Killzone 2 pre-release discussion thread

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http://www.1up.com/do/previewPage?cId=3171677&p=37

Some of their comments are just plain idiotic. The words straws and clutching spring to mind.

Not liking the enemy because they all have "iconinc" red eyes is just plain dumb (strangely no other preview mentions such a failing). I hope Guerilla go underground/media blackout now for the next two months and iron out these "legitimate" glitches, add even more polish if that is at all possible, then come back in febuary and reveal the game that lives up to EVERYONES ridiculously high expectations, though for me they already have.

Edit-: On a side note, a few days ago Guerilla mentioned some of the things wrong in the preview version were or will be ironed out, my question is when the previews went out, would Guerilla of mentioned these things to the previewers? If so why didn`t any of the previewers mention such fixes had already implemented?

On the 1up show the guys were all very positive, and mentioned that it's a game you grow to like more and more. One of the guys (forget whom) played the first six levels over and over.
 
GG sent a long a readme file with known problems/issues....

here

As Killzone2 is work-in-progress and still needs to go through Quality Assurance, the
Killzone 2 Single Player Preview Code does not accurately represent the final retail copy
of Killzone 2. These elements will be remedied for the final Game. Game elements which
are still under development may have been omitted or included in an un-optimized,
placeholder state. These include the following elements:

- Game Intro cinematic, in which the backstory is further explained, is not yet
available.
- Front/end menu designs are placeholder and will be replaced.
- Loading screen content missing. This will display various elements such as
gameplay tactics as well as background on the main cast.
- Dialog / Voice acting - The voice samples for both the Buddies and Helghast are
place holder.
- Cut-scenes have not gone through final polish in visual effects, sound effect,
facial animations and syncing voices
- Several Character Animation glitches can be spotted, most noticeably during
transitions.
- In some rare cases enemies or buddies can create progression issues. Try
Restart Checkpoint from the Pause menu to continue.
- Pay attention to the buddy and objectives in cases where the Direction finder (dpad
UP) system isn't implemented correctly yet.
- Volume balancing for sound effects, music and voices has not been completed
for this version, resulting in louder than normal speech or sound effects as well
as audio cutting out. Suggested setting in the Options / Sound menu:
music=100%, speech=80%, sound effects=70%
- Brightness settings are not yet balanced for all screens - The option menu has a
brightness setting that can be adjusted to overcome overly dark areas.
- Ragdoll issues might occur when many explosions are triggered.
- The Lighting setup of the Suljeva Village mission is unfinished.
 
Cool thread:
[quote='Schrade' over there]I also like how the Helghast in this scene does a butt-slide to shift to different cover. Looks awesome!

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[/quote]
I echo this guys opinion on that butt-slide.
 
It looks worse in those PR screens than the game in motion. With most PR shots it's the other way around.

With the game in motion and all the motion blur going on, it's incredibly hard to focus on anything that can be nitpicked, especially during an MP round. Even in beta form the MP is already incredibly good-looking, but the gameplay is even better than the graphics. I haven't come across a weapon that I thought wasn't fun to use, every kill is satisfying, every death is like "oh damn you got me".
 
That's what I like about KZ2 videos. They feel very outdoorish with the howling wind, wisping smoke and dancing light. Can't wait to see them on big screen. The chatter between fellow soldiers sound natural too.
 
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