[PS3] Killzone 3

Discussion in 'Console Gaming' started by patsu, May 21, 2010.

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  1. nightshade

    nightshade Wookies love cookies!
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    You are correct about the custom AA made by causing some flickering to give an ~8xMSAA look (as Quaz mentioned in his post)...but that is different from MLAA.
     
  2. Billy Idol

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    I think GG has a hard time with KZ3...they have the same problem as Insomniac with Resistance to Resistance 2. Let me explain:

    -A lot of people (obviously, look at this thread) didn't enjoy KZ2 very much, mainly due to gameplay.

    -If they decide to attrackt more people (probably they will, because they want to sell some more copies), they have to change gameplay - maybe even drastically. (See Insomniac with R2)

    -If the drastically change gameplay, they automatically make the "loyal" fans moaning loud about that it is no KZ anymore - potentially loosing this fanbase (again, see Resistance).

    => so, what should they do? Perfect world: leave as much KZ gameplay to keep the fanbase, change as much that other people can enjoy it as well...poor GG!
     
  3. DonaldDuck

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    Ok so, what technique is working there? It´s a kind of filtering done after the engine has dealed with 3d geometry? Has it the same shortcomings that MLAA? Or is that even documented? PD is usually very obscure in the talking of their tech isn´t it?

    In any case, it´s strange... seems that each first party studio is using it´s own approach to antialias filtering... that´s somewhat inefficient I think... but at the same time we know that GoWIII and KZ3 use MLAA.

    That leads me to another question: it´s really MLAA what we see in KZ3? If the aa filtering is so customizable (and, to some degree, "efficient" in SPU time) that each company uses it´s own approach, we could be "optimistic" about the issues Guerrilla has at the moment with their AA in Killzone?
     
  4. nightshade

    nightshade Wookies love cookies!
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    I certainly don't want the game to become more arcady & less weighty.
     
  5. DonaldDuck

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    That move would be disastrous from my point of view.

    The original Killzone was slow paced, the firefights involving an important waste of clips. I understand that the saga hasn´t a huge amount of fans but it has a niche in its own right with that "weighty" feel. Resistance 2 was a huge backstep to me (the first game was somewhat "fresh" and old at the same tiem, some kind of "old fashion" shooter rebirth). It´s a difficult task to grow beeing recognisable at the same time, I suppose.
     
  6. 2real4tv

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    Add coop and it would have been a much better game.
     
  7. rabidrabbit

    rabidrabbit A Reformed Member
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    I agree. Playing COD:MW2 after playing Killzone 2 just felt wrong, like I was gliding on ice.
    I liked KZ2 controls and feel very much and never understood what the fuzz was all about :???:
    Hope they keep it similar in KZ3.
     
  8. patsu

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    I think they only need to improve the FoV, reduce the lag and add a party system. The latest control scheme seems fine to me too.

    They can probably make it less weighty by a wee bit, but it should feel different from R2.
     
  9. Cornsnake

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    They should use the control scheme they had in Killzone 1. There they only applied the delay to give a sense of weight to walking, not the aiming. I think most of the complaints were about players not being able to aim as well as in other shooters. So if they use the Killzone 1 control scheme the fans will still get the sense of weight they want, while also providing more responsive controls.

    Have any reviews mentioned how they changed the controls?
     
  10. nightshade

    nightshade Wookies love cookies!
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    In KZ2....they add artificial delay for the first shot from your pistol/revolver, the following shots after the first shots don't get the artificial latency & they'll respond faster.
     
  11. messyman

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  12. Arwin

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  13. dragonelite

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    Liked killzone 2 gameplay but the balance was so wrong on high level the lower level were awesome.
    Most of the time its was a rush get a spawn nade to other base and spawnkill.
    Had hoped the gameplay was more like Team fortress 2.

    Like a spawn system where engineer has to build it and the tact guy has to activate it. Or something more teamwork. Then the balance is less important no more spawn killing to a big point.

    (sorry could have the class names wrong i am bad in remembering names all i know is Rico is a motherfucker that needs to die)
     
  14. Billy Idol

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    Yeah, online often turns into chaos when you play games with more than 16 players...I typically try to restrict the number of players, but last weekend I choose 32 player game, as they had all new maps in the rotation...but it was rather chaotic I have to admit.
     
  15. djskribbles

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    Are you more familiar with Conan O'Brien? If so, Jimmy Fallon basically took over his late night show (like Jay Leno) where he interviews stars, does some comedy bits etc., I don't watch his show because I don't find him funny at all, but I guess he's doing a video game segment for every show this week where he shows off some upcoming games.
     
    #395 djskribbles, Jun 25, 2010
    Last edited by a moderator: Jun 25, 2010
  16. tuna

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    Dammitt, I think Fallon just sold me on a 3DTV...
     
  17. patsu

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    The 3D demoes I have seen are rather static. e.g., MotorStorm has moving cars on a wide open jungle landscape, Super Stardust runs on a "pop out" globe, LBP has a small world although some parts may be moving.

    I think the dynamic KZ3 sea makes a very interesting 3D backdrop. Darting around and under exploding oil rig structures should be immersive and intense at the same time. I have a feeling that demo is specially crafted for 3D.

    If the stereoscopic 3D presentation is as good as what I saw on the Panasonic TV (i.e., no double image, no flickering), then it could be OMG-worthy.

    I think inFamous and the Ratchet & Clank series are also very suitable for stereoscopic 3D presentation.
     
  18. ultragpu

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    [​IMG]
    Check this out, could this be the jungle of phosphoric light? Looks stunning from the artwork.
    credit to solidsnakex from neogaf.
     
  19. Morkins

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    If they want to go for cinematic realism, yes, but if they want to go for real realism, then the ragdoll animation is actually probably close to reality than anything you see in KZ2 or KZ3...

    If you deal a killing blow to someone(headshot in particular), when they fall, they are limp and they aren't going to be graceful about it(because they are dead). The ragdoll animation is actually a fairly accurate representation of that.

    I guess if you wanted to do mortally wounding blows where you watch the enemy slowly bleed out on the ground, still slowly moving around, probably crying or moaning in pain or something, until they finally go still, then yes, you could do something like in KZ3. But to do it as the actual "death" animation is actually further from reality.

    However, in general, the animation needs to improve. But improve it too much and it just gets creepy(as I am sure you can tell from the above).
     
  20. specwarGP2

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    Why not offer two types of controls? KZ3 could be a showcase title for 3D on PS3 so I think it's in Sony's best interest to make the game as accessible to as many people as possible. Just keep the old controls and call it classic or something.
     
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