The First Direct Feed High Quality Killzone Footage!

I love the setting.

The AI though looks a bit worrying. If someone emptied half a clip into me on the battlefield I sure as hell would look to see where it's coming from. ;)
 
I can pretty much echo the statement that AI looks worrying. I hope they polish it up a bit.

Other than that, I think that on the audio/visual/art direction front it looks really awesome. That smoke in the second video is just gorgeous looking, and the way viewpoint shakes as your guy moves, gives it a very gritty feel. Sound through the headphones is goosebumpingly good.
 
It seems those soldiers are doing their own thing, hardly notice you, so its probably scripted, instead of AI. Maybe the AI is not turn on yet.
 
Why is everything exept your sights and the damage indicator black and white? Looks very boring to me.
 
looks like the typical:

Lead Developer: Lets make the game look awesome
guy in the back: What about the AI?
Lead Developer: It has to use the GPU as much as possible, I want a pretty game
guy in the back: What about the AI?
Lead Developer: Well have bombs, smoke, explosions, bullet casings, recoil effects
guy in the back: What about the AI?




man, that AI sucks, you empty a clip into a guy, dont quite kill him and he turns his back on you and ignores you......
 
looks like the typical:

Lead Developer: Lets make the game look awesome
guy in the back: What about the AI?
Lead Developer: It has to use the GPU as much as possible, I want a pretty game
guy in the back: What about the AI?
Lead Developer: Well have bombs, smoke, explosions, bullet casings, recoil effects
guy in the back: What about the AI?




man, that AI sucks, you empty a clip into a guy, dont quite kill him and he turns his back on you and ignores you......
 
I think it's quite clear it's a glitch of a very early built of the game, or does anyone realistically think they will ship a product like that? :|
 
Lead Developer: Lets make the game look awesome
guy in the back: What about the AI?
Lead Developer: It has to use the GPU as much as possible, I want a pretty game
guy in the back: What about the AI?
Lead Developer: Well have bombs, smoke, explosions, bullet casings, recoil effects
guy in the back: What about the AI?
Not really. They have the AI simulation software that they are supposed to be using to built in the game. Some kind of "make-the-obstacle-course-and-let-AI-fight-it-out-among-themselves" sort of thing. From the reports in EDGE couple of months back, the AI there works awesome. Apparently none of that is in the actual game yet...
 
Just watched the footage with my PVR: the sound was very impressive via Pro Logic (echo, distant gun fire and bomb/missile explosions, loads of ambient noises). Nice busy scene, the jet smoke trails, the crash of one jet into the second monument, the gun fire of the anti-aircraft gun from the distant buildings in the background. The scale of the very detailed scene was almost Jak2-like, very nice LOD. Very cool reload animation.

Amazing stuff for a early build, though: no facial animation, lack of AI ... or not even lack, it looked like the enemy was not able to see the player at all. I guess, they've removed the yet unoptimized enemy-view/sight-tracing in order to maintain a presentable frame-rate.

Looking forward to see more of the game.
 
FInally some solid news from gamespot.

http://www.gamespot.com/ps2/action/killzone/news_6089613.html

Killzone announced for US market


SCEA set to publish Guerrilla's first-person shooter in Q4.

Not many details on Guerrilla's upcoming first-person shooter, Killzone, have surfaced recently, but today at a press event for some of Sony's 2004 releases, some new information surfaced, not the least of which was that the game is currently set to be released in North American in Q4 of this year.


Killzone takes place in the near-future and is set against the backdrop of a planetary war between the planet-colonizing ISA and a separatist military faction known as the Helghast. The game opens on a planetary colony known as Vecta, where you'll start by escorting a high-ranking ISA official on his way to an evacuation point.

The game's design has been inspired by many real-life war scenarios from the 20th century, from the trench warfare of WWI to WWII-style city sieges to the jungle warfare of Vietnam. In the game, you'll be able to choose from four different ISA troops, each of whom will have his own special abilities and weapons. The game will contain 25 different weapons, and these weapons are said to be influenced by modern military hardware.

In addition to the single-player campaign, Killzone will also have team-based and competitive multiplayer, as well as an online component, though there aren't any serious details about the online options yet beyond that it will support up to 12 players and will have voice support via the USB headset. Eleven different war-torn environments will be in the game. The game's AI is said to be highly advanced, allowing enemy troops to work together in squads.

We'll have more information and media on Killzone a little later today.
 
Ign has even more info: http://ps2.ign.com/articles/493/493318p1.html?fromint=1

A Quote of note:

Surprisingly Killzone doesn't use NURBS as was first reported, and though Sony confirmed with us that the technology was definitely being considered and thrown around in the early development cycle, the company instead opted for all-new internal tech called the "Multi-layered texturing system."

What the system does is change how many layers of textures are shown on object model depending on the player's distance from it -- raising and lowering the level of detail continuously. If a player is far away, for instance, the object may only display four different texture layers, but when someone moves as close as possible to that object it can boast as many as 32 different layers.

Wow, 32 layers?! As impressive as that is one wonders what they would need all theose layers for?

Now, I guess this is playing on the PS2's strength of pure fillrate. If I understand the Ps2 arch correctly the geometry has to be reprocessed after every 2nd or so texture layer but if this only happens when you are close to a wall or something then very little geometry has to be re-processed and fillrate becomes the boundary (which GS has plenty of).

Am I far off on any of this?
 
Bohdy said:
If I understand the Ps2 arch correctly the geometry has to be reprocessed after every 2nd or so texture layer but if this only happens when you are close to a wall or something then very little geometry has to be re-processed and fillrate becomes the boundary (which GS has plenty of).

Am I far off on any of this?

Well, it only does one layer at a time, but you wouldn't have to re-send the geometry of the entire scene 32 times, you'd only send geometry for those extra polygons you actually want to draw.
 
Yeah, thats pretty much what I thought but thanks for clearing that up.

This is a clever new type of Lod then since I've never heard of varying texture layers before.

Would this method be more or less effective on the other two consoles I wonder?

Also, how much use could these extra layers be? Wouldn't the data for them take up more memory than it is worth?
 
You don't have to resend geometry, but the triangle setup engine would probably be hard pressed to put 5 polys on the screen with 32 layers. I would think that 4 layers is a very generous estimate for even the highest LOD setting.
 
Back
Top