[PS3] Killzone 3

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The demo is out on JP PSN.

Here's my thoughts.

+ Really impressive visually.
+ Nice textures.
+ Nice sounds
+ I think the controls are spot on
+ Huge map!
+ Loading is pretty fast
+ match making is pretty fast as well
+ Didn't notice any pop ins


- MLAA isn't perfect
- There are some low-res textures here and there
- Really wanted to try out the sliding but I guess you can't do it in MP :(

Overall, really impressed and fun to play.
 
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Happy now :)? Each one of them shows almost a generation of improvement in the poly count and texture department. Of course these are uber res but they are MLAA enabled so in HD 720p you should still see the same geometry and textures regardless.

Holy Moly :runaway: !!!! Blood Gratch is unrecognisable :eek: ! Good Job Guerilla , you always amaze me !
 
It's much about art giving the impression of density coupled with well done design. If you look at the shots you posted at fullres you can clearly see geometry edges and how few are needed to make shapes and plants being sprites/textures etc.

Also looking at those shots Fallout 3 object density/scene geoemtry complexity aint that far away compared to those shots minus vegetation and in urban environment. I actually think I got some shots of F3 of urban environment and in wireframe to to see how it's built up.
It's a lot more than just well art design, if going by your rationale then there will be no need for technology to progress, screw engine optimization and etc. The thing is kz3 engine really is doing this much on screen, sure you can pick out rough edges here and there but what you're doing now is pure bitter nitpicking. Obviously you don't wanna give credit where it's due except of course crysis 2.
 
WOW! Thats all i can say! It plays fantasticly well, the new control scheme is just fabulous. The GFX are just incredible! It's clearly a step up from KZ2 with an image quality thats magnificent! Simply jawdropping. The sound is also magnificent! The clarity on my 5.1 is just through the roof! The filtering of sound coming from different gunfire elswhere on the map is just top of the tree. I have no worries calling this the console king technically speaking. IMO of course.
 
It's a lot more than just well art design, if going by your rationale then there will be no need for technology to progress, screw engine optimization and etc. The thing is kz3 engine really is doing this much on screen, sure you can pick out rough edges here and there but what you're doing now is pure bitter nitpicking. Obviously you don't wanna give credit where it's due except of course crysis 2.

Ofcourse it is more than just art but I was questioning your bold claims. There is no nitpicking, I find it to look very good but dont agree with your bold claims and point out why I think so by giving examples. I give credit where I find it applicable. I picked a lot on PC games and Crysis/Crysis 2, just browse the whole Crysis 2 thread (PC/cconsole) for solid proof. I cant say the same though in your case so perhaps you should refrain from such ridicolous comments in the future or direct them elsewhere, k? Where adults not butthurt fanatics of X platform that 'live and die' by it.

Put in context.
Happy now :)? Each one of them shows almost a generation of improvement in the poly count and texture department. Of course these are uber res but they are MLAA enabled so in HD 720p you should still see the same geometry and textures regardless.

Thought the same. Seems people dont know what polygons actually are and how relatively little you need of it to make a 'Fallout urban esque design' in a game. Textures do look cripser and better by quite a bit but a generational leap would mean exntesive use of ~1024x1024-2048x2048 textures. It sure isn't.

Also shots are 4000x2250 res in size. Might have been looking at some downscaled ones.

You mean those tris and quads that make out the geometry in a game:)? But really, the object density in these shots are very impressive, a post apocalypse game like fallout 3 doesn't come any where near it.

It's much about art giving the impression of density coupled with well done design. If you look at the shots you posted at fullres you can clearly see geometry edges and how few are needed to make shapes and plants being sprites/textures etc.

Also looking at those shots Fallout 3 object density/scene geoemtry complexity aint that far away compared to those shots minus vegetation and in urban environment. I actually think I got some shots of F3 of urban environment and in wireframe to to see how it's built up.
 
WOW! Thats all i can say! It plays fantasticly well, the new control scheme is just fabulous. The GFX are just incredible! It's clearly a step up from KZ2 with an image quality thats magnificent! Simply jawdropping. The sound is also magnificent! The clarity on my 5.1 is just through the roof! The filtering of sound coming from different gunfire elswhere on the map is just top of the tree. I have no worries calling this the console king technically speaking. IMO of course.

How's the gameplay? Has much changed since the closed beta? Does it feel like KZ2 to you or something new?

I know, the frozen dam looked most amazing even during the closed beta :p !
 
How's the gameplay? Has much changed since the closed beta? Does it feel like KZ2 to you or something new?

I know, the frozen dam looked most amazing even during the closed beta :p !

Wasn't in the beta mate, but the GAF crowd think the framerates improved alot, more colour has been added. Coming from KZ2 (still fresh as still playing!) The improvements are immediate. GFX have seen an large increase across the board. textures, scale, LOD all vastly improved. Framerate for seems rock solid though not played a great deal, just had a few games with 8 bots. Controls are much much more responsive, yet still feels like KZ. Sound has improved considerable also! No idea what it sounds like through a TV but on my system it sounds marvellous! Lots of SPU work in that dept i'd say.
 
Ofcourse it is more than just art but I was questioning your bold claims. There is no nitpicking, I find it to look very good but dont agree with your bold claims and point out why I think so by giving examples. I give credit where I find it applicable. I picked a lot on PC games and Crysis/Crysis 2, just browse the whole Crysis 2 thread (PC/cconsole) for solid proof. I cant say the same though in your case so perhaps you should refrain from such ridicolous comments in the future or direct them elsewhere, k? Where adults not butthurt fanatics of X platform that 'live and die' by it.

Put in context.

Oh really, I think you're the one who's a bit butthurt here and just can't accept any sort of praise that goes to kz3 or ps3 games in general. I can quote a few ridiculous comments from you on previous pages but that would make the thread too messy. For the record I'm not a fanatic of any sort since I own all consoles and PC except for wii, so don't get too emotional now.
Also if you find my claim not applicable to your liking then why not just leave it as it is? Are you trying to unify everyone's personal opinion into your own?
 
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It's a lot more than just well art design, if going by your rationale then there will be no need for technology to progress, screw engine optimization and etc. The thing is kz3 engine really is doing this much on screen, sure you can pick out rough edges here and there but what you're doing now is pure bitter nitpicking. Obviously you don't wanna give credit where it's due except of course crysis 2.
This always happens in PS3 threads. Somebody uses massive hyperbole and when somebody brings a more grounded opinion it's labelled as "nitpicking/trolling" :rolleyes:
 
No, it's a marketing trick. 256x256 -> 512x512 is a 4x increase in texture detail/pixels! ;)

256x256 -> 1024x1024 is 16x.

256x256 -> 2048x2048 is 64x.
Where's the trick, exactly?

Also, 256x256 would be on a barrel or something. 1024x1024 would be wall textures. Characters/main vehicles were 2048x2048 (Kratos in GoW3 was covered at this rez). I believe, 512x512 were more common, though. Apply the 4x rating as needed. :)
 
Been trying to catch up in this thread, happy OMB is in.

One question, when I read 4x poly count, doesn't this usually refer to the source material/high-res mesh and not what's actually being rendered on screen?
 
Where's the trick, exactly?

Also, 256x256 would be on a barrel or something. 1024x1024 would be wall textures. Characters/main vehicles were 2048x2048 (Kratos in GoW3 was covered at this rez). I believe, 512x512 were more common, though. Apply the 4x rating as needed. :)

Becouse a 4x increase in texture detail aint as obvious as 4x draw distance or 4x enemy count or 4xvehicle count. Also it depends on how textures are used. A 1024x1024 texture might still look bad if stretched out over a large geometry surface vs small geometry surface.

I doubt also they are 2048x2048 textures except for terrain, sky and perhaps satellite texture data. Their size per texture is quite step especially with normal mapping and using DX5TC. Create a good reference by creating your own textures in various sizes and pplying them onto geometry.
 
Another review is in. 93% Gamepro Germany.

For comparison from the same magazine.

Uncharted 2 - 92%
Resistance 2 - 90%
inFAMOUS - 87%
God of War 3 - 92%
Batman: AA - 87%
Mass Effect 2 - 93%
 
I have just tried the beta and ... the mlaa it's pretty bad here :???: Seems simple 2xmsaa (if comparable), I have noticed even aliasing & not talking of the shimmering.. wtf guerrilla hasn't optimize better the fine object like the fences? Not need great tech, just use smart solution, how increase the object with more raw lines in the long distance with pop in & so on...
 
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