I just got word from a very reliable source about the visual jump between final release and the preview you saw at the Sony event last week. I won't give names or specifics, but I asked how much of an improvement we were going to see, and he mentioned:
I just got word from a very reliable source about the visual jump between final release and the preview you saw at the Sony event last week. I won't give names or specifics, but I asked how much of an improvement we were going to see, and he mentioned:
Well heres hoping this is true. Launch titles looking as good as possible helps tremendiously for convincing core gamers to migrate. Tho I have hard time imagining in my minds eye how the graphics would improve.
I think we are going to get an mp that is somwhere between kz2 and kz3. Kz2 was pretty hardcore and was pretty bad when it came to being noob friendly. Kz3 though went in the fucking complete opposite end of that spectrum, dumbing it down to cod status. So yeah, a mix of both. Expect to see kz3 in your kzsf, especially if they want to hook those early adopters with an addicting mp. I just hope lessons have been learned.
This is what is great in a unified memory pool. Who cares how much memory goes for graphics? The developers don't have to bother about this. I think...
Unfinished, and a poor area of the game to show compared to what is in other stages. Cevat Yerli will hopefully eat crow once he plays Killzone Shadow Fall on the final build.
HOWEVER, I wouldn't expect anything major to improve by E3, 2 and a half months is little time to make all the improvements.
Unfinished, and a poor area of the game to show compared to what is in other stages. Cevat Yerli will hopefully eat crow once he plays Killzone Shadow Fall on the final build.
HOWEVER, I wouldn't expect anything major to improve by E3, 2 and a half months is little time to get all the stuff up and running properly.
Really? I think it looks pretty incredible. It seems likely to me that most of the game takes place in the city. If not, why render something so massive with such a distinct partition?
Unfinished, and a poor area of the game to show compared to what is in other stages. Cevat Yerli will hopefully eat crow once he plays Killzone Shadow Fall on the final build.
HOWEVER, I wouldn't expect anything major to improve by E3, 2 and a half months is little time to make all the improvements.
Much of what made KZ2's environments distinct was the oppressive atmosphere...it would be cool if they had dynamic weather in this. Imagine the Helghast launching an assault on the ISA side and huge storm blowing in...could be an awesome juxtoposition of the clean cityscape being thrown into chaos
Unfinished, and a poor area of the game to show compared to what is in other stages. Cevat Yerli will hopefully eat crow once he plays Killzone Shadow Fall on the final build.
HOWEVER, I wouldn't expect anything major to improve by E3, 2 and a half months is little time to make all the improvements.
It's based on Berlin during the cold war. It's 30 years after the Killzone 3 ending (i won't spoil what happened). The remaining helghast probably were offered to have a settlement on Vekta to make up for the horrible act that mofo Rico did .
It looks like Vekta is devided into a prosperous vivid part and an industrial gritty Helghan part.
Thanks guys. I finished 3 but i assumed most of the helghan were dead. This sounds great. Hoping we can play both sides of this. Helghan are actually the cooler characters.
Much of what made KZ2's environments distinct was the oppressive atmosphere...it would be cool if they had dynamic weather in this. Imagine the Helghast launching an assault on the ISA side and huge storm blowing in...could be an awesome juxtoposition of the clean cityscape being thrown into chaos
You will most likely have contrasts. The Vektan side of the wall will be much cleaner while the Helghan side will be opressive and will have a very distinct style. Whether you will see both sides of the wall in one single campaign or as a dual campaign is what I am curious about.
Unfinished, and a poor area of the game to show compared to what is in other stages. Cevat Yerli will hopefully eat crow once he plays Killzone Shadow Fall on the final build.
HOWEVER, I wouldn't expect anything major to improve by E3, 2 and a half months is little time to make all the improvements.
You will most likely have contrasts. The Vektan side of the wall will be much cleaner while the Helghan side will be opressive and will have a very distinct style. Whether you will see both sides of the wall in one single campaign or as a dual campaign is what I am curious about.
Hopefully. Personally I think the tutorial is way too long, you should have the leash within 2 minutes of starting the game. Looking forward to experimenting with what tricks you can do.
Yeah, but you never know how the order of things exactly happened and what they can do in the remaining time, right? Well, at least i don't know. You never really know how far they allready are.
The main character investigates the Helghast rebellion attack. After the ending of KZ3, the Vetka government has placed strict rules and regulations on the refugees. The Helghast are governed by
Visari's daughter. I believe she's the one at the ending of KZ3.
Knowing that Weapons aren't allowed in the Helghan sector, he comes upon clues leading to one of the largest Corporation in Vetka. Soon after, he gets ambushed by his own team, but was saved by the Helghan citizens. After his recovery and with the help of the Helghan leader, he dons as a Helghan to uncover the Corporation scheming plot.
The main character investigates the Helghast rebellion attack. After the ending of KZ3, the Vetka government has placed strict rules and regulations on the refugees. The Helghast are governed by
Visari's daughter. I believe she's the one at the ending of KZ3.
Knowing that Weapons aren't allowed in the Helghan sector, he comes upon clues leading to one of the largest Corporation in Vetka. Soon after, he gets ambushed by his own team, but was saved by the Helghan citizens. After his recovery and with the help of the Helghan leader, he dons as a Helghan to uncover the Corporation scheming plot.
I just got word from a very reliable source about the visual jump between final release and the preview you saw at the Sony event last week. I won't give names or specifics, but I asked how much of an improvement we were going to see, and he mentioned:
Probably, that is the reality of modern gaming. Even then, lots of people won't finish it. Isn't is that a 50% completion rate on an 8 hour game is considered exceptional? We're lucky we get games as long as we do, because they're wasting money making them even eight hours long.
One thing i'm wondering about in this video: you've got this beautiful city full of activity and life (love all the planes and air traffic) but it's mainly portrayed in the cutscenes/scripted action scenes (the plane scene). Will i actually be able to stand on a ledge and look at that city, turn around my camera and get such quality visuals?
If yes, consider me impressed. I shall enjoy those vistas a lot then.
Hoping this indicates they have a good script and good cast this time round. I really couldn't care less about the visuals as they always make good looking games. Game can look great but if the gameplay is not compelling and they have an awful disjointed story, one dimensional characters, ham actors and cringe inducing dialogue it's all for nought.
I just got word from a very reliable source about the visual jump between final release and the preview you saw at the Sony event last week. I won't give names or specifics, but I asked how much of an improvement we were going to see, and he mentioned:
Hoping this indicates they have a good script and good cast this time round. I really couldn't care less about the visuals as they always make good looking games. Game can look great but if the gameplay is not compelling and they have an awful disjointed story, one dimensional characters, ham actors and cringe inducing dialogue it's all for nought.
One thing i'm wondering about in this video: you've got this beautiful city full of activity and life (love all the planes and air traffic) but it's mainly portrayed in the cutscenes/scripted action scenes (the plane scene). Will i actually be able to stand on a ledge and look at that city, turn around my camera and get such quality visuals?
If yes, consider me impressed. I shall enjoy those vistas a lot then.
While the game will still feature the gritty look that Killzone is known for and it's traditional shooter play, the setting will also allow for this new sort of play that Hulst describes as "quiet infiltration."
That scene from the PlayStation 4 demo was part of an actual level in one of the earlier stages of the game, he said.
"There are a few things that we wanted to communicate with that play-through," he said.
Chief among that is that the game includes a new look, one Hulst describes as "very photo realistic and crisp." That new look, and the accompanying colorful landscape, are both the offshoot of a very specific goal.
"I think what we wanted to do for this game is to provide you with a created world that you want to be in and give you a reason to fight," said game director Steven Ter Heide. "So you see this world and then, if you understand that that's going to be under attack, it's something you want to fight for. And I think that's something that's powerful.
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."
"What we are trying to do with this game is create a vibrant world, something that feels very alive where your existence is acknowledged, so people look at you, people respond to your actions, all of that," he said. "And that takes a lot of different elements. It's not just the quality of the facial animations, not just the effects, not just the lighting. It's not the photo realism. It's not the environment. It's all of these different things that need to work together to create a coherent kind of experience where you believe that, Yes, I am in this world because it all makes sense.' Nothing falls out of place and jerks you out of that experience."
"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."
Hmmm that "the way you play the game", maybe hinting at similar functionality to the loadouts in Killzone: Mercernary? I think that could be pretty cool.
Also: the game uses PS4 pad's light bar to indicate health levels.
The light bar works independently of the camera so there are a lot features that can be used like in Killzone where it will change colour to indicate your health for example, which is quite nice.
Hmmm that "the way you play the game", maybe hinting at similar functionality to the loadouts in Killzone: Mercernary? I think that could be pretty cool.
It reminds me of the "sandbox shooter" mentality found in parts of the first and second games. More open fighting areas with some pretty complex level design compared to the typical corridor shooter so that there are many more outcomes to each battle than just popping behind cover blasting away at respawning waves of Helghast.
I wonder how bright the light is so if you play in the dark would it have a red aura when you are low health. If so, I accept. Otherwise...how would you see it...
Is it for when your friends are watching you play...and are looking at you? Better not replace the usual way of showing you health!
Killzone singleplayer has multiple difficulties usually right? I can see myself replaying it a few times unless mp is unreal and takes over. Never played it before, not sure what to expect.