It sets a standard from the users' perspectives because the total package is incredibly well integrated. That, and they have a strong CG statement to compare to.
The art direction and art style is stunning. In the gameplay department, most testers raved about the recent beta. Technology-wise, they are able to integrate multiple technologies seamlessly and beautifully; something very rare among developers. The scale (up to 16 v 16 ?), 720p 30fps, texture quality, lighting, post-processing, animation, destructibility, streaming, no install, sound effects, AI are all demanding for resources. Coming up with an all-round eye-pleasing and convincing solution for everything is non-trivial (Just look at the grenade throwing discussion above).
My only doubt is consistency. Can they apply the same attention to details throughout the game ?
Would be interesting to compare the deferred rendering approaches in KZ2 and other games though. Even if deferred rendering has been done before; from technical perspective, how it's done in parallel with other goodies is equally interesting.
We can always find other games that outdo KZ2 in a few areas now. But they don't detract from KZ2's achievements.
Resistance 2 already surpassed KZ 2 in terms of scale (60 players competitive, 8P co-op). Dealing with so many enemies at the same time was just electrifying. But R2 does not compare with KZ2's visuals.
I was also awestrucked by MGS4 (Mind was blown in various places). Based on what I have seen so far, I think KZ2 offers another level of technical performance.
The art direction and art style is stunning. In the gameplay department, most testers raved about the recent beta. Technology-wise, they are able to integrate multiple technologies seamlessly and beautifully; something very rare among developers. The scale (up to 16 v 16 ?), 720p 30fps, texture quality, lighting, post-processing, animation, destructibility, streaming, no install, sound effects, AI are all demanding for resources. Coming up with an all-round eye-pleasing and convincing solution for everything is non-trivial (Just look at the grenade throwing discussion above).
My only doubt is consistency. Can they apply the same attention to details throughout the game ?
Would be interesting to compare the deferred rendering approaches in KZ2 and other games though. Even if deferred rendering has been done before; from technical perspective, how it's done in parallel with other goodies is equally interesting.
We can always find other games that outdo KZ2 in a few areas now. But they don't detract from KZ2's achievements.
Resistance 2 already surpassed KZ 2 in terms of scale (60 players competitive, 8P co-op). Dealing with so many enemies at the same time was just electrifying. But R2 does not compare with KZ2's visuals.
I was also awestrucked by MGS4 (Mind was blown in various places). Based on what I have seen so far, I think KZ2 offers another level of technical performance.