Killzone 2 on IGN

But the basic gameplay mechanics aren't running around shooting things, so doesn't that make your point a tad inane?

Then we're talking abut completely different things, which makes your points equally as 'inane'.
 
This argument is futile and you both know it.

So, Killzone 2? That's about killing zones? 2 of them?
 
http://www.gametrailers.com/player/21490.html

HD Torrent
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Saw this in the haus, I apologize if it was already posted.
 
Meh, I preferred the first E3 trailer we saw. Not in the sense of graphics as that wasn't what attracted my attention, I just loved the flow of the original trailer and the beach landing. Some nice new things to see here, like the Helghast's cover system, and the pretty gory gunbattles, but I prefer to see a continous trailer, like 05's with the storming of the beach head and the battle on the bridge.
 
It's future proof, if you think about the amount of texture data that's going into modern FPS games it actually makes quite a bit of sense.
Yes, but that really only accounts for longer games. Why? Ps3 uses 256megs for it's VRAM. 360's unified architecture allows up to 512megs of VRam. Thereby, the Ps3 is more limited on how much textures can actually be in memory. So the more textures in memory, the less space they have to be.

In the Kotaku article they mention that a single level takes up 4gb, that reminds me why I want PS3, developer have the freedom of Blu-Ray disks.
And an hour long video of mine is taking up 100gigs on my hard drive. Oh wait, let me apply DivX compression to this video... ohh it's more like 100 megs.
Sony is known for bullshit, there going to give whatever looks best. Does 4gig levels uncompressed look good against 100megs compressed? You bet your ass it does.

They can't even put 4gigs into memory. If they decide to maximize every resource possible and do load 1/8 of that 4gigs into memory. Now lets throw in re-used textures, re-used models, sounds and that those have to be loaded into memory. Now we still need memory for AI, calculating bullet shots, physic calculations, dynamic breakable objects(? physics). I'd be damned if that was 4gigs fully compressed data.
 
yeah but that wasn't in game footage.

I know, and I even said that I didn't care if it was in-game graphics or not. :p I just found the general atmosphere, setting and pacing of the original trailer so much better then what's been released today. :p
 
The low res textures make me sick, thats said overall it looks fantastic imo.
 
Did that have ridiculous drop ships?

Yep, but I quite like them. The idea behind them is for troops to disembark from any angle of the troop holding area, like Black Hawk's can disperse soldiers from both sides, so it's not all stupid. A roof wouldn't help much unless they were being fired upon from above, the sides could just do with some panals to the front and rear of the bay to protect troops from ground fire, mind.
 
It would be pretty dull if you woulndt be able to look outside of the dropship and mis the vista over the cityscape, if youre inside the dropship.
Also the old concept of the intruder had them on the side of the ship, wich would make it impossible looking at youre team mates.

-dodo
 
Yep, but I quite like them. The idea behind them is for troops to disembark from any angle of the troop holding area, like Black Hawk's can disperse soldiers from both sides, so it's not all stupid. A roof wouldn't help much unless they were being fired upon from above, the sides could just do with some panals to the front and rear of the bay to protect troops from ground fire, mind.

They can't do much in the way of fancy rolls and dives though. I mean, check it out.

"INCOMING!"

"SWERVE!"

/ship swerves.

"AHHHHHH!!"

Hey, look, men falling through the sky.
 
Truth, it does have it's bad points. The ability to leave the dropship from any direction is great, but when it comes to high descents as seen in the trailer, and incoming AA fire from the ground, it fething fails.
 
Agreed, that dropship design is a arse-backwards 'story over function' type of affair.
It could have been made more sensible and more dramatic by having a hold underneath, containing officers and the like, reinforcing the notion that life is cheap during war, especially for infantry.

IMHO it would be in keeping with the 'war is hell' image they're seeming to use for this game.
 
Hey guys, the preview you just saw was the Alpha version....holy shit.
 
I really like the slightly out of focus effect they have on the weapons in first person, works really well for some reason.
 
Did Guerilla say the E3 05 footage was in-game even though it wasn't? I remember there was quite a bit of fuss over it being revealed that it wasn't in-game, so them calling their footage alpha or whatnot is a little sticky, but I'm not trying to make a problem out of it, just wondering.
 
Did Guerilla say the E3 05 footage was in-game even though it wasn't? I remember there was quite a bit of fuss over it being revealed that it wasn't in-game, so them calling their footage alpha or whatnot is a little sticky, but I'm not trying to make a problem out of it, just wondering.

i dont think they ever confirmed or denied it about the 05 trailer, initially anyway, it was more the ''what do you think *wink*nod*wink*''..

i like the look of the game from this trailer...
 
Yeah, that's what I thought, but with that attitude I'd be wary of them slapping the words alpha over something as if they're trying to say ''it'll look better in the next build!'' because if it's anything to go by, it's taken them two years to release new information/videos as it is...
 
Yeah, I still kind of doubt it's in-game.

And 4GB levels? If you're spending all your time making your levels huge, you're not spending any time making your levels good. [edit] Unless you're talking putting 500MB of data and 3.5GB of unique textures into each level. Which is still a little bit insane and ridiculous.
 
"Dude, this sandwich you made is shit."
"But it's...PRE-ALPHA!"
 
What annoys me more is that certain games obviously aren't in ****ing pre-alpha.
 
So far Killzone 2 and MGS4 are the only games to make me wish I owned a PS3. Sadly, that's definitely not enough.
 
That Killzone pic looks so ****ing drab and horrible.

That's what I'm saying.

I guess they save a lot of memory and processing power by making textures 256 color instead of 16 million plus.

You would think they shouldn't have to cut corners.
 
Actually, the Killzone pic has 7148 unique colors, Irfanview ftw. But JPG artifacts probably hose that number up by a bit. But yeah, changing it to 256 color mode didn't visually change much.
 
There is a lot to consider when putting together a game, and you have to compensate in a lot of areas in order to get the game running as smooth as KZ2 is running at, at the moment. To think about the amount of animations, polygon detail, visual effects, lighting effects etc going on at one time, sure, some textures won't be super sharp, but you're attention is drawn away once a Helghan soldier comes running towards you firing his weapon at you.

With it looking this good at Pre-Pre Alpha Stage, it's sure to get better and better. The look and feel has been established beautifully, in a dark and horrific, war torn environment. Lot's more to come from Killzone 2.
 
As long as the frame rate remains high and constant I don't really care too much about the detail. Fancy visuals are all good, but not at the expense of content and smooth gameplay.
 
Isn't a Pre-Pre-Alpha build a build of the game with only rudimentary and half-broken functionality? I thought that Alpha was feature-complete, Beta was content-complete, and Gold was near bug-free, making Killzone effectively a Beta and the developers effectively liars.
 
Isn't a Pre-Pre-Alpha build a build of the game with only rudimentary and half-broken functionality? I thought that Alpha was feature-complete, Beta was content-complete, and Gold was near bug-free, making Killzone effectively a Beta and the developers effectively liars.

Pretty much. This "pre-pre-pre-pre-Alpha" nonsense demonstrates a couple things.

1.) "Alpha" has now embedded itself in dreaded PR talk.
2.) People don't know what an alpha is.
3.) Bullshit reigns supreme.

Come on, guys. Think about it. A pre-pre-Alpha would be a player character model with a gun shooting boxes in a blank room, or something equally mundane and bare-bones. Seeing as how Guerilla and Sony were a little more than dishonest with the first trailer for this game, I'd approach their words with a skeptical eye.
 
Pre-Pre Alpha exists bud, I went through the same stages at EA and Outerlight. There is a lot of work to do before you take the game into Alpha stages. It's just the process of building a game up to a very good level and taking it into Alpha. There was a lot of demand to see Killzone, and people though it would be too much like the CG Trailer, which there were fools to think it was going to be like. Guerilla have gotten it to a very rich and smooth build of the game this early in development, games get better and better during the development stages, and unfortunately fans though they were going to see a very close to finished game. It's still at least a year away, enough time to polish up and fix any problems your all having with the game. You've seen how better Heavenly Sword has gotten over the past year, and hell, we've seen some of the new graphical improvements with Half-Life 2: Episode 2.

It's a long and drawn out process that people should understand by now, especially any of the modders here.

Just be patient, and in the next year we'll see the improvements your looking for, my mate at Guerilla said there is still a lot of work to be done :)
 
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