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

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I just want to know some MP details.

Warzone better be there
Recoil and weight better be like KZ2
Give us lobbies again
I want spawn grenades back again
No vehicles plz

Warzone will be there, thats the bread and butter of KZ MP. Actually I would like to see some vehicles on bigger maps.

In addition to above:

-bring back spawn grenades with restrictions of course on how many and where they can be deployed
-map design like KZ2
-Fast loading times!!! hope these get sorted out in both SP & MP
-NO MORE SHITTY UIs ... Ugggh hire some decent UI designers who know what they are doing. KZ2 had shitty level of UI and KZ3 topped it by making it even worse. Make simple, FAST, easy on eyes.
-Spec-OPs missions with upto 4 player
-return of KZ3 Operations mode with more improvements
-bring back Bots from KZ2
-Improved version of Clan matches from KZ2
 
Please NO. Buying additional content to be able to play MP competitively is not good for the game/gamer. I'm sick of DLC and additional "content" which needs to be purchased. $60 should buy me the game... not 1/2 of it.

That's what he said.

It's free to try, pay for what you want.
 
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 loved KZ2 as well. But the recoil, the weighty feel, the essentially lack of ADS, makes it kinda hard for newcomers to the series to stick. COD is VERY easy to get into. It's very easy for people to go "Hey, I get this! I just killed a guy! That was easy. I will keep playing" where in KZ2 it was "Ughh, why does my aiming feel so sluggish? Why is it so hard to hit people? Why is everything so slow? Yeah, fuck this, I'm going back to COD".

Those type of people aren't bad. It's just that KZ2 had this "hump" you had to get over to really see its brilliance.
 
I was watching the gameplay segment again.

In the beginning, the soldier talks about "drafting in units from all over" and that they are "waiting around". Also, when you character arrives, things will start moving.

And one more thing, this should only take place 21 years later since the end of KZ3. Yet the narrator says its been 30 years. The hell?
 
"Helghast Invasion of Earth thwarted: May 2360" Killzone 3

Killzone Shadow Fall- 2381

21 years.
Huh, that's a good point. For a second I thought maybe he could be talking about when the Helghasts lost their original home planet Vekta, but that was way back in 2202 (179 years ago).

Hopefully they fix this when the game releases, just change 2381 to 2390, pretty simple.
 
"Helghast Invasion of Earth thwarted: May 2360" Killzone 3

Killzone Shadow Fall- 2381

21 years.
Helghan tried to invade Earth? I thought it takes years of space flight to get to the system Killzone takes place in. And what's up with the wall?

(I only played through Killzone 2.)
 
Helghan tried to invade Earth? I thought it takes years of space flight to get to the system Killzone takes place in. And what's up with the wall?

(I only played through Killzone 2.)
Yes, during Killzone 3 you find out the Helghan are planning to attack Earth to cut off the UCN from the source (the ISA are just a defense army from one of the planets in the UCN).

Looking at the Killzone timeline it says the first exploration fleets took 10 years to get to Earth to what is now Helghan and Vekta, and that was about 250 Earth years before Killzone 3 so surely they must of came up with faster traveling technology in that time. If I recall in the intro to KZ2 they say the fleet leaving Vekta for Helghan are expected to arrive in 2 weeks, and while the planets are close they orbit different stars so they aren't that close. And even if it was 10 years that wouldn't be that bad for the long term war efforts.
 
Is this game going to have RPG story elements? Dialogue choices and such?

It sounds like something they might be hinting at:

Next-generation gaming means you don't have to choose which one thing to focus on when creating a game, because you can deliver them all, we're told. And that's the best way to give players more control of the stories they experience and to in turn get players to care more deeply about them.



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."

http://www.polygon.com/2013/2/26/4029268/the-next-killzone-aims-to-prove-next-gen-gamings-worth
 
Great find, Chuck.

Hints of open world and RPG elements

"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.

""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.""
 
Can we please comprise a list of Killzone MP features we'd like to see? I want GG to get it right, and I'll gladly submit this to the forums.

A long time ago, I made this thread on KZ.com: Bring Back These 25 Features from Killzone 2

It got to 43 pages, got picked up by a random website, who posted it on N4G, which got more hits, and I've seen it crop up on a number of other forums.

Killzone 3 was gutted from Killzone 2, and GG couldn't patch everything in. Killzone 2, while fantastic, had a lot of issues I wanted the sequel to fix.

think I'm going to polish up this list and resubmit it. I know they have the MP already planned out, I just hope we can push some of these ideas earlier so that they could at least try, if they aren't already in the game.
 
I contacted Herman Hulst and the GG twitter account over the fact that the awesome backstory bit on their site isn't working (and hasn't for a long while); http://www.killzone.com/kz/storyline.psml

He said he'll look into it. Really want to re-read it all in preparation, as the back story is actually really dense and well written, with deep history of events we've never seen in any of the KZ events and whatnot.

Hopefully they'll get it back up somehow.
 
Can we please comprise a list of Killzone MP features we'd like to see? I want GG to get it right, and I'll gladly submit this to the forums.

A long time ago, I made this thread on KZ.com: Bring Back These 25 Features from Killzone 2

It got to 43 pages, got picked up by a random website, who posted it on N4G, which got more hits, and I've seen it crop up on a number of other forums.

Killzone 3 was gutted from Killzone 2, and GG couldn't patch everything in. Killzone 2, while fantastic, had a lot of issues I wanted the sequel to fix.

think I'm going to polish up this list and resubmit it. I know they have the MP already planned out, I just hope we can push some of these ideas earlier so that they could at least try, if they aren't already in the game.

Hey you have the same name in n4g as well right? I remember you from there. GG listen to this man. All your points are great! Hope GG listens to these points. I wonder how big the maps are going to be next gen for KZ. Are we going to see it move closer to BF3 territory with more vehicles and larger maps or is it still going to be relatively smaller.
 
Come on now... If that's the case then next gen is going to be unreal. Somehow I doubt it will be 1080p though, for 60 fps I wouldn't mind.

Tbh I think I've had more fun on 32man bf3 servers than 64 for all but like 2 maps. I didn't buy any of the dlc though, pc broke.

thats not a rumour but true :)
 
I contacted Herman Hulst and the GG twitter account over the fact that the awesome backstory bit on their site isn't working (and hasn't for a long while); http://www.killzone.com/kz/storyline.psml

He said he'll look into it. Really want to re-read it all in preparation, as the back story is actually really dense and well written, with deep history of events we've never seen in any of the KZ events and whatnot.

Hopefully they'll get it back up somehow.
Luckily some fans copied it word for word, it's just missing the artwork that goes along with it.

http://killzone.wikia.com/wiki/Timeline
 
Can we please comprise a list of Killzone MP features we'd like to see? I want GG to get it right, and I'll gladly submit this to the forums.

A long time ago, I made this thread on KZ.com: Bring Back These 25 Features from Killzone 2

It got to 43 pages, got picked up by a random website, who posted it on N4G, which got more hits, and I've seen it crop up on a number of other forums.

Killzone 3 was gutted from Killzone 2, and GG couldn't patch everything in. Killzone 2, while fantastic, had a lot of issues I wanted the sequel to fix.

think I'm going to polish up this list and resubmit it. I know they have the MP already planned out, I just hope we can push some of these ideas earlier so that they could at least try, if they aren't already in the game.

I..... agree with everything. Holy shit.

Yeah, in terms of features, kz3 was was an entire jump backwards. Its baffling. Its almost like kz2 should have been the sequel.
 
I hope they explore some of the themes of this Berlin Wall-like setup, with the Helghast segregated into their own region. There's a lot you could say, and you could even draw parallels with the current Israel/Palestine situation.

A split campaign would be really interesting and would be a new way to look at things.
 
Fuck mobile spawn points. That was the #1 cause of cluster fucks.

Agreed, but easiest solution: make them destructible, limit them to two like they already do, and limit them to squad only.

Battlefield does it much better in this regard. The clusterfucking, I think, was a worse reason than the controls as to why so many people quit: at least with the controls you can play the game, but with clusterfucking, whole games were thrown away for constant spawn-nade-die cycles
 
Fuck mobile spawn points. That was the #1 cause of cluster fucks.


. But in clan battles were tacticians know what they are doing and game plan to set it up was a Beauty to execute.

Problem is beside warzone, nobody gives a crap about team but just kills
 
Agreed, but easiest solution: make them destructible, limit them to two like they already do, and limit them to squad only.

Battlefield does it much better in this regard. The clusterfucking, I think, was a worse reason than the controls as to why so many people quit: at least with the controls you can play the game, but with clusterfucking, whole games were thrown away for constant spawn-nade-die cycles

Come to think of it, destructible mobile respawns seems to be the obvious and best fix to them. I did like mobile respawns when they were actually used tactically. Unfortunately it almost always devolved into both teams placing one right next to each other, outside of the other team's respawns, or right on an objective. Without fail these always turned into cluster fucks. If they could be destroyed, people would be forced to be more conservative in their placement.
 
Fuck mobile spawn points. That was the #1 cause of cluster fucks.

No, the #1 cause of clusterfucks was being able to place the TSP's on top of the fucking objective.

That should have never been allowed. All they had to do was put zones around any objective that would disable the TSP's.
 
No, the #1 cause of clusterfucks was being able to place the TSP's on top of the fucking objective.

That should have never been allowed. All they had to do was put zones around any objective that would disable the TSP's.

And in front of the team's base, and on top of each other, and at choke points..
 
The main problems with spawn grenades were...
1. They were fucking grenades, lol. Meaning they could be thrown. Not far mind you, but can be dropped over ledges, etc.
2. Too quick to deploy. Almost instantaneously. Close to no risk to the tact.
3. Non-destructable.
4. Depending how the tact threw them, you could be facing a wall. Remember that shit? Everyone wanted that tip to be in the loading screen. BONUS: how fucking sweet were the loading screens?

How to fix? Make it like a beacon that the tact actually has to set up, visible, and destructable.
Guerilla had good intentions with the stationary ones, but it caused problems with bottlenecks and entire teams fucking congregating around the "middle" spawn point. Urghh.
 
The main problems with spawn grenades were...
1. They were fucking grenades, lol. Meaning they could be thrown. Not far mind you, but can be dropped over ledges, etc.
2. Too quick to deploy. Almost instantaneously. Close to no risk to the tact.
3. Non-destructable.
4. Depending how the tact threw them, you could be facing a wall. Remember that shit? Everyone wanted that tip to be in the loading screen. BONUS: how fucking sweet were the loading screens?

How to fix? Make it like a beacon that the tact actually has to set up, visible, and destructable.
Guerilla had good intentions with the stationary ones, but it caused problems with bottlenecks and entire teams fucking congregating around the "middle" spawn point. Urghh.

Yeah, I think they are better off ripping off Battlefield 3 at this point
with their mobile respawn. Just don't parachute from the air. In fact if there
is any game they can borrow SOME ideas from, hopefully it's Battlefield and
not Call of Duty this time around.
 
No, the #1 cause of clusterfucks was being able to place the TSP's on top of the fucking objective.

That should have never been allowed. All they had to do was put zones around any objective that would disable the TSP's.

Sometimes when you have to take an area, there has to be an absolute bloodbath. Still spawn grenades allow so much more creativity and a sense of unpredictability, I find the fixed spawn points kind of pointless though, I think disabling spawn grenades around certain areas would be workable, better than having fixed spawnpoints where everybody would know and can camp.
 
I contacted Herman Hulst and the GG twitter account over the fact that the awesome backstory bit on their site isn't working (and hasn't for a long while); http://www.killzone.com/kz/storyline.psml

He said he'll look into it. Really want to re-read it all in preparation, as the back story is actually really dense and well written, with deep history of events we've never seen in any of the KZ events and whatnot.

Hopefully they'll get it back up somehow.

They need to flesh out all of the backstory and lore this time around. By the 4th game, lore shouldn't still be a problem at this point.
 
My vote goes to bringing back spawn grenades, no restrictions on placement either. It can lead to clusterfucks, but I like clusterfucks.

It can also lead to beautiful tactician play, and makes it the most important class in the game as it should be.
 
Fuck mobile spawn points. That was the #1 cause of cluster fucks.

BF3 has mobile spawns and there are no cluster fucks. The cluster fucks were sometimes insane but could have been avoided simply by:

A) making spawn grenades destructible.

B) making spawn grenades undeployable within certain zones around objectives and within a certain proximity to an enemy spawn grenade.

I'm sorry but taking away spawn grenades was one of the worst decisions they made and turned KZ2 fans off the game in droves.
 
BF3 has mobile spawns and there are no cluster fucks. The cluster fucks were sometimes insane but could have been avoided simply by:

A) making spawn grenades destructible.

B) making spawn grenades undeployable within certain zones around objectives and within a certain proximity to an enemy spawn grenade.

I'm sorry but taking away spawn grenades was one of the worst decisions they made and turned KZ2 fans off the game in droves.

Metro, Grand Bazaar, & Seine Crossing all would like to give you a big ole welcome hug.
But I get your point :P
 
BF3 has mobile spawns and there are no cluster fucks. The cluster fucks were sometimes insane but could have been avoided simply by:

A) making spawn grenades destructible.

B) making spawn grenades undeployable within certain zones around objectives and within a certain proximity to an enemy spawn grenade.

I'm sorry but taking away spawn grenades was one of the worst decisions they made and turned KZ2 fans off the game in droves.

Absolutely spawn grenades were awesome and added to the fast paced nature of a really climatic battle. This along with spawning on squad leader needs to come back. Just got kz2 again and the mp is still jumping. Awesome!
 
The graphics are certainly incredibly impressive.

But maybe I am the only one that also feel very underwhelmed once the shooting starts and the game begins properly.

...Maybe it's just because I have been playing/seen too many FPSes, but my first reaction when the game starts was, "Meh, the same thing again."

Ah well.
 
Luckily some fans copied it word for word, it's just missing the artwork that goes along with it.

http://killzone.wikia.com/wiki/Timeline

Such an incredible backstory. I remember the actual timeline on the Killzone website a long time ago; it was beautiful and well designed.

Reading it again, I think one of the biggest issues with each game is not going into to detail over the course of the game about the complex relationships between the different factions. We see a large picture, but not some of the more intricate and unique details. It is understandable that the games are designed to depict the conflict and scale of the second extrasolar war, but there is so much detail left floating around that could really separate it from everything else out there. I have no issue with the game depicting the war, but we need to see more of the history of the universe and the different factions, groups, planets and politics that caused it. Don't sugar coat it or lighten it up. It is a dark history, but that is what makes it unique. A very grounded and harsh depiction of the future.

Hopefully Shadow Fall will take a very serious approach to its storytelling and not step aside from the complexities of politics and conflict. Make it a focal point of the game and the series going forward and take it seriously.
 
Absolutely spawn grenades were awesome and added to the fast paced nature of a really climatic battle. This along with spawning on squad leader needs to come back. Just got kz2 again and the mp is still jumping. Awesome!

The spawn smoke also looked really cool.Needs squad spawning too.
 
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