Killzone: first pics

60fps with good AI and environmental interaction/physics, it should seeth the first good FPS on PS2. To be fair i dont expect a Halo2 killing, less to say Halo1, in all.

heh, looks fine on those screens so far but Halo1? at 60FPS I doubt it.
 
megateto said:
PC-Engine said:
Actually all they needed to do was globally desaturate the colors and change single character model of the one cloned soldier ;)

I doubt it's coincedence or whatever you want to call it.

Game making never stops amazing me if things are really that simple..And I talked about convergence, not coincidence.
It's all about setting: it's not the same to place your game in a near future (no laser beams) than in a really futuristic place, Halo style.

I did say whatever you want to call it...

The color palette is definitely borrowed from HL2. The soldiers with those masks too. The setting of course is a little different from HL2 ie green vegetation and natural rock formations etc.
 
What was that original halo-beating quote about? Graphix? Gameplay? Physics? Development time? Or maybe even HYPE?
 
Phil said:
my god, what has happened to these forums? These are some of the most impressive screens I've seen of any game lately (if they are screens). Obviously, all this forum cares about is amount of textures etc. Disgusting.

Well, that's the crux of the problem, textures create the graphics. It's more than possible to get away with having less than stellar textures if thats your visual style, ie: ZoE2, MGS2/3. But if you're striving for photorealistic rendering (which KZ clearly is), and your textures are blurry, then it really stands out.

An exaggerated but good example is Ghost Recon; stretched and washed out textures slapped over blocky low poly count environments.

This isn't a "PS2 can't do teh textring~@" argument, its criticizing the 5 released pictures of KZ, cause along with the fog/draw distance, textures are clearly its weak point.

I wouldn't care so much if this game wasn't so hyped ;)
 
PC-Engine said:
The color palette is definitely borrowed from HL2. The soldiers with those masks too. The setting of course is a little different from HL2 ie green vegetation and natural rock formations etc.
Killzone is in development for more than 18 month. Do you really believe the Killzone developers saw HL2 at E3, discarded their designs and started to borrow stuff? I see resemblance, nothing more ...
 
ChryZ said:
PC-Engine said:
The color palette is definitely borrowed from HL2. The soldiers with those masks too. The setting of course is a little different from HL2 ie green vegetation and natural rock formations etc.
Killzone is in development for more than 18 month. Do you really believe the Killzone developers saw HL2 at E3, discarded their designs and started to borrow stuff? I see resemblance, nothing more ...

How long do you think it takes to change one single character model that's cloned a thousand times? This isn't FFTSW character models ;)

There's a term called place holders...

Also do you really think every single piece of artwork needs to have it's textures changed so that the colors are desaturated?
 
zurich said:
Well, that's the crux of the problem, textures create the graphics. It's more than possible to get away with having less than stellar textures if thats your visual style, ie: ZoE2, MGS2/3. But if you're striving for photorealistic rendering (which KZ clearly is), and your textures are blurry, then it really stands out.

I don't know what you're on about, but the visual style this game is heading for, already looks miles better than any HALO game. Maybe I should revive those Halo 2 threads and start picking about the blur spread out across the entire scenary. And that's not even getting down to its horrendous framerate.
 
A similar colour palette makes this a HL2 clone? A war torn, slightly futuristic city has looked like that in many comics, movies, illustrations... before Half Life 2. It is not so original that it would be a huge coincidence that another developer would make a game that would have somewhat similar art.
It's more because the current platforms make it possible to make realistic looking levels, so the environments in different games look alike, i.e. realistic (lighting, colours... not so much architecture).

The soldier mask design wasn't so unique even when it was seen in Half Life 2.
I can remember a similar design in movie Final Fantasy: The Spirits Within, and I'm sure more examples would be easy to find.
 
PC-Engine said:
How long do you think it takes to change one single character model that's cloned a thousand times? This isn't FFTSW character models ;)

Also do you really think every single piece of artwork needs to have it's textures changed so that the colors are desaturated?

Heh, PC-Engine logic once again. :rolleyes:

Just between us bud, did Valve put any copyright on their set of colours that get that realistic look? Oh yeah I forgot, all the Sony developers are too stupid to figure out themselves what makes a realistic appearance. "hey lets borrow HL2's color sheme". "Or no wait, lets get Konami's one for MGS." "Yeay lets download them from their website". :rolleyes:
 
rabidrabbit said:
A similar colour palette makes this a HL2 clone? A war torn, slightly futuristic city has looked like that in many comics, movies, illustrations... before Half Life 2. It is not so original that it would be a huge coincidence that another developer would make a game that would have somewhat similar art.
It's more because the current platforms make it possible to make realistic looking levels, so the environments in different games look alike, i.e. realistic (lighting, colours... not so much architecture).

The soldier mask design wasn't so unique even when it was seen in Half Life 2.
I can remember a similar design in movie Final Fantasy: The Spirits Within, and I'm sure more examples would be easy to find.

Sure but HL2 was THE game that started the style trend in fps type games.
 
Phil said:
PC-Engine said:
How long do you think it takes to change one single character model that's cloned a thousand times? This isn't FFTSW character models ;)

Also do you really think every single piece of artwork needs to have it's textures changed so that the colors are desaturated?

Heh, PC-Engine logic once again. :rolleyes:

Just between us bud, did Valve put any copyright on their set of colours that get that realistic look? Oh yeah I forgot, all the developers are too stupid to figure out themselves what makes a realistic appearance. "hey lets borrow HL2's color sheme". "Or no wait, lets get Konami's one for MGS." "Yeay lets download them from their website". :rolleyes:

MGS had what...one color...oh wait make that two ;)

Oh btw I hope you realize color palette alone doesn't make realistic graphics ;)
 
The fog is supposed to be there, that level is set in a Amazon like jungle enviroment, like the level in Halo, if you wanna see what the engine can do you'll have to wait until Sony released the shots with the huge glass skyscrapers :oops: the draw distance is jaw dropping. Expect a video soon when Guerrilla's website goes live ;)
 
PC-Engine said:
Sure but HL2 was THE game that started the style trend in fps type games.

Errr... and let me guess. MGS creators borrowed it from Valve all a long right? Oh no wait, Kutaragi must of started the trend by borrowing color shemes from Valve as they designed the PS2 with limited memory and CLUT!!=??! :oops:
 
The color palette is definitely borrowed from HL2. The soldiers with those masks too.
You've never seen stuff like JinRoh have you. :p And by this logic color palette in HL2 is borrowed from MGS1 which consequently borrows it from whatever militaristic looking thing came before it etc.

Anyway, you're absolutely right it's not a coincidence. All FPS games look the same by default, this is just another example of that fact :LOL:
 
notAFanB said:
Sure but HL2 was THE game that started the style trend in fps type games.

I'm sorry?

...specific art style incorporated into fps games...

You've never seen stuff like JinRoh have you. And by this logic color palette in HL2 is borrowed from MGS1 which consequently borrows it from whatever militaristic looking thing came before it etc.

Um...G A M E S...not anime...not movies... ;)

Errr... and let me guess. MGS creators borrowed it from Valve all a long right? Oh no wait, Kutaragi must of started the trend by borrowing color shemes from Valve as they designed the PS2 with limited memory and CLUT!!=??!

Let me repeat what was said but conveniently glossed over:

MGS had what...one color...oh wait make that two :p
 
PC-Engine said:
Sure but HL2 was THE game that started the style trend in fps type games.

ThenI'm sure people at Lost Boys must be banging their heads for not releasing screens before..HL2 stole our wallet in front of our noses...

But if place holders do really work as you say (I'm not worried about admitting that I don't have a clue), then you might have a point.. But wouldn't be the case that if you are making something and then notice somebody is going the same route, you would try to change it in order to not look as a mere clone?
 
PC-Engine said:
There's a term called place holders...

Also do you really think every single piece of artwork needs to have it's textures changed so that the colors are desaturated?
Maybe one of our game developers would care to comment on, how easy or hard it is to change the whole color art-direction of a game that is 18 month in development. Interesting question ...
 
ChryZ said:
PC-Engine said:
There's a term called place holders...

Also do you really think every single piece of artwork needs to have it's textures changed so that the colors are desaturated?
Maybe one of our game developers would care to comment on, how easy or hard it is to change the whole color art-direction of a game that is 18 month in development. Interesting question ...

I think there's a global facility for that in the art/develoopment tools...similar to a color adjustment on a tv set...
 
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