[PS3] Killzone 2

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.
 
If there is lag either by design or by techhnological limitations, isn't the only thing that matters is whether it's consistent and entirely predictable?
 
Well, I think the lag is almost certainly a technical issue.

To be fair, it's fairly consistent, and if you play the game for any more than 20 minutes, you should be okay (at least I would assume this for the average gamer, which I think I am).
 
You shouldn't quote "lag" like it's not "real".

Oh it's real alright. Some people certainly notice it more than others. I just don't know which lag the trick affected. I have seen people suggesting TV lag, controller lag, and various program lag. Wouldn't be surprised if some PS3 firmware bug caused additional delay somewhere. Not saying there's any but it's possible.
 
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 :p. 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.
 
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.

It's because the flash screen is tied to your SIXAXIS movement. But yeah, the glitches are too much.

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 :p. 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.

:LOL: You can try lowering the difficulty by one notch. I agree with betan that KZ2 is pretty hardcore and minimalist. Once you get used to the flow, up the difficulty again.

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.

Yeah, I think you should start early though. Many people are still learning the game at this moment. I can't even play SP right now (Only moments of Sudoku >_<)
 
I've been playing the game on Veteran with little problem thus far. There have been small choke points where I die once or twice, but it's no where near as bad as the terrible design of some of the CoD stages.
 
Out of curiosity, has anyone compared DS3 to the non-vibrate controller? I've only used the rumbling one so far.
 
In my experience the analog sticks on the DS3 are a LOT more accurate allowing more precise movement. KZ2 definitely plays better with the DS3 - it's not to shabby with the old DS2 either!
 
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.
 
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 get the same feeling... Combined with the ultra clumsy/slow turning it is quite something to get used to.

I remember when the Terminator FPS on the PC were the first (or among the first) using the mouse back in the day and it was all about how fast you can turn your "head" and react. Really don't know why they did go the opposite way in Killzone 2. Will Killzone 3 implement turning your head with the d pad? ;)

BTW, finally a FPS where I mostly die because of my bad habits/average skill and not because of swarming of stupid bots, unfair scripting etc. Did not had that feeling so often in an FPS since Operation Flashpoint. I think I died more now (I'm at lvl 4 Veteran) then in the whole playthrough of most FPS I ever played (again, with the exception of Operation Flashpoint on toughest dificulty) :) .

Cheers,

Mijo
 
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.
 
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.

I quite like how it works in the sniper zoom. Rather than steadying myself, I move the sixaxis to target my enemies - it's quite accurate and good for small adjustments :)
 
Head tracking would only really work properly with a head mounted display. I realy hope next gen one of the big 3 comes out with there big feature being 3d Lcd glasses with head tracking. Taking killzone 2 exactly as it is now and applying those to features (3d + Headtracking) would offer a suitibly next gen feel i believe. Using just a suped up PS3 it may actaully be cost effective bundling in a set of LCD glasses.
 
Yeah, will be too shakey in real use I think. The loading screen is SIXAXIS aware and some people already find it too twitchy (or vomit inducing). They'll definitely need to moderate the movement somehow.
 
Yeah, well, it's perfectly doable with sixaxis. I've seen it. :p
 
Where ? How did they solve the "too much head movement" problem ?

You mean those YouTube demoes of the PS Eye ?
 
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