KILLZONE Shadow Fall [PS4]

Looks amazing. I love the art style, that's almost Mirror's Edge-like, and the lighting is beautiful. If this is how they play off missions and art from both sides of the Wall, I think that is very promising, and gives very nice and varied settings to play around in, both in Single Player and Multiplayer.
 
Looks amazing. I love the art style, that's almost Mirror's Edge-like, and the lighting is beautiful. If this is how they play off missions and art from both sides of the Wall, I think that is very promising, and gives very nice and varied settings to play around in, both in Single Player and Multiplayer.

Yup, exxactly my thoughts and add the open gameplay to it and it becomes a good replayable Launch game !

Also, we see some wonky cloth physics on the capes :p ! Atleast now we know cloth physics are there.
 
Some of the pax impressions at GAF dont sound good

Why did you leave out the positive one of the impressions?.

Another impression

Other than pre-release issues, sounds more like your typical KZ2 vs KZ3 control scheme debate. :p
Oddly, M82 still feels godly in both schemes.

They better get M82 (or M55, whatever) right or I don't know why it's called Killzone after so many changes. :devilish:
 
Umm...when it downloads, where does it download? C Drive? It doesn't ask me for a location. :???:

It only tells you where you want to save after the full thing downloads.

Then you select the save location, and wait like a few minutes for the file to be copied to that location, if it needs to do so.

One of the comments: "Well it gets up to 60fps at times, but the framerate is all over the place. It felt like it dropped down around 20 or 25fps."

Seems believable, obviously will get better by launch.

It was slowing down in the HD version from Rajmangaming also, at certain points. Hard to tell if it was related to the location or the characters/particles on screen. It was only a couple of points, hopefully ironed out soon.
 
An AR is not bullpup in design.
Correct, it's not, but the M82 is little more than an M4 reimagined in a BP configuration with a non-functional tac light where the magazine would be. (And what's with all the non-functional tac lights these days? The machines can more than handle it.) The grooves on the receiver are even the same, and apparently, they're still using STANAG magazines and EOTech sights hundreds of years in the future.

This doesn't really bother me, since kludging together ideas drawn from real gun parts (the Helghast weapons are mostly designed similarly) prevents artists from using their "imagination" and "creativity" to make something completely stupid. I'm just pointing out that's what it is.
 
The lighting and clarity of the graphics is just stunning. It looks crystal clear... if it really is that sharp when we play, that's gonna be great :)
 
Man this game even in MP mode looks pristine! Everything is so high res, sharp, well reflected, only further excelled upon with ludicrous amount of particles and lights. One can only pursuit the thought of a final build SP in his dreams.
 
It's too clean IMO. The problem being it highlights the separation of the scenery from the game. with no destruction, no singing from grenades, no damaging of the illuminated boards, no smoke or blood stains, the immersion is very last gen. Very pretty, very clean, but also very unrealistic. One of the best experiences of PS3's early days was RFOM and shooting out windows. The realtime destruction offered a hint of a glorious feature that never really manifest. We also had the promise of Digital Molecular Matter from LucasArts that never went anywhere. I'm much more interested in that sort of content than the same sorts of assets dialed up to 9.
 
It's very different from Killzone 1, 2, or 3, that's for sure.

For better or worse. I'm come to terms with it now. I know I prefer the Killzone 1 artstyle, but this is what we're dealing with either way :)

I think other levels may have different art though. There was that one rubble/stone level I think. I get the feeling half the game will be like this (VSA side) and the other half nice and dirty (Helghast side).
 
True, some more destructibility would be icing on the cake.
 
It's too clean IMO. The problem being it highlights the separation of the scenery from the game. with no destruction, no singing from grenades, no damaging of the illuminated boards, no smoke or blood stains, the immersion is very last gen. Very pretty, very clean, but also very unrealistic. One of the best experiences of PS3's early days was RFOM and shooting out windows. The realtime destruction offered a hint of a glorious feature that never really manifest. We also had the promise of Digital Molecular Matter from LucasArts that never went anywhere. I'm much more interested in that sort of content than the same sorts of assets dialed up to 9.

The Order is supposed to support something similar to Lucas's tech, hope they implement it into the heart of the game.
 
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