So overall how would you rate the SP?
The framerate, or the SP itself?
So overall how would you rate the SP?
Well, that's exactly our point, thank you. We are obviously of the opinion that the non-configurable dead-zone, lag and acceleration (if a design choice or not) is utterly ridiculous.
No, I'm happy to keep things the way they are, but question why the option isn't given to at least configure the dead-zone and the amount of acceleration. If they want to keep the weight, fine, keep it, but you can still have it with no accelaretion in the controls.
KillZone 2 looks to be a great game. Yet, there are many that can't like the controls. It's a shame that something so simple can cause such an uproar.
I agree, it is amazing how much people will stick up with shoddy controls in a game because of it's technical merit, impressive visuals, hype and is a console exclusive.
If these kind of controls featured on some generic FPS made by some Eastern European dev, they would definitely not elicit the same reaction or zealous defense.
Why include the acceleration? It justs adds frustration, keep the weight and the lag, remove the acceleration.
You'll see. Just wait a week. Play the whole game and the MP, then come back to us.
Good point otherwise this discussion will go nowhere, I shall get the game finish SP play some MP to see if it 'works'.
However I might just get used to it, and so not care anymore. Like all the Resident Evil fans.
"In anticipation of the Killzone 2 release, SCEA will also be launching a new television ad campaign this week in collaboration with Killzone 2 developer Guerrilla Games, Los Angeles based Zoic Studios and ad agency Deutsch LA. Coined the “Bullet” commercial, the new ad was rendered entirely in-engine via the incredible power of the Killzone 2 engine and PS3 technology to preserve the unique visual and epic gameplay experience.
"Every single frame of this commercial was directly rendered on a PS3 without the need for additional tweaking or touching up. We're very proud that our game engine technology has reached the point where we don't have to resort to software pre-rendering,” said Hermen Hulst, Managing Director. “In that regard it is a testament to our commitment to deliver on what we promise. What you see is what you get.”
SCEA will also be releasing a playable version of the ad, where users can control the camera view to explore the behind-the-scenes techniques used to create the ad. This version will also include a director’s commentary explaining the team’s efforts to develop a campaign that was true to the actual gaming experience"
I agree, it is amazing how much people will stick up with shoddy controls in a game because of it's technical merit, impressive visuals, hype and is a console exclusive.
If these kind of controls featured on some generic FPS made by some Eastern European dev, they would definitely not elicit the same reaction or zealous defense.
Why include the acceleration? It justs adds frustration, keep the weight and the lag, remove the acceleration.
Killzone 2 TV Ad: http://www.viddler.com/explore/sceablog/videos/261/0.59
They need to put 'in-game graphics' across the ad in big bold letters. If i saw that on tv id instantly guess it was CG.
Someone over there posted a link to a 1080p version:
http://boardsus.playstation.com/pla...?board.id=killzone2&message.id=176529#M176529
Looks like it is upscaled from 720p though, just like the 1080p version of the last God of War III trailer. Not sure though.
Of course it's upscaled. This is rendered in the 720p engine. There is no Killzone 2 1080p engine.
To offer you some insight into the technology behind this game, we will release a playable version of this in-engine ad vignette on the PlayStation Network coming in March. You’ll be able to control the camera and hear director commentary on how the production was completed using only the game’s technology.
Ah, i see, and of course there are no such things like 'bullshots' and so on...