KILLZONE Shadow Fall [PS4]

@TEEDA: Thanx for the links buddy, the MADDER demo is very convincing ! The way the sound changed was too god. Even better than Battlefield, IMO :) . They don't have this kind of variation depending on materials, they only have positionally correct echoes and reverbs.

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If only we could get these shots without compression !
The second image looks incredible. In regards to the sound, if it sounds better than BF to you that's a valuable feat.

BF has received many awards because of its sound. I was never overly impressed by the sound in the previous generation though. I was used to dedicated audio in all the devices I previously had and the PS3/360 generation was a bummer for me in that sense.

My hats off to GG to worry about other aspects of games that enhance the gameplay like audio.
 
Didn't you play any of the Naughty Dog games? I always thought that sounded really great.
 
Didn't you play any of the Naughty Dog games? I always thought that sounded really great.

Yes LOU especially gave as much attention to the audio detail as it did for the visual. Sound would get obstructed by objects, would "space up" according to the opennes of the environment, rain sound would change from exterior to interior etc.
I was also surprised and highly impressed by a particular area. There were drams and hit hats in a room. If you pushed them over and fell they would make a realistic and variable sound as they hit the ground and/or surrounding objects just as they would in real life. Its hard to explain unless experienced. It wasnt just one sound sample repeated. It resembled procedural sound processing of some sorts. Even if it wasnt, it was really very good
 
Didn't you play any of the Naughty Dog games? I always thought that sounded really great.
Yes, the have HDR audio, unlike most other games. They sound great too. But they don't do what MADDER is doing.

Yes LOU especially gave as much attention to the audio detail as it did for the visual. Sound would get obstructed by objects, would "space up" according to the opennes of the environment, rain sound would change from exterior to interior etc.
I was also surprised and highly impressed by a particular area. There were drams and hit hats in a room. If you pushed them over and fell they would make a realistic and variable sound as they hit the ground and/or surrounding objects just as they would in real life. Its hard to explain unless experienced. It wasnt just one sound sample repeated. It resembled procedural sound processing of some sorts. Even if it wasnt, it was really very good

Totally agree, LOU had incredible sound, a notch up than UC3.

BAttleField also has great sound, in fact the best I have heard till now, especially BF3, they seem to have added overt Bass to everything in BF4 for some reason, lessening the realism of their audio tech.


But the point is that Madder takes into account the material of the object on which the sound is getting bounced off ! So, if there's metal in the room, the same gun sound will sound different from if you are in the same room with only concrete around you :D ! If you are surrounded by rocks, it sounds different, if u r standing near some barrels, it will sound different. So, technically, every firefight will sound different.
Listen to that link there, sounds great !
 
The one hit melee kill did seem a complaint from some people. Isn't that a lot like Halo? I remember Halo 2's melee weapon was like that at least. You should be able to counter in some cases though.
 
Didn't you play any of the Naughty Dog games? I always thought that sounded really great.
I didn't. I have had the PS2 at home -my brother purchased one back in the day and I had the Xbox and the GC myself- and played the PS1 countless times.

PS3 though has been an entirely different matter. I played FIFA a little and not much more. I was never into it tbh, I thought it was an expensive machine and my favourite thing about it was the Blu-ray.

It never clicked with me because of reports I heard about extremely large patches -not so much of a problem these days, but still annoying back then-, and the games library except Gran Turismo and to a lesser extent Beyond Two Souls wasn't for me, exclusives wise.

It has more sound options than the Xbox 360 though, and if it had a dedicated sound chip then I could have considered it, but still....

It's good to know that some companies tried to up the ante, I was not impressed by the sound of previous generation consoles. When I was a kid my best friend's SNES had a dedicated sound chip -made by Sony, go figure-, so did his Sega Megadrive.

I purchased my first PC with the original Need for Speed and I bought a SoundBlaster AWE32, which was an amazing soundcard back then. Then Sounblaster Live, Audigy....

The original Xbox had a dedicated sound chip, actual 3D and the first surround chip ever on a console -iirc-. The GC also had a sound chip.

When I heard/read nothing about Xbox 360 having a proprietary audio block I was very disappointed and I realised they would use the CPU for audio, where it would be used for other things.

That didn't click with me -listen to Halo 3, for instance, great game, yet the sound is like listening to a 64KB MP3-, and now that companies have focused on audio chips again, I consider myself fortunate to live this generation.
 
Was watching some KZ MP here: http://www.twitch.tv/lllhotfuzzlll

Didn't look that fun to me. It seems like insta kills everywhere. Have any of you tried out the MP yet?

I tried a few matches. It seemed like KZ2 to me, insta kills only with head shots, like any other FPS. I liked the class that could rez dying guys, the little Owl bot appears and brings them back. One guy can through up a shield. The other might have cloaking, but I never saw anyone use it.
 
I think some people here have to realize that there's a distinction between games that sound good because they used high quality mics (and put a lot of effort into good samples) and games that sound good because they accurately simulate to some degree how the sound interacts with the environment. I believe TLOU did this to some degree.

I would think that the biggest factor to "good sounding games" is the quality of the samples and not the complexity of the sound, sadly.
 
Unfortunately the WOW factor went away too fast with Killzone: Shadow Falls. The first 2-3 campaign missions are excited and pretty, but it just becomes 'boring' even though it doesn't necessary get less pretty. Idk, maybe I'm burnt out on FPS (and just want Titafall!).
 
Another positive review:
http://www.forbes.com/sites/games/2013/11/24/killzone-shadow-fall-review-army-of-darkness/

I know this is a dead horse, but man am I really feel burned by the Polygon review. I was all set to buy this, like 100%, then I trusted their review that it was a stinker, bought BF4, and now am regretting it completely :(

My fault for trusting a single reviewer, but they'd always been so reliable before.

It happens. Killzone is one of those franchises with a lot of prejudice against it.

The only way to know if you like it is if you try it yourself. With SF I personally feel it is a game that will really surprise people with just how fun it is in both SP & MP.

The game is no ND title like Uncharted as far as story goes (it is competent but nothing legendary, a good enough romp to get through the SP campaign).

What will impress people thoufh is the technology, like the very wide and vertical game areas, aggressive enemies, and unbelievably loud and satisfying guns and explosions.
 
Yap, how you approach the level with Owl will also make a huge difference.

I tried sending the drone over to attack the enemies, or zipline to melee them, or the traditional gun and cover.

It is also very important to disable their security.

You can't charge in like some old shooters. They are strong.

If you see people saying it plays like old shooter, then it is possible they rush through it.
 
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