Ugh...I hated this when I played through Portal and HL2 on consoles....ick.
It's no where near as annoying as Half Life 2 - it's just a blip. And a rare one.
Ugh...I hated this when I played through Portal and HL2 on consoles....ick.
If a developer decides to make a first person shooter 30 fps rather than the 60 fps it should be, at the very least the developer should ensure that the framerate is stable. I'm sick and tired of developers prioritizing IQ over responsiveness and playability.Oh gawd.
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.
You can try to sneak and position yourself when fighting any Helghasts once they become "aware".
Just have to be careful where you go. The Helghasts moved around constantly. When I sneaked to their locations to surprise them. Sometimes, I found them in front of me as expected; but sometimes, they were behind or beside me.
Besides finding Garza on the second floor during the first wave, I finally saw a Helghast wandered up the second floor (in the terminal hacking wave) to try to get me.
It's not exactly accurate to say KZ2 doesn't innovate though.
There are technical innovations, and there are also deliberate attempts to craft a unique MP gameplay. They may not be disruptive changes, but the twists are there.
The combats are not scripted.
The enemy set piece may be scripted to create a context, but right after that, it's free play for everyone. e.g., If you throw a grenade early enough, the enemies may not appear in the expected entrance too (because they back'ed off and found an alternate exit if one existed).
Would be interesting to see how much the battle will change when the playground is big enough (i.e., when you're not near their spawn points).
You're right patsu, there are some innovations on the technical level.
From a gameplay level though, I can't agree...yet. I haven't played MP, so my comments are more limited to the SP campaign and was in response to the not much left to innovate post.
KZ2 will be a Good to Great game, that doesn't mean that there aren't flaws that can be improved going forward.
I get what you mean. My point was maybe going into a corridor in a warehouse. The first time you go through, there are 5 Helghast enemies. The next time you go through there could be none or there could be more. That unpredictability can add a lot to a shooter like this.
The AI is great as you mentioned above. It makes it harder for you to exploit the fact that if you throw a grenade there, they may back off. The thing is you still know that you are about to encounter an enemy in that same area.
What would happen if you throw a grenade there, but there wasn't any enemies to back off--wasted grenade. You'd have to think twice about throwing that grenade...it adds a lot of tension and excitement to the campaign as well.
Our experience is limited to the short demo, not even the SP campaign. But I agree there are tons of things that developers can innovate on. Whether the customers like the outcome is a separate question altogether. Even something as small as the turn acceleration may bite.
Same as every game in existence today and tomorrow.
I really wouldn't call a 2 Weapon limit innovation. More like copying what everybody else has been doing for the last 5 years or so. Same with regenerating health.
I belive one of the enemies drops that weapon, if I'm not mistaken. There is only 1 of those in the demo, I believe.
It's not what everyone is talking about. Have you watched video, or not?
It shows a delay from pressing R1 to shooting. It also shows non-responsiveness when flicking the analogue stick. I get neither of these problems.
Ergo facto - different issues.
KillZone 2 is AWESOME. Currently one of the if not the best looking game ever. Definitly surprass the 2005 E3 trailer
http://pici.se/pictures/vyFwofwMW.jpg
http://pici.se/pictures/GuelydSCL.jpg
http://pici.se/pictures/ofxujtoiF.jpg
http://pici.se/pictures/FICQiPCuo.jpg
http://pici.se/pictures/KjwevIcNO.jpg
http://pici.se/pictures/dyZXsLKSo.jpg
http://pici.se/pictures/gSLNpalQH.jpg