[PS3] Killzone 2

Not sure why you would blame the bad reviews on the controls, the gameplay was the same repetitive RS garbage, it was horrible since RS, heck that kind of crap was bad since x-wing but then it wasn't factor 5's fault since factor 5 didn't make x-wing.

I think you should go back and re-read the reviews for Lair. This is from IGN's closing comments:

Gameplay: A bus-like feel and Sixaxis controls kill this game. In wide-open areas, it's okay, but the moment you need precision, you realize you’re screwed -- you can't corner, target or fight well.
 
Though, as is with any popular game, the Community is bound to turn into crap, spend about 6 months in a really bad state, and then, a year after it's release, it turns into gold.

With the exception of any Call of Duty, sports or racing titles .... ;)
 
not sure why you keep acting like this place is so much better than gaf when so much of the gaming news actually comes from gaf

If you don´t understand the qualities of this forum, well, just one look at you and the "gaf is better post" explains it all. This forum strives to be as objective as possible, yes there is many people that leans towards one console or another, but they are FORCED to discuss it with as much objective "evidence" as possible.

The same goes for games, you get nowhere here with a "sux compared to that other game", you need to judge the game on it´s own merrit and bring objective reasons into play.
 
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I can't see why is it so difficult to adapt to KZ2 controls :???: They're not that different.

Ha ha, it's relatively new. People who play KZ2 for long hours have already beat SP on Veteran and unlocked high level abilities in MP. I have heard good feedback about Saboteur, Scout and Tactician so far. Very keen to try them but my current schedule s*cks.

Amazing game, I'm constantly awed by the visual and aural presentation.
Single player gameplay is awesome too, multiplayer fps games I generally really don't care that much because I'm not very good agaisnt the more seasoned players.

Join a clan. It can be more fun even if you stay quiet.

Socom is very skill-based and it's VERY hard to get 10, 15, 20+ kill streaks. It just depends on the way the game is designed.

Played Socom for 2 weeks. Got my *ss handed back, good control or not. I prefer Resistance and KZ2 more. At least in KZ2, everyone seems to start from a level playing field.

Looking forward to friday, as i will move my ps3 to another location with a really great internet connection, and i will run some test. Im going to first play some matches and just see if there is any less lag. Then i will add lag to my connection by powering up a torrent program. If it really does have a p2p netcode with ping correction, having the most lag can actually give you an advantage. Soon i will have the answer :D

Should also try again after they apply the second (i.e., next) patch. GG has already acknowledged that they are working on some netcode fixes (Not sure what the specific issues are). I had quite a lot of trouble with R2 MP during launch too. But after 2 patches, it was good to me again :)
 
I must say after several hours (and 450 kills) online i am yet to hear a single voice sounding like it came from someone under the age of 16.

In general though not much chatter at all outside of the lobby. Chat is proximity bassed unless you are in a squad. i expect formation of squads and thus tactical chatter to increase as the game matures at the moment people seem to still be getting a feel for the general gunplay.
 
I must say after several hours (and 450 kills) online i am yet to hear a single voice sounding like it came from someone under the age of 16.


This is the only benefit of PSN.

In my experience, XBL is filled with 13y morons (there are some exceptions, but for the most part, lots of noisy little kits). On PSN, few people even have headsets, and the few that have are rarely kids. I think this is a combination of the PS3's price (more 13y olds can afford a x360) and the fact that you have to go buy a headset.
 
Yowza, might want to take the GAF discussion track into another thread. :p

It's good for forming clan, learning new games and looking for gaming friends at least.
 
I'm gonna stick my head out of my hole here and give my 2 cents. I've finished the campaign and put about 5 hours into the online portion. Let me just say that I have enjoyed both but have noticed patterns in the controls.

For one, the controls seem to default to a higher sensitivity online. I had to turn it down one notch for online play. I don't know if this has been posted as I have been in and out of this thread, but here's a video demonstration of input lag:

http://www.youtube.com/watch?v=5yFa_EZORYo
(not sure how to embed in this forum)

Now I know early on in the discussion of the controls, a few were arguing about certain tv models having this lag. I'm not sure if this is what we are seeing. I do know that the "acceleration" of the controls really makes it difficult for close quarter combat. I can pick people off easily from far away, but from up close, anyone just needs to sprint in any direction and I'm left there shooting at nothing.

The game begins to feel very unwieldy in close quarter situations. It's easier with the shotgun and it's aim-assist. There's also aim-assist with other guns in close combat but it's not as prevalent as it is with the shotgun. I'm in the same camp as the guys who want a predictable constant turn speed. The accelerated turning (and maybe the input lag) in combination makes the game almost unplayable up close. I've seen it many times and have even exploited it myself. Whenever I'm too close and in trouble, I just sprint towards the enemy at an angle and there is almost nothing they can do about it.

Other than that, the Mid-range game is a blast to play since the amount of adjustment required for aiming doesn't hit the acceleration threshold as much. I'm guessing the people who are "ok" with the controls fall into this type of play-style.



On the net-code, I've noticed a lot of concurrent deaths (die at the same time as as the person you killed). This happened a bit in COD4 for me also but not as often as it does here. It leads me to assume that there is a fair bit of lag involved at times.
 
http://www.youtube.com/watch?v=5yFa_EZORYo
(not sure how to embed in this forum)

Assuming the measurement is accurate, it is in the same ballpark as Halo 3 (133ms --> 167ms). So we have probably seen similar complains for that game too, depending on further TV lag.

The game begins to feel very unwieldy in close quarter situations. It's easier with the shotgun and it's aim-assist. There's also aim-assist with other guns in close combat but it's not as prevalent as it is with the shotgun. I'm in the same camp as the guys who want a predictable constant turn speed. The accelerated turning (and maybe the input lag) in combination makes the game almost unplayable up close. I've seen it many times and have even exploited it myself. Whenever I'm too close and in trouble, I just sprint towards the enemy at an angle and there is almost nothing they can do about it.

... and then what do you do next ?
 
... and then what do you do next ?

I run until I am sufficiently far away from said enemy. At this point, I use the "easier to aim from far away due to not triggering the acceleration" and attempt to kill the enemy. If he was alone, it usually works. I compare this to Street fighter where if I am getting crossed up or a player is too close, I run away and reset the fight. BTW patsu you never responded to my PSN message about the game :???:
 
Nothing that I've noticed about the contols or aiming is what I would call "broken".
Broken would be if you replicate the exact same conditions or execute the same series of inputs multiple times and each time get diferent results. I haven't experienced that.
Everything seems by design and it's just an obstacle that can overcome by learning how this specific game works.
I've played games like this before and find that while it might not give me the immediate satisfaction others do,I usually end up appreciating these games more and continue to enjoy them longer over multiple play throughs.
 
I run until I am sufficiently far away from said enemy. At this point, I use the "easier to aim from far away due to not triggering the acceleration" and attempt to kill the enemy. If he was alone, it usually works. I compare this to Street fighter where if I am getting crossed up or a player is too close, I run away and reset the fight.

Ah... because he'd need to turn to face you again. I'll remember this trick and see if it works with the GAF guys when I play with them.

BTW patsu you never responded to my PSN message about the game :???:

So you're BacKSPacE ? I saw your message but I want to finish Chapter 3 before replying. Otherwise, it'll sound like everyone elses' responses. Nothing insightful yet. ^_^
[size=-2]You're not the first one who asked and I didn't want to repeat. Amongst others, deepbrown objected to my "Flower >> KZ2" comment but I have clarified.[/size]

I am actually playing on 2 PS3es in parallel: One at Home (Veteran -- show off to wife) and one in the office (Normal -- stress free). Am somewhere in level 2 or beginning of level 3 (I can't remember now).

At this moment, other than the standard comments, the only memorable thing in my mind is the SMG: Loud, spammy and deadly. :love:
 
Ah... because he'd need to turn to face you again. I'll remember this trick and see if it works with the GAF guys when I play with them.



So you're BacKSPacE ? I saw your message but I want to finish Chapter 3 before replying. Otherwise, it'd sound like everyone elses' responses. Nothing insightful yet. ^_^

I am actually playing on 2 PS3es in parallel: One at Home (Veteran -- show off to wife) and one in the office (Normal -- stress free). Am somewhere in level 2.

At this moment, other than the standard comments, the only memorable thing in my mind is the SMG: Loud, spammy and deadly.

Ah yes, I am BacKSPacE:D. But yes, this strategy has worked for me because they are scrambling to aim at me with the acceleration while I whiz by. At which point they have to reorient to me which gives me plenty of time to turn around and shoot them either at the same time or even before them.

I'm personally Ok with this setup as long as I avoid close quarter confrontations. The game is a blast to play online. Have you noticed the low quality in the people who have mics though? I can barely understand people.

Oh yes, I also love the SMG. It works great online and offline for mid range and close. I've had a bit more success close range with it as the "spray and pray" rating of the SMG seems to be a lot higher than the other guns up close.
 
Have you noticed the low quality in the people who have mics though? I can barely understand people.

I have only entered online once to check things out. Not enough to form any opinion yet.

I have read on GAF that the voice chat quality can be bad, but if you have the official headset, it sounds much better in HQ mode. Have not verified this claim yet. My official headset (What an awkward name) is in the car since I get more calls these days while driving.

Oh yes, I also love the SMG. It works great online and offline for mid range and close. I've had a bit more success close range with it as the "spray and pray" rating of the SMG seems to be a lot higher than the other guns up close.

Yap, I was wondering about your comment if the enemy have a SMG or shotgun on-hand, but I figured it'd be more natural to internalize all these by trying it out myself :cool:
 
I have only entered online once to check things out. Not enough to form any opinion yet.

I have read on GAF that the voice chat quality can be bad, but if you have the official headset, it sounds much better in HQ mode. Have not verified this claim yet. My official headset (What an awkward name) is in the car since I get more calls these days while driving.



Yap, I was wondering about your comment if the enemy have a SMG on-hand, but I figured it'd be more natural to internalize all these by trying it out myself :cool:

I have used this tactic with success against shotgun and SMG users alike. Your reaction must be quick though. As soon as you feel you are getting closed in on you must choose a good angle to dash at them.
 
Yes, some special skills will need to be developed no doubt.

I also read that some guys have unlocked the knife. I think things will get more and more interesting when we play more. People will learn and react.
 
You dont understand.

It will not alter the intended difficulty, because fixing the controls does NOT mean "twitch aiming". It just means getting rid of the deadzones and acceleration. You can still set the sensitivity to be exactly the same as before, thus it will be just as slow as it is today.

Thus, SP campaign would not be altered in difficulty at all, it would just allow people who are used to the control setup used in every mainstream FPS games on next gen consoles, to aim as good as they can, without having to learn the exact behavior of the accelerated right stick aiming. Nothing in gameplay wise would change at all.

(Except for PDZ, which uses the same control setup as KZ2, funnily enough, i dont remember anybody saying the controls are "realistic" and "weighty" there, just crappy)


Hear, hear

I wouldn't mind if the aiming/turning speed was 'slow', it's the acceleration that makes precise aiming a bitch. Especially since the enemies never sit still and can shrug off quite a few shots.

As I mentioned before, if these kind of controls shipped with a less prominent game, I doubt they would have been so well received.

And it's not just COD4/Halo controls, it's different to basically every other console FPS on the market. I have downloaded plenty of FPS/TPS demo's on the PS3 and all of them follow a similar 'acceleration' free control scheme.
(and the lock on system in COD4 was for newbs, the first thing I did was disable it, it's an assist and it's not available in MP either)

The thing is one of the fundamentals of good gameplay is having good controls, you just need to look at CoD, Halo, Uncharted, Gears, Geometry Wars, Ninja Gaiden to see how much the controls contribute to the gameplay.
 
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Had a fantastic crash last night.
On the level where you have to destroy the generators to stop the arc cannon.
I started the level and there was one helgast that just kept re-spawning over and over again in the same spot and all the weapons were floating in mid air. I had to restart the whole section to get it to work properly. That's the first crash I've had with KZ2.

I had a crash on level 3 as well, there were some explosions (artillery perhaps) going on, then the image froze while the sound kept looping (very similar to HL2 stutter lag except it didn't go away). I had to reset the PS3.

I thought that was a bit strange, as the only other console game I've had crash this gen was Oblivion.
 
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