != FPS! They're all good and give slightly different experiences. Which is why I wouldn't even attempt to compare KillZone2 with Resistance. They complement eachother.

For the record; I haven't really played much of KillZone. Was very impressed by the art-direction at the time, but when I did play it, it felt far too slow and came across as a game that was limited by the PS2 and less by the developers effort/skill. A game, that probably just came in too late in the PS2's life cycle.

This on the other hand seems to combine the smooth tactical shooter experience that I always wanted. It isn't quite Resistance pace, but that's a good thing. Makes it a bit more tactical, realistic and terrific (-ly good) experience.
 
Just saw some of those newish videos on GT. The animation is pretty sweet. :cool: Is it mo-cap or... what's that fancy term... inverse kinematics?

hm... maybe it is just me, but I find the first person weapon view to be a little odd looking. I can't quite put my finger on it; it's really good modeling and it looks great, but it seems like a person is holding up a gun in front of a rear-projection screen - a separate entity from the game-world. :???:

Exactly what I'm saying... and yet there had to be two pages of debates, explaining, more debates, re-explaining, and still I'm the Xbox fanboy on a campaign against PS3 games ;)

I tried to help... :|
 
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