Killzone 2 pre-release discussion thread

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I hope you're not telling me you actually like R2 skirmish more than Warzone, like srsly.
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I definitely like it more than Warzone, but not quite as much as I like you. srsly.
 
Today I just had my very first hands on experience with the SP at Melbourne's Egames. Yes, GG also loves us down under folks :)! although it was only shown to a small group "me included" in a closed door theater. It was the Corinth river level only this time with a "preview code" displayed ahead. We played the whole session from the cutscene to the tank battle and it was AWSOME! The game looked so much better on a HD LCD than the gametrailer crap, i never noticed how sharp killzone2 looked untill i played it on a 42" HD LCD , and the lighting was simply beyond incredible. I guess i would be even more amazed if the level hasn't been shown like a million times. I had to pay $18au for the convention ticket but it was worth it just for playing that demo alone!
 
The game looked so much better on a HD LCD than the gametrailer crap, i never noticed how sharp killzone2 looked untill i played it on a 42" HD LCD , and the lighting was simply beyond incredible.

The Killzone 2 'Helgan Trailer' is up on PSN in a rather good quality at 1080p resolution.

It's 1080p video resolution at least. Maybe it's upscaled from 720p rendered footage, who knows.

Maybe you wanna try this one.
 
Today I just had my very first hands on experience with the SP at Melbourne's Egames. Yes, GG also loves us down under folks :)! although it was only shown to a small group "me included" in a closed door theater. It was the Corinth river level only this time with a "preview code" displayed ahead. We played the whole session from the cutscene to the tank battle and it was AWSOME! The game looked so much better on a HD LCD than the gametrailer crap, i never noticed how sharp killzone2 looked untill i played it on a 42" HD LCD , and the lighting was simply beyond incredible. I guess i would be even more amazed if the level hasn't been shown like a million times. I had to pay $18au for the convention ticket but it was worth it just for playing that demo alone!

My one remaining concern: the AI.
In your encounters with the Helghast, did you regard them as intelligent threats to be evaluated on the fly or rather cannon-fodder to be gunned down quickly and methodically, Call of Duty style?
 
My one remaining concern: the AI.
In your encounters with the Helghast, did you regard them as intelligent threats to be evaluated on the fly or rather cannon-fodder to be gunned down quickly and methodically, Call of Duty style?
I wasn't paying that much attention to the AI but from wat i can remember it's got a bit of both, though they use their covers more strategically and also flank me from time to time. But somehow i woudn't judge the AI from just one level though.
 
KZ2 has the basics of AI covered; pathfinding, cover evaluation.

From the games I play, it seems AI that has those two down is judged almost entirely (by the general interwebs) on how many bullets enemies take to kill and how often you are hit. Both of which are simply design choices. Also chatter, good chatter helps sell 'AI'.
 
What about environmental perception? Line of sight/sound? Decoys and dummying? Though I s'pose to be fair on Nicked, he said AI basics. I guess for the typical bot, effective pathfinding and cover evaluation would be enough of an 'AI' impression to be fairly convincing. For advanced AI (perhaps too advanced for the average game) I'd want to see a lot more sophistication though!
 
What about environmental perception? Line of sight/sound? Decoys and dummying? Though I s'pose to be fair on Nicked, he said AI basics. I guess for the typical bot, effective pathfinding and cover evaluation would be enough of an 'AI' impression to be fairly convincing. For advanced AI (perhaps too advanced for the average game) I'd want to see a lot more sophistication though!

Going a touch OT, but here's the funny thing: from the AI boards I've visited, so would AI devs. But they're the only ones. Game designers and QA aren't thrilled by how unpredictable, well, 'emergent' behavior is. I can't imagine producers are that thrilled about so much effort spent on enemies that are just going to die before the player can even see all their advanced tricks. And players just want to win -- give enemies a lot of health so they can live long enough to show off their advanced behavior and you'll get complaints that guns are gimped. (AI boards make B3D look sunny and happy.)
 
I always thought the Uncharted enemies are unmatched. Pathfinding and grouping flanking worked like a charm there, with some unpredictability in cover movement. Some of the latter enemies are sharp shooters too.

They also added chatters like "He's out of ammo !" when your weapon clicked because of an empty clip. Damn pirates, I hated them when they swarmed me. But they are great AI IMHO.

I hope KZ2 has something similar. The soldier in the AI test video was a little too slow when changing cover (They should dive sometimes instead of always sidestepping slowly).
 
Going a touch OT, but here's the funny thing: from the AI boards I've visited, so would AI devs. But they're the only ones. Game designers and QA aren't thrilled by how unpredictable, well, 'emergent' behavior is. I can't imagine producers are that thrilled about so much effort spent on enemies that are just going to die before the player can even see all their advanced tricks. And players just want to win -- give enemies a lot of health so they can live long enough to show off their advanced behavior and you'll get complaints that guns are gimped. (AI boards make B3D look sunny and happy.)

Instead of giving enemies MORE health, give the enemies MORE damage per bullet, which basically forces the PLAYER to be less aggressive, thus allowing the enemies more time to respond, which was essentially what sells the AI in Uncharted on crushing, the AI doesn't get smarter, the AI has always been smart, it's just that with the player staying in cover more, the enemies have the time and breathing room to make their way around to flank the player.
 
Gotta question for those who may know the answer regarding the sounds. I was watching some HD videos of the MP and noticed that some of the time the sound seem like it gets muted to a lower volume. Is this a glitch or is it something normal in the game that I'm not aware of?

Also when the machine gun is continuously fired the sound distorts into a high pitch noise, is this present in the beta? Is it normal?

Thanks.
 
Gotta question for those who may know the answer regarding the sounds. I was watching some HD videos of the MP and noticed that some of the time the sound seem like it gets muted to a lower volume. Is this a glitch or is it something normal in the game that I'm not aware of?
Maybe you mean when the player gets damaged, the more damage the more the screen devoids from colour (except red/orange like helghast eyes and fire) and the sound gets muted.

Have alook at this video. http://www.gamersyde.com/stream_9420_en.html
 
No that's not what I'm referring to. There's a scene where there's a player by himself in the library and he shoots at a book case but the sound volume is way lower than normal.

This video demonstrates what I'm talking about. Also in this same video you can hear the high pitched gun sound kick in when he's shooting at the pillar.

http://www.megaupload.com/?d=5JPTYRON
 
AI requires more than those two things!
What about environmental perception? Line of sight/sound? Decoys and dummying? Though I s'pose to be fair on Nicked, he said AI basics. I guess for the typical bot, effective pathfinding and cover evaluation would be enough of an 'AI' impression to be fairly convincing. For advanced AI (perhaps too advanced for the average game) I'd want to see a lot more sophistication though!
You'd think and hope it would require more, but I'm struggling to think of a single solitary shooter I've played that notably possesses anything else. Oh in addition to damage/health and chatter, I guess some games employ painfully obvious routines that happen after criteria is met (get too close? melee! stay behind cover too long? grenade! do they have shields? shield 'em! are there turrets nearby? jump on 'em!), but I don't really consider it great AI.

Gotta question for those who may know the answer regarding the sounds. I was watching some HD videos of the MP and noticed that some of the time the sound seem like it gets muted to a lower volume. Is this a glitch or is it something normal in the game that I'm not aware of?

Also when the machine gun is continuously fired the sound distorts into a high pitch noise, is this present in the beta? Is it normal?

Thanks.
I have not noticed anything odd. However in certain areas (the library may be one of them..) the sound appears to echo off the surroundings, which is neat.
 
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