Killzone 2 pre-release discussion thread

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That's stupid. Why should I have to set up a squad? That's ancient, R2 sets it up for me, and spawns me with my squad automatically. Way better.

If you setup a squad manually, you can choose who you is in your squad. Which imo is preferable over having some "squad" consiting of random noob guys.

Kittonwy - I guess man, it's clear you're into graphics and all that, and KZ2 has sold you. I'm sticking to R2, I'll buy this game for SP only.

Maybe kittonwy just likes KZ2 more than R2? Doesn't have to be him liking graphics.
 
That's stupid. Why should I have to set up a squad? That's ancient, R2 sets it up for me, and spawns me with my squad automatically. Way better.

Kittonwy - I guess man, it's clear you're into graphics and all that, and KZ2 has sold you. I'm sticking to R2, I'll buy this game for SP only.

I'm still playing R2 co-op with the rest of the clan.

The KZ2 MP beta really sold me on its gameplay MUCH MORE than the graphics. I knew the graphics would be awesome, what surprised me was how good the aiming and movement were and the map designs as well as how fun every mode was, even at the beta stage it's already more polished.

Why would you want to set up a squad? You set up a squad with your friends by invite instead of having a bunch of strange people shoved into your squad whether you like it or not. You can talk over your squad instead of being in a squad in skirmish not knowing at all what the other squads are doing and what the objectives are. You know all the objective positions instead of being told one objective at a time.
 
If you setup a squad manually, you can choose who you is in your squad. Which imo is preferable over having some "squad" consiting of random noob guys.



Maybe kittonwy just likes KZ2 more than R2? Doesn't have to be him liking graphics.

I don't know, the large majority of the people in the beta do not know you can set up squads.

Also, KZ2 is one of those games that I'm coming to despise.

People gave R2 heat for having a 2 weapon system, using Iron Sights, having slower gameplay, and bad spawn points, yet they are going gaga over KZ2 which has all the same shit, but it's wrapped in a shiny package.

Just makes you think I suppose...
 
I don't know, the large majority of the people in the beta do not know you can set up squads.

Also, KZ2 is one of those games that I'm coming to despise.

People gave R2 heat for having a 2 weapon system, using Iron Sights, having slower gameplay, and bad spawn points, yet they are going gaga over KZ2 which has all the same shit, but it's wrapped in a shiny package.

Just makes you think I suppose...

No, that's not it at all. People gave R2 heat because of how it changed from R1 -- many thought that it wasn't broke and didn't need fixing. C'mon, you know this, this discussion has been rehashed endlessly.
 
No, that's not it at all. People gave R2 heat because of how it changed from R1 -- many thought that it wasn't broke and didn't need fixing. C'mon, you know this, this discussion has been rehashed endlessly.
You're right, it has been discussed endlessly, until now where I put my foot down with a firm hand and end it. No more dumb R2/KZ2 rants. Stick to discussing what you do/don't like about each game on its merits in its thread. Anyone having trouble with this will be given a free holiday to get a handle on themselves. Thanks.
 
From the time that I spent with the KZ2 demo ( I played the demo), The AI is very dynamic ! Good or bad is subjective but one thing is sure, The AI reconfigures itself with every bullet fired. I was firing at a Helghast and he turned towards me to fire, but at the same moment, another ISA fired at him from the side, so turned back at him anf fired at him while I reloaded. Then, while they were duelling it out, he had to reload, and I fired at himat that instant. Watching him take hits(Animations are really well done) while reloading and changing directions for the hits he recieved from me and the other ISA was really fun. He had no place to take cover and died, but he didn't feel dumb at all. Instead it was a lot of fun to watch him shift targets and fire at both of his enemies.

Frankly speaking, their animations were too good and they already felt "intelligent" due to that. What was he most fun in watching the Helghast in the whole demo was the way they changed decisions depending on your position and your bullets. A helghast is charging towards you, when suddenlny you come out of cover (finished reloading), He sees you out and runs back to cover is fun to watch. Though there is another Helghast behing him firing rockets at you only adds to the fun ;) !!

I'll take your word for it.
http://www.youtube.com/watch?v=KWoAvsQBhLg

The Hig AI in these recent vids continue to show signs of advanced behaviour patterns: in the above video, at the two minute mark, the player engages a bazooka wielding Hig with an assault rifle. But instead of standing still and firing at the player, or charging forward into a path of bullets, the bazooka Hig races to the left behind a large concrete partition, temporarily shielding himself from the player's bullets, then emerges from the left hand side and proceeds to melee the player in the face with a fatal blow.:grin
I like that kind of smart self preservation, it reminds me of the way Halo 2's Elites behaved.
 
Eurogamer has a live chat and you can start asking questions:

http://www.eurogamer.net/article.php?article_id=319007

EDIT: one of my (two) questions was the second asked. Pretty pointless question in the end, we all know that the real answer will be found by people on this very board. ;) Although of course this could also mean that you have 31 enemy soldiers on screen max (scaled against enemy type/size obviously), we'll see. ;)

EurogamerLiveChat said:
16:06:22 -
Arwin asks: Have you had to make any technological compromises in the beta compared to the singleplayer campaign? (En groetjes uit Maastricht.)
Eric Boltjes: Groetjes terug!
Angie Smets: Gezellig.
Eric Boltjes: Our aim was always to make multiplayer look just as good as single-player, and I am proud to say we have really succeeded. It was quite a challenge to get 32 players on-screen working with this much graphical detail, but I think everyone will agree it looks amazing!
 
Wait... so KZ2 has 16 v 16 competitive play with this level of graphics ? Now I see why some people are having fun there. It's a good size (though a little too small for big clan wars, but still fine). We used to have 20 (or 20+) turn out for clan games.
 
I can't open the second video.

rounin, are you talking about the first or second video ? If it's the first one, I think the target was lying on the ground after the explosion. His body shifted again after being fired upon while on the ground.
 
Maybe, I'm not sure which one it was. I think we might be talking about the same thing though. It was the one where the guy was standing/floating in the air and the player shot at him through the doorway. After a while, at which point I assume the floating guy died, I suppose he reappeared on the ground? When I saw the video, I did not see any transition point where the person fell on the ground, so maybe I assumed it was somebody else' corpse.
 
If it's the same video, the player took cover when he threw a grenade. That's why you couldn't see the enemy (Well, you actually could for a short while). His opponent simply dropped on the spot.
 
Has anyone noticed that players dont cast any shadows around certain areas where they should cast shadows? I can see that they always cast shadows under muzzle flashes but not all environment lights, which is werid. Or, is it just me being paranoid?
 
Has anyone noticed that players dont cast any shadows around certain areas where they should cast shadows? I can see that they always cast shadows under muzzle flashes but not all environment lights, which is werid. Or, is it just me being paranoid?

According to the engine solutions pdf document from GG KZ2 uses some static lighting and pre-baked shadows. Could perhaps also be that only a certain max number of actor shadows are allowed where it then starts to cut out shadows for actors. There was also something about lightsources switching to static lights when at certain distance or size (of the lightsource area).
 
According to the engine solutions pdf document from GG KZ2 uses some static lighting and pre-baked shadows. Could perhaps also be that only a certain max number of actor shadows are allowed where it then starts to cut out shadows for actors. There was also something about lightsources switching to static lights when at certain distance or size (of the lightsource area).
More specifically, the location was inside a room with a yellowish light globe on the ceiling and there was only one character model moving right under it, the player was just about few meters away so i would hardly call it a "difficult situation". Im really starting to think there must be some kind of compromise for the MP beta compared to the SP.
 
Wait... so KZ2 has 16 v 16 competitive play with this level of graphics ? Now I see why some people are having fun there. It's a good size (though a little too small for big clan wars, but still fine). We used to have 20 (or 20+) turn out for clan games.

It's true, it's all true.
Indifferent2.gif


I can't imagine 20 vs 20 with all the chokepoints, talk about absolute carnage.
 
I've been checking out a lot of the beta videos and while the game looks technically very good, I am hesitant to say that it sets some kind of new graphical standard. There is a distinct lack of dynamic shadows under objects in the rooms (tables, chairs etc) and the deferred rendering thing has been done by several other titles recently (Dead Space being a good example). The main thing KZ seems to do better than most game is the overall IQ, AA and motion blur which give a convincing representation of CGI.
 
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