Killzone 2 pre-release discussion thread

Status
Not open for further replies.
I dont get it. It can have all these lightsources yet it doesn't have lightsource for bullet material impact/hit. Like projectiles hitting metall creating sparks that illuminate small radius for example. :???:
 
I dont get it. It can have all these lightsources yet it doesn't have lightsource for bullet material impact/hit. Like projectiles hitting metall creating sparks that illuminate small radius for example. :???:

When you shoot it lights up the area...etc. I use that for dark corridors :D

And the sparks bouncing on the ground is impressive enough - they'd hardly light up the area very much would they :LOL:
 
Well, I finally played the demo. Took 50 hours to download (throttled to 64k).
So I was a bit disappointed by it's short length.

The graphics are very good, though not in a league of their own as some believe.
The excellent use of postprocessing contributes a lot to their visual impact, and hides the nasties that usually give a video game away.

The controls are definitely an issue, on default they are ridiculously slow, it's like turning your thumbstick through molasses, and then it accelerates rapidly.
That and the massive amounts of motion blur, almost made me motion sick.
Until I finally upped the sensitvity to the second highest setting, which made things more bearable. I don't mind the weight so much, but they should take out the acceleration, it just make's things annoying.

The button layout was a bit unconventional, but worked well enough (without being exceptional) once you got used to it. The 1st person cover system is well done, though basically identical to BIA:HH except in first person.

Another thing I noticed with regards to controls, was the absence of vibration during gameplay? Is this something absent in the demo?

The AI was also pretty smart, they borrow a few COD4 throw a grenade where you're hiding tricks, but they do so far less often and the fact that they don't respawn infinitely, makes them much less annoying. Even in my first playthrough I was getting headshots against half the enemies, visual cues like their red eyes and the helmets popping off makes it easier. One thing slightly annoying was the death animations, too many enemies twist around in the 'ballet of death' way for my liking, can look a but silly.

And I'm not sure about the CS style weapon inventory of one main arm/ one side arm. I prefer the choice of two guns, it adds more depth to the gameplay. Perhaps they could have balanced it by making you run slower, and having a realistic swap time (ie. lengthy by video game standards) between weapons, when you are carrying two main arms.

I will have to play again to assess these claims of lag, I'm not sure whether the lag is perceived (due to the 'weight' and weapon animations/blur) rather than actual. Though I think there is some, which is compounded slightly by the other factors mentioned. Does the deferred rendering method they're using have any inherent response lag?

At this stage I'm wondering if the controls are in their final form, because they would make for a rather 'interesting' multiplayer experience as they are now.
 
When you shoot it lights up the area...etc. I use that for dark corridors :D

I dont mean muzzle flash lighting. I mean a bullet/projectile hitting a metal plate say 1-20 meters ahead making the impact collision lit up impact area. Using poinlights or what suits. I've seen this in some games for each bullet/projectile impact. Considering they can have so many supposedly dynamic lightsources in KZ2 it comes out as kinda strange they didn't add this effect. As it dramatically improves experience and visual quality in battles.

And the sparks bouncing on the ground is impressive enough - they'd hardly light up the area very much would they :LOL:

Well I was not specifically talking about each spark = lightsource, just the projectile/bullet impact area. But HDr lit particles would have been nice in the game though. :smile:
 
I dont mean muzzle flash lighting. I mean a bullet/projectile hitting a metal plate say 1-20 meters ahead making the impact collision lit up impact area. Using poinlights or what suits. I've seen this in some games for each bullet/projectile impact. Considering they can have so many supposedly dynamic lightsources in KZ2 it comes out as kinda strange they didn't add this effect. As it dramatically improves experience and visual quality in battles.



Well I was not specifically talking about each spark = lightsource, just the projectile/bullet impact area. But HDr lit particles would have been nice in the game though. :smile:
I'm not sure, but would a bullet hitting a metal light up the surrounding area, unless it somehow melts it, which it doesn't unless it's some plasma bullet ;)
 
I'm not sure, but would a bullet hitting a metal light up the surrounding area, unless it somehow melts it, which it doesn't unless it's some plasma bullet ;)

A small radius should be lit especially visible in darker environments if not being pierced. Metal-to-metal high velocity impact.
 
Assuming not muzzleflash rockets do but bullets no. But rockets litting up is quite the standard aswell as muzzle flashes.

I think I'm confusing myself - but all bullets light up the small area (orange) when they hit certain materials - like walls. It's part of the games aesthetic...
 
I don't think the "lag" is a technical problem. I think it's just the implementation of the controls. Aim mode seems to suffer the worst for it, but there is definitely a lack of sensitivity to very fine movements of the right analog stick. When you have the game sensitivity set very high you easily over steer or overcompensate for the lack of responsiveness to fine gestures. People can say its "weight" all they want, as if it's some realistic portrayal of physics, but it's not. If you've ever fired a gun you'll know that pushing on a stick is nothing like holding a gun and can't realistically reproduce the motions of aiming, tracking or switching targets with an analog stick. I'm sorry, but this supposed pursuit of realism is just a bad design choice. It doesn't feel good and it doesn't respond well. I'm sure a lot of people will like it (no idea why) and other will adjust to it, but if they went with a more generic approach pretty much everyone would be happy right away. It isn't so bad that I can't play the game. In fact, the demo is incredibly easy, but when I touched the controls I immediately felt as if something was "wrong" and I think that's worth highlighting to a lot of people. There are a lot of people complaining, maybe still a minority, but I don't think its an issue of their tvs. And trying to write off people that don't like the controls as Halo3 or CoD players is petty. There's no reason to get so defensive about Killzone2. For one thing, it isn't an insult to have liked or played either of those games. I liked one and not the other, but I'd say they both feel a lot better than Killzone2.
 
I think I'm confusing myself - but all bullets light up the small area (orange) when they hit certain materials - like walls. It's part of the games aesthetic...

Oh but that is just an animated effect done with textures where it goes from orange to black/grey to simulate friction. That is found in quite some games. I am talking about real lightsources litting up the small radius. doesn't mather that it doesn't have it but I would have thought they could add such when they have som many lightsources in the game. 10-30 more wouldn't be a deal breaker going by their comments. Assuming most of the 200-350 lightsoruces are dynamic or realtime.
 
I've deleted some posts, people can take a stab at guessing which ones. ;)

Be civil to each other guys, and let's stay on topic.
 
weapons firing, bullet flight and impact animations are all very stylized in video games. If they were to model real-life characteristics, things would be a lot more plain and boring looking.

Muzzle flash is minimal, even in dark environments from the POV of the shooter if you are shooting a typical small caliber military rifle. Unless you have tracer rounds, you won't actually see the bullet flight. The impact typically looks like a small puff of smoke -- if you see any impact at all. Even if you had tracer rounds, it wouldn't be the entire magazine. You would only have one every 3-5 rounds.

So, bullet effects are very subjective in games and open to different implementation designs.
 
I played through the demo twice last night getting killed once and never noticed lag. I had sensitivity set to default + a little and inverted Y. I'll have to go back tonight and see if I notice it...comparisons to COD4 seem odd since it has that snap-to every time you look down your sight.
 
There is no input lag, as is instantly noticeable when you throw a grenade, interact with objects, and fire your weapon.

There is most certainly some 'weight' when aiming, that is implemented via a small delay (though it feels more like a slow pick up to high acceleration).

It definitely takes some getting used to, we'll see how it pans out in the final game.
 
Been playing the full game all day today and it's an outstanding technical showcase, but I too am having issues with the gameplay. It's just too one-note. It's full-on blasting with zero let-up and has some pretty bad pacing issues. Also the cover system rarely seems to get you to actual safety and it's almost impossible to figure out where you're being shot from in many instances, making the whole experience somewhat bewildering in the heat of battle.

Incredible graphics, some very cool AI, but I really can see where Edge is coming from with its 7/10 score. As a single-player experience, it's all about going from set-piece to set-piece and doing exactly the same stuff in-between. I think it's a game that's going to live or die through its multiplayer.
 
I played through the demo twice last night getting killed once and never noticed lag. I had sensitivity set to default + a little and inverted Y. I'll have to go back tonight and see if I notice it...comparisons to COD4 seem odd since it has that snap-to every time you look down your sight.

Snap to only if aim assist turned on.
 
Been playing the full game all day today and it's an outstanding technical showcase, but I too am having issues with the gameplay. It's just too one-note. It's full-on blasting with zero let-up and has some pretty bad pacing issues. Also the cover system rarely seems to get you to actual safety and it's almost impossible to figure out where you're being shot from in many instances, making the whole experience somewhat bewildering in the heat of battle.

Incredible graphics, some very cool AI, but I really can see where Edge is coming from with its 7/10 score. As a single-player experience, it's all about going from set-piece to set-piece and doing exactly the same stuff in-between. I think it's a game that's going to live or die through its multiplayer.

Since you're the only other person on this board that has apparently played the full game, can you confirm whether the control for the game is the same as the demo?

I also had a little bit of trouble detecting where my shots were coming from in the demo. The small white arrow just wasn't clear enough for me. Also, it didn't seem to always come on to indicate where rounds were coming from.

I do like the blood effects when you're being shot. I hope in multiplayer that the slow down of your avatar when you're low in health is removed though. Realistic yes, but bad for gamepaly from my pov.
 
Status
Not open for further replies.
Back
Top