KILLZONE Shadow Fall [PS4]

Well... they have to work with the new hardware. The current PS4 specs may not be the only option in the early days.

Launch games should have a shorter development window to adjust to the hardware.
 
Sorry for my English evil xD lo that wants decir if in the final version of kill 4 tendra so many popping as in the demo of the E3?
 
texanos, that is certainly not a final build. For a live demo, you must begin to prepare many weeks previously. Remember the difference between the Battlefield 3 beta and the final version.

patsu, just back-translate it into Spanish, and it makes more sense.
 
Part of what I dont like about this is the forest. What is this Crysis?

Go back to rubble. I always said Killzone was the worlds best battle of Stalingrad simulator :LOL:

It felt like vicious brutal block to block city fighting in rubble, like the famed battle of Stalingrad.

Then I could judge the graphics better, too.

I beat KZ2 and 3, so I guess you can say this is one PlayStation franchise I have modest interest in.
 
I just don't like any of what I've seen. I don't like that goofy-looking gun. I don't like the silly robot. I don't like the ninja antics. To me, Killzone was about WW2 in space. The first two games had tons of scenes that were clearly inspired by WW1 and 2 footage, but the scifi setting allowed a unique twist.

It doesn't look as uninspired and mediocre as KZ3, but it doesn't look like what I want from the series.
 
^I have the same reservations about the series. Killzone SF is quite removed from Killzone 1/2 and Killzone: Liberation on PSP.

I personally feel GG has taken too much inspiration from other games, and from too many games as well.

And by taking the game 25 years into the future, I feel as if they are using that as an excuse to change the path the series was originally on.

Unfortunately for us this is just how it is now. Maybe Shadowfall is just a spinoff to the main series and this is why they are taking even further liberties with the game.

Hopefully Killzone 4 will return the series to its roots in some shape or form, but I'm not holding my breath.
 
I was hoping we d see something as convincing as this :cry:

This is the feel they should have aimed for. The killed the art that made Killzone so unique
 
People Herman Hulst has already confirmed there will be segments quite similar to KZ2's atmosphere later on in the game, they are not deviating that much from the predecessors so rest assured you will get those chaotic moments as we all hold near and dear close ;).
 
Maybe they are just trying to show whats new in the game. We do have the Helghan side of the city and we have all seen it in the very first demo. If half the game happens on the ISA side and half on the Helghan side, I would be fine with it. I am also keeping my fingers crossed and waiting for smoe open gameplay footage from the Helghan side of it. I don't mind the gameplay changes , in fact its good to see they aren't playing safe and we will options and a lot more replayability, hopefully. Cos KZ3 had none in it. One ammo box for all guns was the worst decision and made the player overpowered and removed all sense of tactics or surviving on Helghan. Just keep spamming the most powerful gun you have and you were good.

The MAWLER part was the only good part of KZ3 and I am sure we'll have an equivalent in KZSF on the Helghan side. If we get a very colourful opeining and then we get stranded on the Helghan side of the city to survive on our own with that open gameplay to boot , we might get the best of all KZ games here.

I thikn the reason we are not feeling this game till now is because there hasn't been any proper trailer yet. We haven't seen any cut-scene to set a mood or to tease us with the story of the game ! Being a launch game I think they aren't done with the cutscenes yet. Hoping the game gets completed properly before launch. We know nothing about the story or the multiplayer yet. I wouldn't keep my hopes too high for a launch game, but looking at how good ResistanceFOM turned out, we might just get a winner here too :)
 
I like what I've seen so far. If I want to play something that looks like KZ2, I'm just gonna play KZ2. I think the new setting looks super interesting.

I'm also wondering whether the fact that the eye on the game's cover clearly belongs to a lady has any sort of significance.
 
I'm also wondering whether the fact that the eye on the game's cover clearly belongs to a lady has any sort of significance.
Yep, that's the eye of a female Helghast supersoldier who's the equivalent of you, a Shadow Marshall. You will be bump into her many times in the game.
 
Lukah you mean? But no I don't think it's anyone we knew from the previous Killzones. Totally wouldn't mind play her for a decent chunk of game either.
 
I'd bump it. >_>

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Anyways, I think I share fearsomepirate's concerns. I'm not too keen on the forest level in particular for some reason (aside from the aggressive geometry popping and sun glare). I think I'm just tired of forests from other shooters.
 
Well, I agree with the concerns, but then there's also a part in me that is just plain curious about what Guerrilla have in store for us with Shadow Falls. I think from their perspective, it makes sense to try to focus and apeal to a wider market - especially now that it's going into a new generation and with fewer alternatives, you might pick up more sales from non-KZ fans.

I do think it would be a pitty though if they lost their "identity". Then again, if they had gone again for the KZ2 type of landscape, perhaps I would grow old. I actually liked the snow levels in KZ3, as I thought it gave a bit of variety that was missing in KZ2.

I have to admit, the biggest concern what I read in the DF article is not the change in art-direction - but the fact that the controls have are laggy. Now, I thing there is a difference between having "weighty" controls (to simulate actually holding a heavy weapon) and just plain laggy. I would hate if we are back to the ages of KZ2 type controls.

For the record - KZ3 type of controls were okay for a 30fps game. Although I do have to admit, playing a 30fps shooter with such controls takes a lot getting used to after playing a 60fps shooter like CoD. I really hope they can optimize this somehow, while retaining what makes KZ a unique game.
 
I think they really have no choice but to shake it up some. Sales-wise a shinier take on KZ2 would just gonna get slaughtered I'm afraid. Gonna be a hard enough sell as it is with all the Ubisoft franchses, BF4 and CoD looming over the horizon.
 
The snow level with a lot of wind and the stormy sea and then being able to hop through it with that awesome rocket/gun harnass is one of my favorite videogame experiences of all time. Doubly so with being able to shoot at vertically moving enemies with the Move controller.
 
Yeah, that was definitely one of my favourite environments.

I have to admit, the biggest concern what I read in the DF article is not the change in art-direction - but the fact that the controls have are laggy. Now, I thing there is a difference between having "weighty" controls (to simulate actually holding a heavy weapon) and just plain laggy. I would hate if we are back to the ages of KZ2 type controls.

For the record - KZ3 type of controls were okay for a 30fps game. Although I do have to admit, playing a 30fps shooter with such controls takes a lot getting used to after playing a 60fps shooter like CoD. I really hope they can optimize this somehow, while retaining what makes KZ a unique game.
Indeed... I had a lot of trouble with the KZ2 controls not being quick enough to respond. I mean, I get the idea of heavy movement, but that should more or less be slower aiming/turning, no? I mean, I've held ARs & SRs and yes there is weight, but it's not like my arms fail to move when I want them to; it's just slower. :p

And yeah, KZ3 improved on the lag pretty significantly IME.
 
Well, I agree with the concerns, but then there's also a part in me that is just plain curious about what Guerrilla have in store for us with Shadow Falls. I think from their perspective, it makes sense to try to focus and apeal to a wider market - especially now that it's going into a new generation and with fewer alternatives, you might pick up more sales from non-KZ fans.

I do think it would be a pitty though if they lost their "identity". Then again, if they had gone again for the KZ2 type of landscape, perhaps I would grow old. I actually liked the snow levels in KZ3, as I thought it gave a bit of variety that was missing in KZ2.

I have to admit, the biggest concern what I read in the DF article is not the change in art-direction - but the fact that the controls have are laggy. Now, I thing there is a difference between having "weighty" controls (to simulate actually holding a heavy weapon) and just plain laggy. I would hate if we are back to the ages of KZ2 type controls.

For the record - KZ3 type of controls were okay for a 30fps game. Although I do have to admit, playing a 30fps shooter with such controls takes a lot getting used to after playing a 60fps shooter like CoD. I really hope they can optimize this somehow, while retaining what makes KZ a unique game.

Yes, I don't want them to spoil too much, but at the same time what they showed is too conservative.

I don't mind KZ3 controls. I'm merely hoping for a more interesting fight like the warehouse demo where the enemies made wicked moves and could path find between 2 levels.

The KZ3 snow level is cool too for the vertical view and movement. KZ2 MP maps were rather vertical and unique also. I am hoping for interesting level design here. The zipline and stab your face mechanics didn't give me any idea of the level design. If they had shown enemies zipline above me as I scurry for cover, I would have preordered it last week. ;-)
 
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