[PS3] Killzone 2

Regarding the sidekicks, I wonder how Guerilla couldnt come up with a better character development, art, and dialogue lines.

Instead of looking like some serious veterans of war, they act like kids playing "war" with sticks that pretend they are badass.

Couldnt they at least make the characters more similar to what was shown in the CGI trailer in 2005?
The world is in war, and Rico is acting like some kind of immature teen that "swears" all the time to look cool and show off in hip hop style.

If they took so much from WW2, they should have copied how soldiers behaved and take hints from a good WW2 movie.

You know.... my real life ex-section mates were as foul mouth as Rico. Of course not everyone's like that (like yours truly !). ^_^ The female officers can be more scary and may swear more than male ones. [size=-2]I remember one of my mates couldn't handle the training pressure and became confused/deranged. He was relieved on the spot... well, the next day officially.[/size]

My biggest gribe were the characters. Everything else was awesome though

Heh heh, in general, the KZ2 character designs are one of the reasons I like their art. :)
 
Wow that's wrong. I don't think he throws any grenade in Normal ? At least I don't recall he's that aggressive. I was more worried about him backstabbing me.
Yeah, he's not too bad in Normal. In Hard, he just zaps all over the place and spams Tesla grenades. I think I only saw him turn fully visible maybe once in the encounter, and since he's moving around so fast, even when he's on fire, he's hard to follow. But at least when he's on fire, he throws a lot fewer grenades and tends to drop them or throw them wildly.

I liked the characters a lot, because instead of annoying me with piles of cutscenes, QTEs, and other bullshit, I got to play an awesome video game while they just added a little background chatter for flavor. Video game writing and voice acting tends to be below the level of B-grade movies.

Frankly, I thought Sev was a badass. He'd be plinking away at some Higs, get sick of it, whip out his combat knife, leap over the cover, and slit everyone's throats before they even knew what happened. And he did it all without fancy power armor or genetic augmentations. ;)
 
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IMHO, KZ2 needs to use "colorful" characters (instead of the standard future soldier look) to complement the dull Helghan palette and landscape. It works out well for me. :)

Otherwise, I think it may be too sterile/clean.
 
More like Killzone characters need to grow an inch or two in height, I find their greyish color tone suits just fine for the war torn atmosphere. The blue dynamic lights on their suits make good highlights of their presence on the battlefield. But I totally wouldn't mind to see a colorzone DLC though:).
 
Aye, not saying dull color palette is bad. Saving Private Ryan has dull color too. It suits the theme. And yes, I like the bluish tone on the suits.
 
Yeah, KZ2 is the most egregious nipple-cam offender I've played. Definitely worse than Bioshock. Although now that I noticed it in KZ2, I've noticed most FPS games do this.
 
Hmm.. I only hear people complain about KZ2's "chest" camera. Didn't notice Bioshock has one. Which other FPS use the same technique ?
 
I've never really thought about it really, but why do they do this? Is it to uncomplicate the transition between normal view and using the iron-sights? Is there any info from Guerrilla directly on why they did this?
 
I've never really thought about it really, but why do they do this? Is it to uncomplicate the transition between normal view and using the iron-sights? Is there any info from Guerrilla directly on why they did this?
I suspect it's because the center of your viewing screen is where the bullets go. If they raised the camera to where it looked natural, you would be constantly getting headshots without having to aim upward at all, or having to look slightly downward to get the more reliable body shots. So they have you hold the gun at your torso, and fix the camera so it's looking where the gun will shoot.

IIRC, I played an FPS once where i had to constantly aim downward to hit reliably. Can't remember what it was, though.
 
The CoD games, especially 1 and 2 did a great job of keeping the gun more towards the torso rather than close to head in normal mode. Felt pretty realistic, and gave you a great view to boot.
 
Hmm... interesting. Why do FPSes use torso/chest view instead of head view ? Simplify implementation or limit unnecessary gun motion ?
 
Hmm... interesting. Why do FPSes use torso/chest view instead of head view ? Simplify implementation or limit unnecessary gun motion ?
a possible reason is in a FPS you view from the guns barrel (+ not the persons eyes like in real life)
guns typically are carried not at head height.
Though there is nothing stopping you from faking having the gun shoot from eye level which most games do
 
Or go with the Warhawk method, where the camera can be placed wherever as the bullets travel from the gun.
Warhawk isn't an FPS. If your reticule is at constant head height, it means you will be constantly getting headshots with accurate weapons and constantly missing with automatic weapons (since half of the bullets will just fly right over your head's target.

There's a reason they have the gun barrel at chest level instead of eye level. If they want the gun at chest level and your vision looking normal, your reticule would be in the lower half of the screen.
 
Warhawk isn't an FPS. If your reticule is at constant head height, it means you will be constantly getting headshots with accurate weapons and constantly missing with automatic weapons (since half of the bullets will just fly right over your head's target.
Okay, I see what you're getting it. However, that said, in an FPS if you raise the view slightly you can still keep the reticule at headshot height for the whole game, only with an annoying perspective. Or you have the camera set low where it looks stupid. Just move the reticule down 30 pixels so at reasonable distance you still have to lift the aim to get a headshot, and it won't look mental.
 
However, that said, in an FPS if you raise the view slightly you can still keep the reticule at headshot height for the whole game, only with an annoying perspective.
Only if looking upward makes you taller instead of changing your reticule's angle relative to the ground. But I've never played a game that does that. In every game I've played, that will only result in headshots for enemies a certain distance away, what with how angles work and all. Any closer, and you're shooting their chests. Any farther, and you're shooting harmlessly over their heads.
 
I know, i know, late to the party, but i just have to say, i put the game in last night (after being a bit bored of it) and i got to the level where (AT LAST!) they get out of grey tunnels and go to some desert kind of place with strange structures... And well, even though i am still bored as hell with the game (i'm just not a shooter person, it's not the game, it's me...) this level looked unbelievable! Everything about it, but especially how the wind blows up the sand and the tiny little particles flowing with the wind. Left me totally breathless.
This game is so beautiful i just wished that more of it was in brighter environments like this one!
That's all.
Now i'm just getting into the game and i have a feeling that i've pretty much finished it (right?), which is not good at all, let me tell you.
 
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