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Games KILLZONE 2 Discussion Thread (PS3), Review: OPSM US: 10/10 GamePro: 100/100

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engineered_miri
post Jul 13 2007, 12:32 PM

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will shock means will rumble is it?
TSNinja
post Jul 13 2007, 12:45 PM

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QUOTE(engineered_miri @ Jul 13 2007, 12:32 PM)
will shock means will rumble is it?
*
Yeah, or should I say 'TouchSense'. laugh.gif Hopefully, this September we will get confirmation on SixAxis rumble. The way I see it, MGS4 was delayed for early 2008 release was because Kojima is waiting for rumble. tongue.gif
Azureknight94
post Jul 13 2007, 01:28 PM

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I have a feeling saying that this game will be delayed till middle of 2008
ruztynail
post Jul 13 2007, 01:53 PM

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ai.. hv to invest on the new controller tim.. darn it.. atelast rm120.. a piece.
engineered_miri
post Jul 13 2007, 02:33 PM

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another controller hehe..
cylon
post Jul 14 2007, 02:12 AM

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WORLD EXCLUSIVE: First Killzone 2 Hands-On
Thursday, July 12, 2007 6:23 AM
By N'Gai Croal

After two years of intense skepticism, Tuesday night's first showings of Sony Computer Entertainment and Guerrilla Games' Killzone 2 to journalists have generally produced extremely positive reactions. But having cleared that first high hurdle, the next question everyone wants to know is: how does it play? We were fortunate enough to be the first to play Killzone outside of the folks at SCE and Guerrilla, so allow us to give you our hands-on impressions of Killzone 2's gameplay elements; our close-up look at the game's visuals, along with some exclusive first details on the title's design choices and story elements, will follow shortly.

Once our intruder landing vehicle hit the ground, it was time to go to work on what we were informed was the third level of Killzone 2. We immediately took refuge behind a berm, hit L1 to drop into a crouch, shouldered our standard-issue ISA assault rifle and started shooting at our Helghast opponents. Pushing in R3 on the right analog stick gave us the iron sight view through the assault rifle's scope--which, when we informed our Sony and Guerrilla hosts was the aspect of the demo which had most impressed us, gave them a bit of pause, followed by minor hilarity, until we explained ourselves further. It's not that there aren't several other impressive aspects of the game. It's just that the focus blur on the outside of the rifle scope, the scope's green tint and curved glass feel, and the green laser dot that indicates where your bursts of ammo should land--all combine for a wonderfully immersive view of the game that sucked us in both as spectators and active participants.

As we cautiously picked our way through the ground combat's opening moments, game director Mathijs de Jonge gave us the first official explanation of the game's cover system, which many of our observant peers picked up on during the Tuesday evening previews. You can always simply crouch behind obstacles, as you would in any other shooter, but Guerrilla has added something extra. When you hit L2 near cover, the game puts you into cover mode. Once you're in cover, you can use the left analog stick to pop up, lean left or lean right to take precise aim at your Helghan enemies. Alternatively, you can blindfire by simply pulling the trigger (R2) on your weapon. You're completely safe behind non-erodable cover as long as the enemy is on the same plane as you; if they've got the high ground, they can hit you if they have the right angle. We didn't ask Guerrilla directly whether the use of cover would be all-but-mandatory, as with Gears of War, or optional; regardless, it adds a tactical element to the game that fits seamlessly with the Killzone mythos. Overall, the cover mechanic works extremely well, without ever having to switch the gamer into a third-person view as does Ubisoft's Rainbow Six Vegas, and we won't be surprised when we see a number of Guerrilla's peers paying homage to borrowing stealing this idea after they get their hands on it.

We also appreciated Guerrilla's decision to go with a minimal amount of screen clutter. Right now, all you'll see onscreen is the aiming reticule and an ammo counter. Don't expect to see the ammo counter in the final product, however. Guerrilla wants to eliminate the HUD entirely by putting the ammo readout on the weapons themselves, as certain other games do with some of their weapons. (One thing we missed from the first Killzone was the visual countdown system that let you see how long your grenade had been "cooked" before you threw it--right now, hitting R1 just throws the grenades with a not-particularly-interesting animation--so we're crossing our fingers hoping that they'll bring the Killzone 1 grenades back.) The health system is similar to games like King Kong and Gears of War: you can take a few shots without any problem, but once you start taking a significant amount of damage, the screen shifts to a striking black and white filter, warning you to take cover. It's simple, it's distinctive, and it works.

The other moment worth highlighting from our hands-on time was our confrontation with the level's mini-boss, an armored Helghan heavy gunner who shares a passing resemblance--and an equally high intimidation factor--with the Big Daddy enemies in Irrational Games' BioShock. Like the mini-bosses of old, there's a trick to killing him, which is to shoot the energy pack on his back until it explodes. You can try to flank him while your AI-controlled squadmate Rico engages him from the front, or you can shoot his visor, which causes him to turn around, briefly exposing his energy pack to the rat-tat-tat of your assault rifle. We couldn't kill him to save our lives, but it was a pulse-quickening enough firefight that we gave it a good ten or so consecutive attempts before finally asking de Jonge to take care of him so that we could continue on with the demo. Unfortunately, we weren't able to get much further than that before our hands-on time came to an end.

If we have a single reservation right now, it's about the level of recoil that Guerrilla has implemented on the weapons. We know that Guerrilla has months to go before they have to bear down and properly tune the game; still, we found ourselves babying the aiming reticule in order to compensate for the amount of drift from each burst of fire. We know from the time that we've spent with the folks from Guerrilla in the past that they're interested in a sense of heightened realism when it comes to their weapons--that's why there aren't any laser guns or energy blades--and we're certainly willing to attribute this to our poor aim or easily panicked demeanor when confronted by waves of armed Helghast. But we suspect that Halo-weaned masses will want to be able to hold down their triggers just a wee bit longer before the reticule starts rising. Nevertheless, we were thoroughly impressed with our single-player hands-on time with Killzone, particularly the first-person cover mechanic, which we provides an excellent tactical option for more deliberate gamers like ourselves, who prefer to hang back rather than rush ahead. If the company continues to design enemy encounters around the optional use of cover, it bodes well for Killzone 2's future depth and replayability.


Added on July 14, 2007, 2:14 amWORLD EXCLUSIVE: Expanded Details on Killzone 2
Thursday, July 12, 2007 6:28 AM
By N'Gai Croal


Has any young franchise ever labored under so many freighted expectations? Long before Guerrilla Games' completed Killzone in 2004, back when word was slowly was starting to leak about a mysterious first-person shooter from Sony Computer Entertainment Europe named Kin, that same grapevine carried word that Sony was calling this shooter its "Halo killer." Sony credibly denied this, saying that the frenzy was being whipped up instead by gossipy game journalists, yet the damn-near-impossible-to-live-up-to label stuck, as much from the desires of shooter-bereft PlayStation 2 owners as from the derision of Halo fanatics. And while the end result had several compelling attributes--its riveting opening movie; its muted, blown out color palette; its painterly art direction; and its deliberate evocation of major wars and conflicts of the twentieth century within a futuristic setting--the first Killzone was ultimately much too ambitious for the PS2 to handle, resulting in one of the best mediocre games we've ever had fun playing.

Next, when Killzone 2's mind-blowing E3 2005 trailer turned out to be a computer-generated movie, the hearts of all but the stoutest of Sony fanboys hardened, with many predicting that Guerrilla would never be able to live up to its own hype. In the wake of that perceived betrayal, neither 2006's well-received PSP installment (Killzone: Liberation) nor an intriguingly promising but not-quite-there-yet technical demonstration of Killzone 2 multiplayer's physics system did much to sway journalists' opinion. But through it all, SCE and Guerrilla kept pushing for what they firmly believed they were capable of achieving. And when the "Killzone 2: Mission Accomplished" slide came up at the end of the 20-minute demo, followed by loud, sustained applause from the skeptical crowd of journalists, the gesture transformed itself from a "F--- you" to a statement of fact: for the moment, Guerrilla's promise had been realized.

When we arrived at SCE's Santa Monica studios for our world exclusive first hands-on session (see here for our report), we were escorted into a conference room to sit down with Guerrilla managing director Hermen Hulst, producer Steven ter Heide, and game director Mathijs de Jonge. We began with another playthrough of the level with de Jonge at the controls and ter Heide manning a keyboard plugged into the PS3 development kit, periodically slowing down or pausing the action so that we could discuss a particular detail.

First, Hulst wanted to show us not only that everything from the level's introductory cinematic to the actual ground combat was in-engine, but also to note the amount of detail in the level. So we paused the game with the intruder landing vehicle still airborne so that de Jonge could move the camera through the clouds and all the way down to the city square below--seamlessly. There were no tricks, the entire level was there, already loaded into memory so that we could eventually enjoy a seamless transition from the cinematic to live gameplay. As we zoomed back out to the clouds to resume the demo, we asked de Jonge about the three tower-like ships hovering above the cloud cover at the beginning of both the trailer and the demo. He informed us that those were the Vektan cruisers, from which the ISA is launching its invasion of Helghan. He added that the game itself will begin in media res, with the invasion of Helghan already in progress. The majority of the Helghan citizenry will have already fled their homes--a convenient explanation for the generally empty cityscapes many shooters generally feature, de Jonge acknowledged--but the game's opening will provide further details on that particular story element.

As he pointed out the game's Mohawk-sporting main character--stressing that there are more polygons in a single character model in Killzone 2 than in an entire level from Killzone 1--it finally clicked that we would no longer be playing as Jan Templar, the hero of both Killzone and Killzone: Liberation. The new lead's name is Sev, a veteran of the Legion, which are the ISA's equivalent of Special Forces. Only Rico returns from the first two games for a major role. Hakha is nowhere to be found, but Lugar will make a small appearance, while Evelyn from Liberation will serve as you point of contact on the cruiser. Gamers will periodically return to one of the cruisers between missions, which will serve as a hub of sorts.

When de Jonge hit the ground and began playing the game, Hulst said that they added the brief checkpoint-style pause at that point specifically for the demo so that journalists could see for themselves that the game is real. The final game will have a seamless transition from cinematics to combat. As de Jong continued to lay waste to the Helghast, Hulst and ter Heide explained the game's extensive post-processing system, which allows for a more subtle film grain effect than the one in the first game, along with blur and depth of field. What was most striking was when they turned the post-processing effects off: the level looked almost completely different, as if it were taking place in the mid-afternoon. It's clear that while Guerilla's painterly art style is still very much in effect, it's not just the PS3 that makes the planet of Helghan look different from that of Vecta; the designers have art directed them differently as well.

When ter Heide turned the post-processing effects back on, we finally understood the uneasy feeling that the level evoked within us; their careful real-time calibration of the game's light, shadow and color--"we replace the sunnier colors with darker, grittier colors," says ter Heide--combined with the art direction and level design to create the oppressive gloom that they wanted. "The planet is meant to be hostile," said de Jonge. "The desaturated colors suit it." We hope that SCE and Guerrilla eventually release some video footage showing the difference that their post-processing effects make, because you have to see it to believe it. And from what sources in the know tell us, it's a similar special sauce that has Activision and Infinity Ward's Call of Duty 4: Modern Warfare looking similarly hot.

The cover system that we praised in our hands-on post was coded by the same programmer who handled the cover mechanics in the PSP game Killzone: Liberation, showing that the franchise's detour to handhelds provided some additional benefits. They switched to a third-person perspective (that's just a developer trick; the final game will be first-person only) so that we could see all of the cover animations, by way of explaining that the cover system was designed by first animating Sev from a third-person view, then tweaking the look of it from a first-person perspective. "We expected it to be complicated," said Hulst, "but our programmer took care of it pretty quickly."

One of the things that made us believe in Guerrilla's potential, even when it hadn't yet been fully realized, was the company's attention to detail. Looking up above, we see cables that look like power lines or telephone lines, swaying in the wind. (There's practically not a jagged line to be found on the power lines, or any other lines, for that matter; we're told it's because Killzone 2 is using the Cell's SPUs and the RSX graphics chip to achieve 4x full-screen anti-aliasing.) There's a glow decal that happens when bullets make contact; right now it's applied to all weapons, but they're planning to dial it back and only have it apply to certain weapons. Even the tracer fire seems specific to Killzone 2, as if it has a slight upward arc the further it gets from the muzzle. When you kill a Helghast, a red pool of blood not only forms to indicate that he's dead, but it also turns yellowish over time. The dramatic light and shadow in the previous screenshot of the Helghast vaulting over a rail, which has been the subject of much chatter online, comes from the game's multiple dynamic lights. There's even a complete Helghan alphabet, seen on signage throughout the level, which was created by the game's concept designers. And while we don't think it will replace Klingon anytime soon, it's still evidence of how much specificity the people at Guerrilla want to bring to the Killzone universe now that the console they're working on finally matches their ambition.
From the time that we've spent with the folks at Guerrilla following Tuesday night's media preview and yesterday's exclusive hands-on session, the impression that we've gotten is that they're proud of their achievement, while recognizing that they still have many miles to go. But what Guerrilla managing director Hulst, ter Heide and de Jonge seemed happiest about is the excitement that the extraordinarily positive reaction has created among the rest of the team back home. We're happy that they're happy, but we'll be even happier when they finish the game--so that we can judge the finished product for ourselves.

This post has been edited by cylon: Jul 14 2007, 02:15 AM
TSNinja
post Jul 17 2007, 12:21 PM

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Here's another gameplay clip. You guyz should watch this!

It's a gameplay clip during Sony E3 Conference, but the difference is, they are playing the game in REAL-TIME!

Check it out!

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ruztynail
post Jul 17 2007, 12:32 PM

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QUOTE(Ninja @ Jul 17 2007, 12:21 PM)
Here's another gameplay clip. You guyz should watch this!

It's a gameplay clip during Sony E3 Conference, but the difference is, they are playing the game in REAL-TIME!

Check it out!
[/url]
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lol it is man... it was in the news on N4g.com.. he played it around 15 minutes to complete the lvl.. but since he is amongst the developer the reporters said it might take longer for an average gamer to finish it.

but yea.. E3 news report states one of their employees were palying the actualy game.

cool huh. but we wont get any demo. sigh.. maybe somwhere early next year??

wat i dont understand is.. how come COD4 can roll out so fast and yet achieve the same quality.. but yet KZ2 which was announce 2 years ago.. belum habis lagi.

allot of effort? or freaking long game play?

This post has been edited by ruztynail: Jul 17 2007, 12:33 PM
snipersnake
post Jul 17 2007, 12:36 PM

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i think they are tuning up the online mode.

killzone 1's online mode was not that great, and a tad unbalanced. the n00bs (me) were getting raped anally by the vets last time due to weak match making capabilities. after all, this game was made to compete with Halo.
TSNinja
post Jul 17 2007, 02:32 PM

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QUOTE(ruztynail @ Jul 17 2007, 12:32 PM)
wat i dont understand is.. how come COD4 can roll out so fast and yet achieve the same quality.. but yet KZ2 which was announce 2 years ago.. belum habis lagi.

allot of effort? or freaking long game play?
*
What we have seen so far for Killzone is only for pre-pre alpha development phase, once Killzone goes 'Gold', I guess it will surpass 2005 Killzone trailer, and probably COD4.
tot31
post Jul 17 2007, 02:36 PM

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I bet KZ2 will kick Halo 3 in the butt....muahahhahaha...
ruztynail
post Jul 17 2007, 03:11 PM

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QUOTE(Ninja @ Jul 17 2007, 02:32 PM)
What we have seen so far for Killzone is only for pre-pre alpha development phase, once Killzone goes 'Gold', I guess it will surpass 2005 Killzone trailer, and probably COD4.
*
rclxms.gif i know its in pre-pre-alpha phase. cant wait for the final product.. but my question stands.. how come 2 years jus to go to pre-pre-alpha? lol hmm.gif

QUOTE(tot31 @ Jul 17 2007, 02:36 PM)
I bet KZ2 will kick Halo 3 in the butt....muahahhahaha...
*
it already is kicking it. the problem was because of their demo and their over kiddy game sort.. its said to be less violent and allot of shinny stuff like some cartoon epic fps sort. haha

KZ2.. really like the real deal.. thumbup.gif
Microsuck_360
post Jul 17 2007, 05:16 PM

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im big fan of HALO but after saw halo3 trailer...hahahahah i rather watch KZ2.... shakehead.gif
snipersnake
post Jul 17 2007, 05:34 PM

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QUOTE(ruztynail @ Jul 17 2007, 03:11 PM)
its said to be less violent and allot of shinny stuff like some cartoon epic fps sort. haha

*
maybe dont want what happened to resistance to happen in killzone.

but what the heck, is blasting off evil alien scumbag evil?
ruztynail
post Jul 17 2007, 08:26 PM

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QUOTE(snipersnake @ Jul 17 2007, 05:34 PM)
maybe dont want what happened to resistance to happen in killzone.

but what the heck, is blasting off evil alien scumbag evil?
*
wat happen in resistance??? hmm.gif
Mgsrulz
post Jul 17 2007, 09:53 PM

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QUOTE(snipersnake @ Jul 17 2007, 05:34 PM)
maybe dont want what happened to resistance to happen in killzone.

but what the heck, is blasting off evil alien scumbag evil?
*
what happened to resistance?
the only thing i know of is the manchester cathedral planned to sue....no news after that..
TSNinja
post Jul 27 2007, 03:04 PM

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PS3 Killzone (720p) Wallpaper

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tot31
post Jul 27 2007, 03:10 PM

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Thanks Ninja for the KZ PS3 wallpaper...They're really nice.
nextgene
post Jul 27 2007, 03:26 PM

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QUOTE(ruztynail @ Jul 17 2007, 12:32 PM)
wat i dont understand is.. how come COD4 can roll out so fast and yet achieve the same quality.. but yet KZ2 which was announce 2 years ago.. belum habis lagi.

allot of effort? or freaking long game play?
*
COD4 development started it even before the COD3 is released..that what i know la.. smile.gif
Mgsrulz
post Aug 4 2007, 12:50 AM

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State of Play: Killzone 2 hands on
QUOTE
Killzone 2 has always been about delivering on a promise. When the first trailer for the game emerged two years ago the sounds of jaws dropping to the floor reverberated around the industry.

Soon after, only the gnashing of grinding teeth was heard when it emerged that the trailer was not being run on PlayStation 3 hardware.

Two years on and Amsterdam-based Guerrilla games is working at turning the naysayers into believers. The game is Sony's Exocet missile at the heart of Xbox 360 owners; a rocket designed to convince doubters that the PlayStation 3 has the explosive power to blow away its rivals.

The first hints that Guerrilla has something very special up its sleeve have begun to emerge.

Sat down in front of a playable level it is immediately clear that Killzone 2 will be one of the most cinematic and immersive games ever produced on a console.

The raw processing power of the PlayStation 3 has been harnessed to create a level of detail seen only in a handful of games on high-end PCs.

The dynamic lighting, animation, high-definition environments and details, such as plaster flying off walls and pillars caught in crossfire, create a sense of place and reality that takes games to a new level of realism.

Cinematic scene

The level starts with a cinematic scene of airborne troop carriers swooping out of the sky and into the battlefield.

When the cutscene ends Killzone 2 moves seamlessly into the in-game action; smoke drifts across the street, lightning flashes realistically in the night sky, sparks of bullet ricochets fill the night and a soldier on fire staggers across your path.

Killzone 2 is an archetypal shooter - a futuristic action title that draws on the symbolism of World War II to create a sense of familiarity.

Killzone 2
Shoot or be shot - that is the ethos of Killzone

The game mechanics of the level I saw are not particularly innovative - it is a classic run and shoot adventure, mixing different weapon types and simple tasks to good effect.

The first Killzone title suffered from a number of glitches and bugs, poor AI and a strangely awkward control interface.

This time around, the game's control scheme is solid, the AI of the enemy troops looks on course to be first rate, while there is still some work to be done on specific combat areas, such as throwing grenades.

The violence is intense and the title is destined for an 18 certificate. It could also spark further debate over the use of photo-real violence in videogames.

The one level I played had been in development for the last six months, and with such hyper-real detail it is easy to see why the game is not due for release until 2008.

The developers behind the game I spoke to exuded a tangible confidence when talking about the game; Guerrilla and Sony know they have a special title on their hands.

The high watermark for realism and immersion in videogames could soon be about to be lifted.

looking good cool.gif

This post has been edited by Mgsrulz: Aug 10 2007, 02:01 AM

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