Are any of the XBox One and PS4 games playable in E3 ?
KZ:SF E3 showfloor demo with few devs!
https://www.youtube.com/watch?v=Vfq1Cyt_YqI
18min mark - start of the presentation, one new playtrough trough old city demo
26min mark - start of dev talk, showcase of city, debug tools [flying, wireframe]
Shame, they showed final assets on the big screen that were not on the stream.
Immediately, Shadow Fall felt unlike any Killzone game that came before it, not only because of its non-linear mission structure and wide-open, fully explorable maps, but because it’s also a technically deeper experience from a gameplay perspective. This isn’t just a shooter anymore; it’s far more complex, so much so that I handed the DualShock 4 over to a guy from Guerrilla after being ruthlessly massacred several times so I could at least see the proper experience.
OWL is mapped to both the directional pad and DualShock 4’s touch pad. By swiping on the touch pad in certain directions, specific OWL skills – such as a shock attack, a zipline, or a shield – can be selected, and then activated with the directional pad. The shock attack stuns an enemy (or a group of enemies, if they’re close to one another), leaving them vulnerable to firearm-based and melee assaults. The zipline allows for quick travel between areas of the map, letting you scale up to 50 in-game meters at a single go, so long as you have an object to attach to and a clear path to that object. The shield reminded me most of the Auger’s secondary functionality in Resistance. Simply stand behind it to absorb enemy attacks with impunity.
Using OWL gives you a much-needed break in an otherwise brutally difficult game. Shadow Fall was set on normal difficulty, and for someone like me that beat Killzone 3 on hard, it was certainly a step up in that respect. It even claimed the digital life of the developer playing on several occasions. The good news is that, while health is regenerative, you can still use health packs on the fly that will heal you quickly and slow down time for a limited period, too, giving you an edge against incoming hordes of aggressive foes.
It was especially fun – and quite novel – to effectively use stealth in Shadow Fall. The Helghast are smart and fully aware of their surroundings, but you can get the jump on them, using silent melee attacks to strike quickly without being seen. Of course, once seen, all bets are off. The Helghast will beeline to the nearest alarm – a good reason to centrally disable those alarms before doing any other part of the mission – once they see you. It’s at this point that you get a taste of what the Helghast are packing in Killzone: Shadow Fall, as well as the more conventional weapons, apart from OWL, that you have at your disposal.
Like Resistance, weapons in Killzone now have secondary functionality. The rifle I started out the mission with can be turned into a longer-range rifle that, when charged, will blow your target to smithereens with a single strike. But the Helghast will come at you with everything they have, too. Some have long-range sniper rifles of their own, complete with red laser sights. Others have stealth camouflage that they can activate at will, including when they’re under attack and near death. And others yet have bright lights to search a map’s dark crevasses and corners. These are especially obnoxious, since they obscure your vision in a burst of brightness if you look directly at them.
Killzone 1 had secondary functionality for the weapons too
IMO, what has been show for KZ: SF so far has it as one of the least impressive E3 showings for next gen graphics. It's good but not great. So many games looked better, IMO. Titanfall, The Order 1886, The Division, and BF4 to name just a few. I'd put KZ:SF with Watchdogs, good but not great.
Of course, what one appreciates is highly subjective, so if you thought it was the best looking, then more power to you.
Regards,
SB
Guerilla is transitioning to next gen after developing exclusively on the PS3 and Killzone is a launch title. I'd still say it looks pretty good though.