Don't let the comments fool you. Sure, the game may lose frames here or there, but it generally loses maybe 5 frames at the most, and rarely lasts for more than one to two seconds...
Anyone commenting on lost frames or anything else was looking for it, and not really playing the game.
Yes, we are looking for it
If Guerilla are very open about maintaining constant 30 fps and reserving lots of spare SPU time to manage that, and then 30 fps isn't reached, we want to know. Especially when it
is perceptible. I'm sure it's no big thing at all regards the game, but the tech aspect of me playing the game sees the framerate drop a bit I start wondering about GG's comments. If the drops weren't perceptible, I wouldn't be questioning them.
That said, they're never going to be 100% honest if it would reflect badly. If they said 'we very rarely drop frames' when everyone else is skipping over the framerate issue, they'd get a bad press because Joe Public hasn't the smarts to understand what exactly that means. If GG had said 'we surpass the framerate of most shooters out there by a long margin' it'd be different.
Back to gameplay, I've just run through the demo a bit more. There is an input lag, but I'm not calling it a bug yet. There's a small delay between pressing R1 and the first bullet getting shot, but that's how it would be unless you were shooting a laser with a touch-sensitive button. I claim good sensitivity here from MIDI. An input lag of 10 ms screws up any keyboard performance, and I've paid good money for a fast soundcard. I'm used to jarring delays and on that scale, the delay from pressing R1 to the gun firing is epic. BUT within the game, it's nothing. It's not the difference between life and death. It's not anything I noticed until I went looking for it. The motion lag I haven't particularly noticed. The aiming issues clearly only are a factor for 'serious' gamers who are used to very different systems. From my POV, the bullet spread is so wild anyway that accurate aiming is neither here nor there! If you line up perfectly exactly on the head from a stationary position on a stationary target, the bullets will going whizzing four directions past it nine times out of ten! I'm no worse waving the gun around in the KZ2 demo than I was in Resistance and I don't find the gun mechanics off-putting at all.
I also found that if you look straight down and walk slowly, you get a kick mechanic that can be used to position explosive canisters around the warehouse. This is a nice touch, and there has been a noteworthy variation in the fights. Though the scripting does bug me. When I first played the demo, I grenaded the two chatting Grunts in the warehouse and thought myself clever that I beat them to the punch. Then I tried sneaking past to no avail. Turns out that on arriving at the warehouse, the are so busy chatting and reading their lines from the auto-cue, they won't pay attention to anything. I stood on the galley and waved, and then jumped off and started some fisticuffs with them (midget that Sev is, I could only really hit an uppercut
). So there's no sneaking or positioning or celverness like that. Just lots of set-pieces, and then some reasonable AI firefights.
Online does sound the business. The classes and variety sounds superb. It's ashame they haven't that aspect in the demo at all.
Also, one game I found a different gun, a high-calibre, low ammo sort of thing. Haven't found it since. Is this available in the right place, or a random drop?