killzone movie................ expect a bit more now

well uhhh It looks like it moves decently fast.


Other then that I can't really tell a huge amount from the footage. Damn them for zooming in on the guys hands!
 
Sad fact the worst 'game program' EVER on Belgium and worldwide television had this scoop... :rolleyes:
(footage looks 'decent', but I need better to become convinced)
 
http://www.killzonegame.com got 2 new movies up, both ~20sec long and the quality is quite good. I highly recommend the download, though you have to register, but it is really worth the trouble. The lighting is very cool, the muzzle flash of the guns is lighting the scene. The dropship is causing screen filling dust-clouds. Your gun is very detailed and it spitts out shells. When you are hit the full screen turns blood red for about half a sec and then the effect fades out, giving a clear view again ... guess that should simulate the penalty for getting hit. Framerate seems to be smooth, character movement is faster than Halo, but slower than TimeSplitter2. The screen is very rich, busy and lively. The scene is very dark, murky, muddy ... in other words the perfect, yet awkward, illustration of war.
 
Looks great and very immersive with all those realistic details (being shot and the screen becomes red). The german mags having played Killzone were - suprise surprise - amazed.
 
The second part video is especially worth the download and watching. By far the most promissing looking footage of this game so far.
 
HMmmm...some nice polygons in there but awfully foggy. The blurry videos, cant see how the textures and res and IQ. ANYWAY, in part2, is the AI suspect or what? WTF would those guys grouped together leisurely when someone is firing at yeay? Scatter buds scatter! And do it QUICK. :?
 
They actually do scatter while running in your general direction as to get closer to make a better shot and take cover behind that broken piece of concrete. What impresses me the most is how everything seems to be nicely animated. Cables swinging, people running, gun reloading, dust flying...
 
chaphack said:
Eh....they seem to just lumped together towards the center and definitely NOT moving fast enough.

hhmm... the speed issue shouldn't have anything to do with the AI (as implied, if you've built them to scatter then getting them to scatter quickly is moot). could it be that the footspeed is capped here? what about hte players running/walking speed?
 
Eh ... AI should be "smart" enough to know when to walk away and when to duck away. if they didnt program variable footspeed or whacaca, that be bad.
 
chaphack said:
Eh ... AI should be "smart" enough to know when to walk away and when to duck away. if they didnt program variable footspeed or whacaca, that be bad.

you make it sound so simple :D

I'm actually curious about the whole foot speed thing tho (haven't caught the clip yet) any ideas?
 
I've just watched the movie full-screen, speed pitched down ... my gosh, it was like CNN's war-footage *shudder*

Yes, those guys take cover behind that balk, it looks like a bottleneck too ... one guy sprints very fast to the left.

BTW, the sound is pretty cool too ... all those screaming gun sound echos, caused by the alley, those ambient-noises from the dropship ... NICE!
 
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