specwarGP2
Regular
just tried the cross color filter thing, it doesn't make the aiming more responsive. Didn't see why it would in the first place.
You shouldn't quote "lag" like it's not "real".
Played a bit more of the campaign. Have quite a few gripes. The menu's distortion effect is great, except it's completely overused and is almost headache inducing! The occassional glitch would work better IMO than a distortion every time the menu is moved.
The collision detection can be pretty off. Chucking a grenade through a hole in the sewers, it bounced off invisible surfaces and blew me up, every time (until I learnt to run away). Big hole, clear line of fire, but an invisible wall for grenades. I don't like the controls, nor the FPS viewpoint. Okay, this is a common gripe for all FPSes and why they don't appeal to me . I just don't like the need to maneouvre at speed and yet not be able to see one's surroundings. FPS really needs head tracking look-around for me, to work in a comfortable way. The limits of the static world viewport just makes the action haphazard. I try to progress at as slow and methodical a speed as possible, with much grumbling from the script, because if things get hectic I know I'll get lost among the barriers and corridors, and be unable to turn in time to spot an enemy before they've killed me.
So, it hasn't made an FPS convert out of me. Online will hopefully be more fun than the campaign, although the same issues there are bound to bug me. I definitely prefer the more open view of 3rd person like WH, where you can see paths around you. This is a closer approximation of Real Life where quick glances and head movements reveal the area around you, unlike FPSes.
Is it just me, or does Killzone 2 feel like it has a very narrow FOV? I know console FPS' typically have pretty narrow FOV's, but it has never seemed as bad like it does in Killzone 2.
I would love being able to turn my head using the sixaxis motion controls in any FPS game. You'd need two additional options though - one is to bring your gun and body around to your sixaxis chosen viewpoint, and the other to snap the viewpoint back to where your body and gun are pointing.