Killzone 2
Finally like playing that trailer?
While other PlayStation 3 games, most notably MotorStorm, have shrugged off the stigma of E3 2005's "target renders", Killzone 2's journey to release seems as turbulent today as the bumpy, computer-generated air-to-ground D-Day deployment that first dropped jaws almost three years ago.
The good news for PS3's ardent supporters, then, is that what we're standing on the show floor at Sony's PlayStation Day event in London controlling isn't that far away from what the handsome CG of 2005 predicted: we're on an airborne landing craft with chattering squad-mates gripping the rails tightly, flying low towards a riverside industrial complex as Helghast forces pepper the sky with anti-aircraft gunfire. They're having some luck, too, nailing the craft that's just ahead of us in the magic carpet convoy, which explodes and is consumed by thick cotton wool smoke, and sends lifeless bodies flying past our heads before the Gears of War-style in-game cut-scene switches to a view from the banks of the Corinth River, and captures our safe but violent landing.
Then it's straight into the eyes of Sev, the player-character, and into the action. Clicking L3 to sprint forward, we take up a cover position behind a wall by holding L1, and use the left analogue stick to lean out to the right and take in the scene. Wiry steel spikes protrude from the mashed up concrete block we're up against like bones poking out of compound fractures, while ahead of us advancing ISA troopers find protection behind shipping containers half-buried in the riverbank and hastily erected metal fencing - for all the alien world like windbreakers at the seaside, topped with barbed wire coils - covers the hunched lateral movement of squad-mates eager to join them. We're on a broad sandy riverbank crisscrossed by bridges, which connect to battered grey industrial buildings that have been bandaged in places with protective metal sheeting. Helmeted enemy troopers with their deep red eyes scurry along eminent walkways and terraces. Taking this all in is little trouble, as the left-stick lean mechanic offers the freedom to peer around cover but also over it, guiding the aiming reticule onto entrenched Helghast with the right stick before we open fire with R1.

The menacing Helghast troopers. You can shoot their helmets off, revealing Darth Vader-style baldies.
As with Gears, Grand Theft Auto IV and other cover-based shooters, clicking the right stick at this point allows you to look down the iron sights - or in the case of Killzone 2's standard-issue assault rifle, through the green tinting of glass-and-iron sights - to zoom in slightly and reduce the margin of error. As you fire, the ringing sound of bullets being fed to the hammer becomes shriller to signify that your magazine is emptying, and Sev reloads with a flourish, raising his gun elaborately into view so that you can marvel at the duct tape texture on the clip he's slapping into place, the specular highlight of the metal above the tape, and the rougher, almost leathery casing around the gun barrel.
But enough dawdling, because a squad-mate ahead is being cut down by a gun emplacement on one of the bridges that leans over the rat-run of metal windbreakers, and we're encouraged to take over his rocket launcher when he snuffs it. Holding square to replace the assault rifle and hoist it onto our shoulder, we turn towards the on-screen objective marker - the big gun - and fire. The result not only dispatches the gunner, but shatters the arch of the bridge, allowing everyone to advance. Legging it through the tumbling debris and veering right, we're reinforced by another landing craft, which buzzes routinely past our head on a shimmering haze of matter-of-fact science-fiction, depositing its macho occupants in our path as Helghast APCs do likewise further up the riverbank where a massive floodgate bars the way forward.

The main weapon is a punchy assault rifle, although we also played with a rocket launcher, revolver, a World War 2-style smoky machinegun and a double-action rifle.
After the initial dense and oppressive landing and beachhead sequence, the level's opened up, allowing us to zip between a spread of concrete blocks as we take out the opposition. The cover system does its job again, although having to click R3 every time you stick your head out of cover to employ iron sights is more hands-on than we're used to, and switching to our sidearm, a meaty revolver, allows us to line up some satisfying headshots. Our squad-mates provide effective assistance, too, clearing out the rest, leaving us with a moment to catch our breath and investigate other areas of the control pad: L2, for instance, performs a pulverising melee attack, and can be tapped twice for a two-hit combo, uppercutting with the assault rifle butt and then bringing it down on a victim's head. For research purposes, we do this to an injured squaddie propped up against a rock awaiting extraction, and blood splashes obediently from his head, although we're not able to visibly break his face.
Then we and a chap called Garza are told to go off and open the floodgate. When we move over to Garza and press circle, he helpfully boosts us onto a platform and we turn to pull him up, before climbing onto a narrow lift and heading into the second part of the demo level, Stahl Warehouse. Up to now, Killzone 2 has stuck to a glum palette of sawdust browns, damp blues and iron greys, but it's had a gloomy brightness to it; as we head indoors, the nuclear beige of the cloudy sky can only break through in shafts, so things are darker and claustrophobic. Ascending a staircase with Garza we emerge onto a raised gangway that loops around the small warehouse interior, allowing us to fire down on Helghast for once as they scamper around large crates covered in tarpaulin and palettes of cans and boxes. Firing at a canister, at first the gas inside gushes out of the hole, sending the cylinder erratically across the floor, before it explodes, helpfully igniting some of the red explosive barrels.
But the Helghast aren't hapless, and are capable of throwing grenades accurately; this, coupled with the need to keep activating iron sights, keeps us on the move. This isn't a game where you can hunker down somewhere safe and systematically headshot everyone, and enemies react to our own grenades by getting out of their way. When bullets do connect (most satisfyingly when we've shot out the thin panel of waist-high cover they're hiding behind), the damage registers locationally and we get a nice reaction and ragdoll death. Physics are applied to some objects - boxes, canisters, set-piece items like the bridge - but mostly for effect. Having negotiated the warehouse floor, Helghast turn the tables by smashing through the ceiling panels and raining down on where we came in via zip-lines, but we're practised now and they don't last long.

The landing craft are brilliant. Until you get shot on one, presumably.
After moving outside again to the floodgate control room, Killzone 2 has one more novelty for us: using the Sixaxis to turn the valve. Pressing the circle button, we then grab the valve with both hands (L1 and R1) and twist the pad left, as though rotating a steering wheel, before releasing the shoulder buttons, returning our hands to 10 and 2 to take hold again and repeating the action. After a few twists, the floodgate opens, and we're able to leave the control room, dispatching our last few Helghast enemies just outside, and stand on a ledge above the opening we created to watch our armoured vehicles trundle through. At which point we make for a nearby doorway on Garza's tail and the game fades to black, before showing us a highlight reel of what comes next: shootouts of greater scope, and firing a turret Howitzer at the side of a building, which then falls completely apart. But what to make of Killzone 2 on the basis of all this?
Well, impressions are likely to be muted in some quarters for a simple reason: this is a Call of Duty 4-style trail of interactive set-pieces, and for that to work the actions that trigger each event have to be carefully measured and anticipated by the script, or the illusion falls apart. It's like a train ride through the haunted house at a funfair: things pop out at you on cue, and spotlights and sound effects are used to direct your attention. At the moment, Killzone 2's script is playing out at a set speed, and it's possible to get ahead of it, so that you have to wait for Garza to get his cue to move forward, or behind it, so that your squad wipes out the opposition in a showcase fire-fight while you're still fumbling over the buttons. It sounds like a massive problem, and it has big implications for those of us trying to preview the game, but it's just an unfortunate byproduct of designing a game this way; the illusion's only fit to judge when it's complete.

Pressing X allows you to jump, doing the odd vault. If you needed to reach that ammo box on the left, say.
That said, there's already a distinctive urgency to the combat. It's not so different to anything else on the market in some respects - you can hold one big gun and one small one, scarlet trickles into your desaturating vision to indicate a build-up of damage, there's a lot of military banter - but being forced to move around and keep aiming manually takes us out of our comfort zone again, as invading an alien planet probably ought to, with the lean-and-peek cover system allowing for precision. Meanwhile your enemies, while easy enough to overwhelm in the bit we played, are clearly not stupid. Once again, though, what we've been shown and played through is open to interpretation, and predicts more than it instructs. With Killzone 2 now down for a February 2009 release, expect us to get more extensive exposure to the game later in the year, when we stand a better chance of getting to know one of the PS3's most interesting shooters.
Killzone 2 is due out in February 2009 on PS3.
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Comments (103) Latest comment 4 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Your joking right.
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Of course, what we're all forgetting is that the original Killzone wasn't really that great a game....
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Graphically it's incredibly pretty though.
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/facepalm
Anyway, sounds like it should be at least on a par with COD4's campaign mode, which was solid enough. The R3 for iron sights sounds awkward though, putting it on left trigger in COD4 makes a lot more sense. I guess there'll be an alternative button layout though.
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Still, no-one can really tell what its about until they get their hands on the final build.
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About 2 nights ago playing GTA IV deathmatch! lol
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Far Cry?
Crysis?
Halo 3?
You want more?
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Because Killzone Liberation is a spin-off designed for a handheld.
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"This isn't a game where you can hunker down somewhere safe and systematically headshot everyone"
Good to find out that these Killzone gameplay hallmarks return.
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Then it's straight into the eyes of Sev, the player-character, and into the action.
This cutaway sounds like a bit of a cheat to me. The cool thing about the E3 2005 "trailer" was how the landing and subsequent "you take control" firefight were all in first person with no cutaways at all.
EDIT: I've been informed that, in fact, both the previous trailers also had a cutaway. Whoops!
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The game does look really stunning, my personal bet is that the delay to Feb 09 is so this and resistance 2 aren't out too close together. And if they use the time for some extra polish then all is good.
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http://ww w.jeuxvideo.tv/video/killzone-2...
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atleast they will have till feb to make it worth the money
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best game ever
AHAHAHAHAHAHAHA!!!
Dunno if those were just joking, but either way: lol.
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Sure they failed to mention the technical prowess and all the special effects, but they didnt downplay it either, or did i miss a line in the article somewhere ?
Could be that its so great that the best they can do is stay neautral and not mention the positives of the game ?
maybe....
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"and Cod4 has considerably better graphics and gameplay mechanics. "
I hope you,r joking ? better than these ?
[link url=http://ww w.gamersyde.com/leech_7077_en.html
]http://ww w.gamersyde.com/leech_7077_en.h...[/link]
Did the hatred cover all your senses and turn you into a brainless drone ?
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You're neither as insightful nor as smart as you think you are.
EG are probably one of the least biased sources for news out there yet you continuosly attack them with double speak and sarcasm. I find it quite disappointing how quickly you attack their journalistic integrity at every available opportunity. God help us if you were to be one of the staff writers, we'd be in for some seriously impartial and intelligently written articles then wouldn't we? Of course they would be complete with knowing winks which as we all know make you look super cool.
Anyway the game looks OK, i'm hoping it turns out well so as I have something new to play in the usually barren February's.
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"Just watched a couple of videos. The color palette looks depressing to say the least, there's grey and then there's Killzone 2.. almost monochrome. Nasty. It's not the video encoding either, as the rocket blasts are in full color, which looks out of place and serves to highlight the abysmal lack of coloring of the rest of the action."
Hehe, yeah right. According to the devs, Killzone 2's main source of inspiration are WW2 images and news footage so that might explain your incredibly witty observation that it doesn't look like going postal in Disneyland...
"It will offer nothing that CoD4 hasnt given already, and Cod4 has considerably better graphics and gameplay mechanics."
What? Says who? Your mama's crystal ball? How can one judge gameplay mechanics by looking at some (pre-alpha) vids?!
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It looks very nice, albeit a bit grey.
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No problems at all with their overview here.
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Stop your blatant trolling.
The game looks fantastic graphically, I do think the game will fail on some important points though, such as the story telling and pacing. Pacing is very important in a modern FPS, I hope they can get it right. Technically the game seems to be frankly amazing.
I was surprised to read that the AI was quite good as many people watching the videos seem to think it's dumb as shit. I don't really see how one could judge AI from a video much anyway unless it's especially demoed, which is why I'm glad to see what you thought of it.
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I dont hate Eurogamer, and i wouldnt hate anyone for doing their job. i realize that every media outlet twist facts in ways that suit there interests, this is the reality of how every media outlet operate, amatuer or proffesional, i cant crucify eurogamer for doing the same.
"The game looks fantastic graphically, I do think the game will fail on some important points though, such as the story telling and pacing. Pacing is very important in a modern FPS, I hope they can get it right. Technically the game seems to be frankly amazing. "
Actually, i,m more concerned over the online component, we still dont know much about their online and multiplayer plans. this is what will 'Break' or 'Make' the game i believe, for me and for everyone else.
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I never said you hated Eurogamer I said you consistently called into question their journalistic integrity.
Comparing Eurogamer to other major media sources, whom, there is no denying twist the facts, which, perhaps Eurogamer may have done at some stage in the past (not that I can reasonably see or have seen). Remember this is a gaming website whereby they report on games meaning a lot of the time there is no cold hard "fact". A game can tick so many boxes; graphics, story and mechanics etc. but fall down and die upon missing one. So for example while I may not like Halo 3 at all I can still see entirely how it got 10/10 and don't disagree with it. The game deserves it, it offers so much to it's fans and is groundbreaking in many senses.
So to conclude my point just because they may not conform to your opinions and ideals at times does not mean they are twisting facts. What "facts" are they twisting in this preview?
edit: cold hard
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so it takes 4 years to get the graphics right... hehe. nice
these programmers must earn a bomb, since they are obviously writing in alien code (they had to learn it first, 3 years university
does look out of this world though
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Enjoy your Gears of War 1.5 video tonight chaps. Let's hope it's visually an improvement on the first game, otherwise I guess we'll have to accept that graphics on the 360 peaked 18 months ago.
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"Enjoy your Gears of War 1.5 video tonight chaps. Let's hope it's visually an improvement on the first game, otherwise I guess we'll have to accept that graphics on the 360 peaked 18 months ago." The Genius wrote this.
Your name does not suit you my friend, how about the arse face.
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GTA. Case closed.
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How long before this one gets banned, I wonder?
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LMAO
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it's just a game
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Im a little concerned about the scripted nature as mentioned by Eurogamer, game breaking by accident is a major drag
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Re: Grey - apart from the designed to look like WWII footage thing, this is a setting problem. What we're seeing is an urban-industrial warzone setting; these primarily tend to be grey. Far Cry and Crysis were jungle based, which is not grey. Halo was firmly of the "in the future everything glows" school of sci-fi design, especially for enemies, and had a wider variety of level settings than we've seen for this yet. Maybe there's other levels that are more colourful; where would you like a game with art direction like this to be set that's not grey?
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Horses for courses i guess, but it does look quite amazing and im also amazed to hear to read the Ai dont have down syndrome.
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What else have we had? The invisible Gordon Freeman, the rather charismaless Master Chief, the eternally silent Hale, helmet and suit a go go with Haze and Crysis... all these usually accompanied by a scattering of hackneyed military types.
In fact, thats one point that I also loved about Uncharted, ok it harkening to the adventurer ala Dr Jones and all, but it made it a bit different.
If Killzone 2 plays good, I don't think we will care too much about all of the above though.
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Seriously, I'm IMPRESSED about how Guerrilla did this technical masterpiece in PS3. The visuals, fx, physics, framerrate and fluidity is so solid, so strong, that the only way to moaning about the demonstration is talking about the presumably scripted gameplay. Pffff. COD 4 sells 9 million units with absolutely linear, boring-respawning-npcs gameplay with very, very WEAK graphics. So I'm not worry about the Killzone 2 gameplay, as far as Guerrilla can give me this outstanding, shocking, mesmerizing battlefield enviroments.
Again, Massive Damage.
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+1 , well said m8.
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"Killzone Liberation", I said.
"Uh huh", she said.
Conversation over.
Sonylol
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(although a 360 version could probably squeeze out 4 pixels more with a 0.02 fps improvement
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Still awaiting for something to give me an excuse to by a PS3, it seems for every reason a get to buy one there is another 2 reasons not to bother on my 360 or PC.
So far there is just games which fit into the 'I will buy them when I get a PS3', but nothing saying 'I must buy a PS3', I hope this can go towards changing my mind.
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What makes you any better? Do you actually read your posts? You are without a doubt the biggest fanboy that posts on this site!
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link
It seems that they are both trying to see who can use the most grey
Both looked visually great however. I quite like the contrast of colour and the explosions in KZ2 and the texture detail and modelling Gears 2 is very nice.
Didn't see any problem with the aiming and shot connection in KZ2 - though there isn't much in the clip - plus the sight does seem quite large from what I remember. I do share Farticus concerns about the scripting mentioned in the hands on though. I love CoD4 for the multiplayer and the sense of being in a big conflict. I don't like the scripting and constantly pushing forward to trigger stuff else face a constantly respawning enemy.
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Are you honestly saying you are just having a laugh with what you post? Sometimes I could believe that you are but there are times when you post some very long and very angry sounding comments and they are always biased towards the PS3! If you are just here to have a laugh then more power to you but there are times when you come across almost as nuts as apologie!
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I love the almost black and white look with the colours seemingly post-processed onto the frame, it gives it a look which is almost unique and a departure from anything else I've seen on any other platform.
It'll be interesting to see how it plays and might even be something worth buying a PS3 for once the price comes down a bit.
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The main thing is with any FPS on a console though is the controls from the analogue sticks. Halo absolutely nailed it and I thought the sixaxis just could not compare with the 360 controller when it came to an FPS game. However, having recently played the Haze demo, I realise the control issues were the result of he developers being lazy. Haze gets the controls absolutely spot on despite being a bit of a generic game. Hopefully Killzone 2 can replicate the controls and it has a real chance of being an awesome game.
With the issue of the game being heavily scripted, I don't mind this because I think it depends on the game. Call of Duty 4 works as a heavily scripted game because it offers a very visceral experience when playing through and I think it worked for that game, and hopefully it will for this one too.
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-of course you speak for all gamers on this issue and not just your own opinion?
"""
On the visuals, just to clarify I'm not saying it looks poor apart from being far too grey (yes, Gears 2 looks too grey as well). It just doesnt look any better/realistic/cinematic than CoD4, and that ran at a rock-solid 60fps.
Visuals should always be second consideration to gameplay. """
60fps at less than 720p. Besides how the hell do you quantify what looks better. They both have different art directions, set in different arenas and time, not to mention one is fantasy.
I just dont get how some people think.
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Sure, all whilst proving you're one of the most desperate of all the Sony fanboys here (including your posts under your alter ego headbog).
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while i'm sure there are some desperate xbox fanboys on this site there is just as many sony ones as well. The fact that you single out the xbox fans says more about you in the long run.
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That's because he is serious Ameobalove. He acts excatly the same way under his previous alias of headbog, and was summed up perfectly by farticusmaximus above who says "The problem is, and has always been, that as soon as you arguments are shot down (which they are within a few posts) you just resort to calling everyone that doesnt agree with you an xbot. That's not debate man, that's the internet equivalent of sticking your fingers in your ears and shouting 'la la la I'm right and I CAN'T HEAR YOOOO!'".
Earlier this year, because so many people had headbog on ignore, he posted under the alias 'Frub', where again he called EVERYONE who disagreed with him an XBot. And in a thread where he was shown not only to be wrong but to be clearly lying, he deleted the alias (which deletes all the posts).
So now 'swam' is his latest alias and he's now taken to using the 'escape route' tactic of claiming he's only joking, whereas I think it's clear to you and everyone else, including those who've tried to reason with him under his aliases of 'headbog' and 'Frub', that he is VERY serious about what he says.
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Agreed.
(Anyway, sunshine plus friends equals going out
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I've watched the bigger gameplay footage from Gamersyde which actually shows someone playing through rather than the edited clips. I kind of see what you mean about the hit detection but it's very tricky to judge without actual playing. Have you seen the larger vid?
I also agree with Bonus about the contrast of the colour choice and the battle itself. It's an artistic design choice and serves to highlight a number of things. The eyes of the enemy and particular gameplay mechanics like the good old exploding barrel. It's an interesting idea which other games are using too - Mirrors Edge for example. It does need to be done very well to work properly though - time will eventually tell.
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I do hope however, there will be variety in terms of battle scope, not just merely wide open field battles.
Especially since it probably won't have huge monster/robot enemies like GoW's brumak or HL2's Striders.
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Other games ( ahhum...the other BIG game on 360) use a postfilter version of ambient occlusion creating such softshadows based on relative distance of surfaces on the 2D inscreen plane. So, it's basically a 2D overlay effect there, whereas KZ2's deferred rendering is a first step toward approximating actual global lighting, even though 500 lights is still "limited" compared to true prerendered GI.
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I know I'm banging my head against a wall with him. Normally I'd just post something inane like 'you're a cock' but i had sometime on my hands and thought I'd try to find out whats really going on behind all the fanboy ranting!
Anyway KZ2 looks awesome but I can't get the memory of how bad the first one was out of my head! Still I will remain optimistic that with this and GOR2 my lust for killing polygons should be well and truly quenched!
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I will admit I own a 360 and I don't own a PS3, this is nothing to do with any blind loyalty to any brand, it is simple.
The 360 came out first so I bought one, Now the PS3 has to have something amazing that the 360 doesn't have to justify £300 + games.
If the PS3 came out first then I would have that now and I would be waiting for the 360 to pull something amazing out of the bag.
So this about xbot fear, what do I have to fear? a few more good games come out then I can justify the cost and have another box under my telly.
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But seeing it's for 2009, I can't bring myself to get excited for it.....yet.
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I'm not a great FPS fan on consoles, usually like playing them on the PC, but I might give this ago on the PS3.
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To gamers though.. Hmm. The problem with Killzone was the toughness of the enemies. I seem to remember you needed practically a whole clip just to down one grunt. Killzone on PSP had the same problem and it got boring very quickly. From what I've seen of the gameplay so far, it doesn't look like they've changed this much. The part where they're trying to take out the big weapons guy looked like they were firing blanks at him.
What's the bullet-to-baddie ratio like in Gears of War?
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