I will test the demo and compare.
Weighty means that when you move it feels like you are a real person - rather than COD etc where you feel like a mosquito.
I find it ironic to talk of realism when you're ultimately talking about mapping the movement of a gun and direction of a player/head movement to two analog sticks. Not only is it difficult to map the "pin and point" movement to a stick that can only change the speed of movement (unlike a mouse where you can actually map that movement) - it's even harder to "simulate" what it feels like to move a weighty gun around.
The problem though isn't to what you describe as being "weighty". I don't have a problem with the slow controls either. The problem is the lag, the dead-zone and the accelerated movement. You might compare CoD to feeling like a mosquito (and criticize at it all you want), but it certainly is the reference among FPS outthere. I'd take it, over any sub-par 30fps game any day of the week. That you can't have all the fidelity and technical finness that makes KillZone 2 the impressive game it is without a tradeoff in framerate is a given and understandable. If you compare it to say R:FOM though that doesn't have the problem with the lag, deadzone and accelerated movement, you can surely see where the criticism is coming from.
I suspect the lag is coming from all the post processing that takes away a few frames before you see the result of what your movement results in on the screen. I could probably live with that. Most unfortunate is the unconfigurable dead-zone and the accelerated movement which I find most annoying. It makes aiming difficult, unprecise and unresponsive and doesn't convey the weight of the weapons any better or worse.
It's a shame indeed. I had high hopes for the game, but having these controls can really make or break a game. Singleplayer might be playable, but I fear for the MP gameplay with these controls and quite frankly, next to a game like COD, I'm not sure if I'll be spending much time with it, eventhough I already think it's a much better game. In fact, it pains me to say, but I even think it could be most complete FPS I've played...
Shifty said: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.
I'm a bit amazed by the level the game is being critized at. Maybe it's because it's probably the top most flagship title that's being launched for a console over the last few years, but to criticize some of the scripted events is a bit unfair IMO. We're still playing games right? You will have scripted events here or there to immerse the player into the plot. Some games chose to go for the scripted non-interactive cut-scene that stops you from playing and has you watch the scene as it unfolds, this game KillZone in this particlar instance in the hangar went for the scripted event that unfolds while you're still very much in control of everything and can chose to find a strategic point in the area to start the fire fight. It's not as if the scripted event takes minutes to unfold either - that scene with the two Helghasts (Helghans?) talking in the hangar is maybe 5 to 7 seconds and they certainly react to a flying grenade towards the end of their little speach.
Also having to fight all the bad guys off when your partner tries to open the door in the hangar - would we rather be able to run through the game without a challenge or have the game alter its 'script' dynamically depending on the hundreds of different ways a player might chose to play the game? If it's the latter, I'm sure it's obvious enough that we're still a few years away from this due to more than enough boundaries such a complex engine would require.
tha_con said:Ugh...I hated this when I played through Portal and HL2 on consoles....ick.
Have you even played the demo? If that is anything to go by, it's definately not worse (or better) than the original Half-Life on PC! (Never played HL2 either on console or PC).
The loading blips, present or not, is hardly an issue. Certainly worlds better than a forced loading screen.
the ignoramus said: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.
...and if a person decides to criticize a game for something they obviously haven't seen themselves or played the freely available demo first, they should stick to holding back their judgement.
If you've played the demo (and if that's anything to go by), I think you will find that the framerate isn't an issue. I didn't get any slowdowns at all (except for the loading blips mentioned above). SUre there will be some framerate drops just in every other game outthere, but for the most part, it'll be a non-issue I'm sure. It's extremely impressive that they got the game looking this good and with such a constant framerate (during the demo anyway).
I'd personally would prefer toned down graphics and framerate at 60 fps though, but hey... can't have anything. Graphics sell over gameplay I guess (though ironically, it's usually the gameplay that makes you go back to a game over and over again), which is why I'll probably stick to CoD4/5 most of the time. :/
Still, the game is a day 1 purchase for me and I'm highly impressed by what they have achieved. I don't agree with some of the design choices, but admire them for what they delievered. Without doubt, it is already a lot better of a FPS than many games are.
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