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Games KILLZONE™ SHADOW FALL (PS4), HAPPY 10th ANNIVERSARY KILLZONE #KZSF

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writesimply
post Feb 24 2013, 03:53 PM

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Here's a higher res version of the Jimmy Fallon show from Late Night's own YouTube channel.



If you wanna get in/get back in to KZ3 without a KZ3 disc, by the Killzone Trilogy instead. For RM120 or so, you get all three games plus all the DLCs for KZ2 and KZ3.

The only thing that I would like Guerilla Games to fix is the damn rocket launcher. Mythbusters already showed how fast an RPG travels. If you can't dodge a bullet in KZ3, you shouldn't be able to dodge an RPG. :b And tacticians get the lamest weapons with a low kill-rate; one kill one mag is ridiculous.

I am excited for KZ4 though and maybe there would be a bundle with the PS4. But I recall bundles were only made after a few months of PS3 release. Just make sure you buy the extra DS4 and the wired headset for continuous play.

Too bad Insomniac Games killed off Resistance in a bad way with R2 (campaign was short and they killed off Sergeant Hale, MP single was lackluster, but co-op MP was fantastic) and R3 (campaign was good but Capelli was uninteresting, MP with the drone ability is a total departure from previous MP, and hardly anyone plays the Classic MP mode). RFOM is a great launch title for the PS3 with an intriguing campaign and a great ending. I miss playing MP in it.


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This post has been edited by writesimply: Feb 24 2013, 03:57 PM
writesimply
post Feb 26 2013, 10:38 PM

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QUOTE(dark_heart07 @ Feb 24 2013, 06:08 PM)
dude,it's a game not reality.get over it or don't play the game at all.it's the same in every shooter game where it was possible to evade RPG.play COD/BF series and u'll know it.
*

I actually don't know it. I'm a casual gamer and I only follow 2 FPS franchise on the PS3 - Resistance and Killzone. I'll be getting BF3 soon though.

I hate the RPGs only because all the weapons reload seem to take their time - 1-2 seconds - time with which could get you shot. So if the reload is supposed to mimic reality, then the RPGs should be faster than a paper airplane. :b

So here's what's posted by Digital Foundry on Eurogamer.

QUOTE
It's a beautiful game overall, but with compromises that only make sense if frame-rate has become the priority. Those hoping to see a trend of fluid 60FPS titles begin from day one will be disappointed, but for Shadow Fall the emphasis is placed on a cinematic spectacle rendered at 1080p30. The frame-rate is confirmed to be capped at 30FPS during interviews with the studio, and based on our feed we see this is absolutely 100 per cent stable throughout the entire demo. No drops, no screen tearing - it's a smooth play-through all the way, suggesting that the frame-rate could be running higher if it weren't locked down on this figure. So there's no 1080p60 here and Guerrilla's decision to lock at 30 also has implications for controller latency - it's a shame that Killzone won't have the crisp response that only 60Hz provides, and that helps makes PC gaming attractive to so many.

As it stands, the condition of Killzone: Shadow Fall's demo hints at the greater promise of its full release later this year. Regardless, and perhaps most importantly, out of all the titles showcased at Sony's event this week, Guerrilla Games is making the most practical declaration of intent for the future of PS4. Here we have unscripted stretches of gameplay on display with a multitude of effects we may well have seen in isolation on PS3, but rarely all in tandem, and never at this incredible sense of scale.

There are some curious cut-backs we didn't expect to see, but there's plenty of development time remaining until the game is finished, and with the bar being raised in almost every other category, it's perhaps inevitable that certain shortcomings - specific hangovers from the last generation - might rise to the surface. On the positive side, the push for higher-grade volumetric effects, masses of on-screen geometry, object-based motion blur, SSAO, and a full 1080p native frame-buffer all stand as the big selling points from a technical perspective in the here and now.

Based on specs alone, the PS4 clearly has far more to offer than what we're seeing, and it's worth remembering that Guerrilla would have developed a large chunk of Shadow Fall on incomplete hardware. Our understanding is that final kits based on actual PS4 production hardware are a relatively recent phenomenon, and now the developer has a fixed target to aim for, we may well see significant engine improvements. But if this stands as the level of technical quality we should expect for Shadow Fall's final release, we'll be due for one of the most technically compelling launch titles we've seen in a very long time.


You can read the full article here. Guerrilla Games would not confirm if KZ4 would be playable in 3D but that "We still like 3D."


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writesimply
post Feb 27 2013, 12:54 AM

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QUOTE
Early on, Ter Heide said, the team looked at one of the original levels of the original Killzone which featured the dichotomy of a beautiful blossoming tree and brutish Helghast enemies. The team prototyped some ideas based off that and liked what they saw.

To deliver the experience they wanted, the team tore apart a modified in-house engine they used to create Killzone 3, Hulst said.

"For all intents and purposes the engine is brand new," he said. "It's our PlayStation 4 Killzone engine. Some large components, like pretty much all the animations, everything that's got to do with lighting, reflection, all of that has been ripped out completely [from the Killzone 3 engine] and replaced. It's been a real deep investment for us. This is all new stuff."

The end result is a game powered by the sort of story-telling that wouldn't be possible on current consoles, a game that was created using technology that didn't exist before.

...

The way Guerilla plans to use that is to produce not just a more immersive experience, but a more complex one. And it's that complexity, more than anything else, that Ter Heide believes will help cement the bond players feel with the games they play and the characters that inhabit them.

Making a person care about a game, he says, is as simple as giving them control of the stories they tell within it.

"It's not necessarily about the story that we're telling, but it's your story," he said. "How did you play the game? It's interactive entertainment, so we can give you one play-through of the game, but that shouldn't be representative of everybody's experience. It should be different for everybody, and they should be able to tell their own story, to say, ‘This is what I did in this game.' I think those are the moments that, if people are actually going to say those types of things about our game, I think we did a really good job with."



You can read the full article here.


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