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Killzone Shadow Fall (PS4) announced, launch title [1080p/30fps]

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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.

This one will also have multiple difficulties. Why wouldn't it? Best way IMO is to crank up the difficulty and remove HUD completely. Playing KZ2 like that was glorious. You can appreciate everything that much more.
 
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.

I thought KZ2 MP was amazing. It had a different feel than anything on the market. Day 1 everyone was a "noob". I see no reason for the MP to emulate the feel of COD & BF. KZ needs to stand out, it needs to be different. I want severe weapon recoil to return... none of this, unload a clip within a 6" spread BS.
 
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.
The SP has been pretty good with multiple difficulties and MP in KZ 3 usually has shitty framerate.
 
I thought KZ2 MP was amazing. It had a different feel than anything on the market. Day 1 everyone was a "noob". I see no reason for the MP to emulate the feel of COD & BF. KZ needs to stand out, it needs to be different. I want severe weapon recoil to return... none of this, unload a clip within a 6" spread BS.

I agree completely. You invest time in it and then you are no longer a noob.
 
^ That was one of the best things about it..

The SP has been pretty good with multiple difficulties and MP in KZ 3 usually has shitty framerate.

Fingers crossed next-gen brings the most advanced standards of consistent frame rates we've ever seen. SP seemed smooth in SH at least. I really hope they don't revert backwards towards KZ2's 150ms input lag either.

Truthfully, even if players don't realise the framerate is dropping (and that's why it's harder at certain times), they'll recognise a game which has no drops after how widespread the low standards were this gen.
 
^ Exactly..it has to be really bright for you to see it in peripheral vision. Ridiculously bright for day time. Doesn't make sense battery and cost wise since most games won't use it for much.

It's quite a big light but it didn't seem that powerful. Might work well at night. Maybe the brightness is adjustable.. It might be with it being able to flash for stuff iirc. If you want nice smooth pulses anyway. Maybe they expect more use out of it than I first thought.

This one will also have multiple difficulties. Why wouldn't it? Best way IMO is to crank up the difficulty and remove HUD completely. Playing KZ2 like that was glorious. You can appreciate everything that much more.

Yep thanks I read from Sid - dunno why it wouldn't just wanted to make sure (not played KZ before) although yeah basically every game does. I didn't know you could remove HUD that sounds pretty wicked, hardcore in Cod was always my favourite mode. I really like everything I've seen about the game and the series in general apart from technical issues in some titles but the only thing I'm worried about is the AI in close proximity. All footage I've seen, even in the upcoming Vita game, they seem quite slow to react. Do things like time to react change on higher difficulties or is mainly health/damage/aim?
 
I agree completely. You invest time in it and then you are no longer a noob.
Unfortunately the gameplay demo appeared to have little recoil. The rail gun assault rifle (or whatever it is) held a pretty tight pattern… I really hope the tweak the recoil (more recoil) in the coming months.

What if they linked recoil to the difficulty level (in both SP & MP). Easy had little recoil like COD, Veteran had recoil similar to KZ2… the same could be done in multiplayer where servers could be ranked (easy/med/hard) with more XP awarded for kills and achievements in “hard” servers than “easy” servers.
 
Looking at the current controller, I don't think the light bar is even visible to the person holding it.
Thought not. To be honest I wouldn't want it to either, I play in total darkness where possible and I like as few distractions as possible off screen.

One of the main things I dislike about Move. :(
 
Unfortunately the gameplay demo appeared to have little recoil. The rail gun assault rifle (or whatever it is) held a pretty tight pattern… I really hope the tweak the recoil (more recoil) in the coming months.

.

i think that (type of) GUN had little recoil. I'm sure other weapons have more recoil.
 
"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."

So it's a highly modified version of the old engine, unless I am reading it wrong...
 
With regard to low health in KZ, I liked how they had the screen fade to black and white… in lieu of blood splatter on the screen I think they should add motion blurring as you get real close to death.
 
As long as ADS is an option and not a necessity, like in KZ2, i'll be happy. Fuck all FPS games that need you to go into tunnel vision to hit someone 2 metres infront of you. Devs behind that sort of thing should be ashamed of themselves and be shunned.

I'd like an alternative to bloody screens and muted audio when low on health. "hey bro you got low hp and if you don't kill this dude you're dead and have to restart a checkpo...LOL JAM ON YOUR FACE AND IN YOUR EARS GG HF BRO IM-IM-IMMERSION"
 
Feel like the single guy at a wedding for loving KZ3 multiplayer :(

You're not alone. I had an incredible time with KZ3 MP. Although if I'm honest with myself, the reason I loved it so much was because of the Move controls.

KZ3 will always have a spot in my memory as the game that showed me that pointer controls are the ideal and perfect control scheme for shooters. Far, far faaar morre precise than dual thumb sticks, and far more fun and amenable to the comfy couch than a kb+m.
 
Yep thanks I read from Sid - dunno why it wouldn't just wanted to make sure (not played KZ before) although yeah basically every game does. I didn't know you could remove HUD that sounds pretty wicked, hardcore in Cod was always my favourite mode. I really like everything I've seen about the game and the series in general apart from technical issues in some titles but the only thing I'm worried about is the AI in close proximity. All footage I've seen, even in the upcoming Vita game, they seem quite slow to react. Do things like time to react change on higher difficulties or is mainly health/damage/aim?

Bit of everything. They flank better, more aggressive and of course the rest of the stuff you mentioned like other games. KZ AI has always been really good . I really hope they take advantage of all that extra horsepower to improve it in a massive way. From what I saw in the demo it did not even seem as good as KZ2.
 
I thought KZ2 MP was amazing. It had a different feel than anything on the market. Day 1 everyone was a "noob". I see no reason for the MP to emulate the feel of COD & BF. KZ needs to stand out, it needs to be different. I want severe weapon recoil to return... none of this, unload a clip within a 6" spread BS.
Well since it will be pretty much the only shooter available right at launch it definitely has more room than usual to stray from the norm and try something different. I've been hoping for this for two years now, when I simply assumed KZ4 would be PS4 only.
 
I'll believe it when i see it. microsoft said the same thing when the 360 was announced. That the ring of light on the controller could be used for displaying things such as health.
The Move orb has been used to decent effect in that respect, so I don't see why it would be a problem for this controller as well. Still think it's largely pointless as you won't see the light, but still.
 
^ Exactly..it has to be really bright for you to see it in peripheral vision. Ridiculously bright for day time. Doesn't make sense battery and cost wise since most games won't use it for much.

It's quite a big light but it didn't seem that powerful. Might work well at night. Maybe the brightness is adjustable.. It might be with it being able to flash for stuff iirc. If you want nice smooth pulses anyway. Maybe they expect more use out of it than I first thought.



Yep thanks I read from Sid - dunno why it wouldn't just wanted to make sure (not played KZ before) although yeah basically every game does. I didn't know you could remove HUD that sounds pretty wicked, hardcore in Cod was always my favourite mode. I really like everything I've seen about the game and the series in general apart from technical issues in some titles but the only thing I'm worried about is the AI in close proximity. All footage I've seen, even in the upcoming Vita game, they seem quite slow to react. Do things like time to react change on higher difficulties or is mainly health/damage/aim?
Why didn't you play the previous ones? no PS3?
 
HOWEVER, I wouldn't expect anything major to improve by E3, 2 and a half months is little time to make all the improvements.


From what i understood, demos like that have to be planned way in advance, so the actual build is probably already looking better than the demo.

And i think they'll certainly choose a more impressive part of the game if they have a new demo.
 
^ Exactly..it has to be really bright for you to see it in peripheral vision. Ridiculously bright for day time. Doesn't make sense battery and cost wise since most games won't use it for much.

It's quite a big light but it didn't seem that powerful. Might work well at night. Maybe the brightness is adjustable.. It might be with it being able to flash for stuff iirc. If you want nice smooth pulses anyway. Maybe they expect more use out of it than I first thought.



Yep thanks I read from Sid - dunno why it wouldn't just wanted to make sure (not played KZ before) although yeah basically every game does. I didn't know you could remove HUD that sounds pretty wicked, hardcore in Cod was always my favourite mode. I really like everything I've seen about the game and the series in general apart from technical issues in some titles but the only thing I'm worried about is the AI in close proximity. All footage I've seen, even in the upcoming Vita game, they seem quite slow to react. Do things like time to react change on higher difficulties or is mainly health/damage/aim?

I can already see my self playing Dead Space 4 with the light bar instantly flashing red when an enemy jumps you, they could do some creative aplications for the light bar.
Do we know if the light bar has to be fully lit all the time or could it lit just part of the bar like a progress bar?
 
The Move orb has been used to decent effect in that respect, so I don't see why it would be a problem for this controller as well. Still think it's largely pointless as you won't see the light, but still.

I didnt know that about the move. So is that light pad actually recognized by the PS Eye? Or is it just for looks.
 
What I want from KZ4 is what I hoped to get with KZ2: linear levels but several ways to play through them, and cooperatively at that. Say for example you play as a soldier making your way through a pretty ordinary battlefield, shooting enemies and what have you. But maybe there is a different fight going on in the periphery, with your buddy playing as a shadow marshal and quietly but swiftly murdering his/her way through the same level but in a different way entirely. At the same time.

I really don't understand why I haven't gotten THAT game yet.
 
Bit of everything. They flank better, more aggressive and of course the rest of the stuff you mentioned like other games. KZ AI has always been really good . I really hope they take advantage of all that extra horsepower to improve it in a massive way. From what I saw in the demo it did not even seem as good as KZ2.

Ah good (about the previous titles), thank you.

Why didn't you play the previous ones? no PS3?

I only remember playing KZ2 and it was around about when I got my awesome pc (at the time) - I couldn't bare the input lag... I was also much less accepting of 30fps in FPS games at the time.

I can already see my self playing Dead Space 4 with the light bar instantly flashing red when an enemy jumps you, they could do some creative aplications for the light bar.
Do we know if the light bar has to be fully lit all the time or could it lit just part of the bar like a progress bar?

Sorry, not sure but I am curious myself. I think it would also be cool as a sort of "warmer" clue for secrets or hidden stuff in games but yeah, I can see it used as a warning in lot of games if it actually works like they said about Killzone.
 
Steven ter Heide ‏@StevenTerHeide1
“@Mattsta0021: Hope you guys are reading the NeoGAF thread on KZ:SF.” - we read it all, but stay true to our vision for the game

They are reading this thread so hope they take away some good feedback/constructive criticism they can use to make a worthy successor to KZ2.

Would like to know exactly what their vision is though.
 
They are reading this thread so hope they take away some good feedback/constructive criticism they can use to make a worthy successor to KZ2.

Would like to know exactly what their vision is though.

sounds like an excuse to have lots of input delay :)

As long as they are reading: MAKE THE MP 60FPS!!
 
Make the controls a slightly weighted version of battlefield 3s. Do not go back to the controls of 2 or 3. They are alienating.
 
The LightPad for health indicator, how is that even a good idea, when the contoller is facing away from you. I don't understand that as a concept. You have to look away from the screen, flip the controller up too see your health? Don't we already get health indication from rumble? Unless, the lightpad flashes like hazzard lights and you happen to see it reflect off your tv screen, is that a possiblity?
 
Please elaborate...

Just watching the demos, the only time anyone was actually playing the game, other than the scripted with "press a button to continue" cut scenes, the areas were cloaked in very dense fog and the areas were relatively small. The flight scenes over the city were completely scripted with nicely textured skyboxes.
 
Am i the only one that is thinking how amazing the MP of this game will be? I'm not really caring for the SP to be honest.

A lot of us are hoping GG develops an excellent MP component (they've certainly done it in the past). Though i am equally, if not more so, interested in the SP component/story. The speculation that there may be a dual campaign (you play as both Vektan shadow marshal, and Helghan solider) could be awesome. I can't wait to see what the Helghan side of "the wall" looks like in gameplay.
 
I actually preferred Killzones 2 weighty/heavy feel as opposed to Killzone 3. I prefer it also over COD 60 fps super fast run and gun. I think Kz2 was one of the games i put the most time into mp, that and Uncharted 2/3.
 
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