Killzone 2 pre-release discussion thread

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Isn't it that you're always in a combat-ready stoop, Rainbow Six-style?

ha ha ha, someone predicted this answer would come up. I'm not sure that I really buy that answer. There is a crouch/duck button and when you press it your guy slows down and gets slightly lower to the ground. And if you hit sprint, I don't think you get any taller. I think the positioning of the camera is borked, or they lowered the camera so it doesn't move much when you fall in and out of cover against barriers. It just looks a little odd because crouch doesn't seem to make much of a difference in camera position and when you walk up to your allies their head as at the top of the screen. It's not a real problem or anything, just a very strange but obvious oversight/decision with the camera.
 
Try to play it again without HUD, hints, tips etc. (turn off everything in the Display menu).
Try to adjust the controls so they best suite you. It takes some time, but it provides a much better experience.
The thing is, Killzone aims to be a realistic shooter and behavior and weight of the weapons really helps it acomplish that task.
This isn't a shooter for Average Joe, game is much more complex in multiplayer and the fact that there is little to no auto aim will cause a headache for anyone who played Call of Duty for a long time.
Regarding the AI, when you play the demo for 2nd and 3rd time you'll notice that they behave differently each time. And from what i read, AI is much harder to defeat on Hard and Elite difficulty settings.

I don't think Killzone2 is realistic at all when it comes to the ways the weapons handle. I'm not a gun nut and have only fired guns a few times, but if you've ever done a skeet shooting course you'll find that you can track targets more quickly than in any video game you've ever played on a gamepad. I'm sure some guns are heavier than the shotguns we were using, but you're supporting the gun with your entire body. Unless you're a complete weakling, weight should not be apparent in the way you handle a gun.

I'm sure I can get used to the aiming, but I don't see why I should have to. I can pick up any shooter and almost instantly feel at home. If it ain't broke, don't fix it. If you want to talk about realism, there is no way in hell they'll ever simulate realistic weapon handling using an analog stick or a mouse, so why not just do what works best?
 
AI probably can't be judged in a demo with only one low difficulty, so I'll give that a miss. All in all I think KZ2 is more going to be made (or broken) from its online experience. The game proper is a single action, disposable story, and then you know the tricks and it can't hang together. The class system and levelling of the online should provide a far better game. Perhaps this explains toned down effects in the single player (assuming that's not a matter of being a demo build) as they aimed for graphical parity??

I think what you'll see on the higher settings is very similar behavior. The enemies will be more accurate and aggressive with their grenades. That's pretty much the standard for difficulty scaling in games.
 
Back to graphics again, what's the difference between 720p and 1080i?

I tried it under 1080p. Not recommended. Since they obviously use 960*1080 to upscale to 1920*1080 through a 1:2 horizontal scalar, (which is identifyable if you look at the loading screen), Aliasing is much more apparant with no real plus to anywhere else. I'd advise to use 720p if you can.
 
Based on people who have played the game, AI on higher difficulty react faster too. No/little pause waiting for player responses.

My impressions - Visual wasn't as good, but I think that's because I've seen all the media up until and am now used to it. eg. The ground is very detailed, but you don't look at it in the game so wouldn't know. Gameplay was okay but much like any other shooter I've played (which isn't many) though the aiming did feel rough in the few playthroughs I had. My biggest concern was the scripted events, which were easily breakable. If you rush through, things just don't make sense. I chucked a grenade over the wall in the first encounter and blew up the Helghast. Turning the corner, I saw my comrades getting mercilessly shot down by nobody at all! I sped to the bridge and the rocket launcher dude appeared in front of me from thin air so he could get shot. Also first play through I hit the bridge with lots of rockets but it did nothing. Having to hit the explosives is a bit of a misdirection without a prompt. Then I reached the other side and the CO was standing around like a statue waiting for the scripting to catch up with my movements.

Yeah, the scripted actions get old after sometime. Fortunately, the combat AI is dynamic.

And back to graphics, aren't we missing all the persistent smoke? In previews movies we've seen that bridge blow and a vehicle fly past swirling the smoke, no? And the framerate was also dipping a fair bit in places.

I think they took out that scripted sequence. The smokes are still there in the battlefield (They appeared and dissipated continuously in multiple locations).

AI probably can't be judged in a demo with only one low difficulty, so I'll give that a miss. All in all I think KZ2 is more going to be made (or broken) from its online experience. The game proper is a single action, disposable story, and then you know the tricks and it can't hang together. The class system and levelling of the online should provide a far better game. Perhaps this explains toned down effects in the single player (assuming that's not a matter of being a demo build) as they aimed for graphical parity??

Gameplay-wise, AI and MP setup are it. I'd like to try out their bots !

EDIT: Someone was asking about gore. A poster in GAF mentioned that you can use the StA14 rifle to shoot Helghasts' heads off... if you like those kind of things. :|
 
After playing some more I have to say I also really like the cover system. I can now also see why the original controller layout may be better - I was trying it with the Resistance-like setup (alt-2) but then aiming from cover and zooming requires you to combine L1 and L2 work, and that's not very convenient (though I was getting used to it a bit at the end, but it's a short demo ;) ).

The AI is really rather good. This is just the fairly easy difficulty though, and it will be interesting to see what it will be like on harder levels.
 
You don't necessarily need to use zoom when using cover. Just hold L2 and press forwards to pop in and out of cover. This way you can also move your aim around faster.
 
Some posters have mentioned the lack of autoaim in KZ2, and that COD4 has a lot of autoaim. How can you guys tell? Is there some kind of cue to let me know when autoaim is kicking in when I'm playing COD4 online?
 
EDIT: Someone was asking about gore. A poster in GAF mentioned that you can use the StA14 rifle to shoot Helghasts' heads off... if you like those kind of things. :|
I tried a few graphics test shooting bodies and they did nothing expect rag-doll about a bit. And shooting allied NPCs (medic under the bridge) had no response other than some complaints :p. I can imagine specific responses to different weapons though to vary up the weapons' feel. 'This is gun is da more badass 'coz it makes dem 'eds fall off!' sort of diferentiation in what's otherwise exactly the same mechanic as pretty much every shooter that claims to have lots of different weapons, which all involve pointing and pulling the trigger and firing a beam in effect from nozzle along the barrel's axis and inflicting n hitpoints damage to the enemy.
 
I really hope Sony and GG start licensing the amazing Killzone 2 engine to other PS3 third party developers so they aren't stuck with that horrible and outdated Unreal Engine from Epic.
 
7/10 from Edge.

Mod : Removed as Review Scores is a topic to itself.

I just played through the demo. It's a good game, but to me there are better shooters out there. The graphics are nice but again there are better looking games available at least going by the demo (I don't like to judge by videos and screenshots). The hype machine is partly to blame, I was expecting a a lot but in many ways it seems like a traditional shooter. Some stuff is very predictable. The artifacting around particles, the very short clip distance on ground objects, texturing errors on the ground, etc. Same with gameplay elements. For example, he has to hack the control panel so I hide and wait for him to do it. Hmm, seems like it's taking him forever to hack it. Oh of course, I have to kill all the bad guys and then he will have magically hacked it. Sure enough that was it.

In any case, it's a good game but the hype machine has blown this way out of proportion based on the demo. Likewise, anyone comparing this visually to Crysis needs to seriously upgrade their Voodoo2 card.
 
You don't necessarily need to use zoom when using cover. Just hold L2 and press forwards to pop in and out of cover. This way you can also move your aim around faster.

Oh I know that, but I also know that using zoom from cover is often very helpful.
 
I finally downloaded and played it 4 times in a row.

The Great: The game has some really great animation and sound. I was also impressed with the AI. Also very smooth, other than a very slight pause during a load I think.

The Good: I was slightly disappointed with the graphics. Partly because it's so dark and partly because I expected it to be much better (I guess due to the hype). I'm not saying they're bad, just that I was disappointed.

The Bad: I really didn't like the controls either. I'm not sure if it the controller or the game. I tried it turned up by 2 clicks and down 2 clicks from default and still didn't like it much.

The Ugly: It was little hard for me to detect what direction I was being shot from also noticed a little bit of motion sickness setting in.

That being said, I plan on playing it more. Hopefully the controls grow on me and the motion sickness subsides the more I play.
 
Looking at the review scores all around, I'm really surprised the controversial nature of Killzone 2 hype (and antihype) didn't byte them in the back. Who would have thought really?

Anyway Shifty if you shoot at your budies long enough they kill you. They just have too much tolerance for friendly fire, still they have a limit.

As for hit response, I'm not impressed by Killzone 2 at all. Hit response should be realistic before they "die" too.
 
The lighting is also exceptionally done. It probably really stands out to me because of the darkish environment.

Going to go on 5th play through soon just to mess around in the environment and AI. For now I would lean towards the buy category assuming I can get a handle on the motion sickness and controls.

Also, slightly disappointed that no multiplayer was included in the demo.
 
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