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New Killzone: Shadow Fall gameplay

Yeah and 80-100k for important characters like Echo sounds about right.

Did you see that somewhere? I ask since I can't imagine it going beyond 60-80K at the moment (this is why we need damn tessellation) for main characters.

EDIT: I mean look at this (10-15K):

ibpTttR1CJYwMN.gif
 
Did you see that somewhere? I ask since I can't imagine it going beyond 60-80K at the moment (this is why we need damn tessellation) for main characters.
They can get away with it for a while. Tesselation is going to take a lot of work to get up and running if they haven't worked with it before. With the time they've saved from not having to prebake textures it's a fine solution to make launch.
 
As a fan of KZ, I got to say this forest level looks lame.

And that little robot seems alittle overkill. Like it seems its not even needed besides for reaching platforms that are far way. It really seems like you plus that thing shooting make the game a cakewalk or it doesnt even server a tactical purpose. Oh and the slow mo crap is just ugh. I hope that bot can be destroyed and its gimped.

This game is looking like a budget price buy from me, REAL TALK. GG What the fuck are you doing with this franchise?
 
As a fan of KZ, I got to say this forest level looks lame.

And that little robot seems alittle overkill. Like it seems its not even needed besides for reaching platforms that are far way. It really seems like you plus that thing shooting make the game a cakewalk or it doesnt even server a tactical purpose. Oh and the slow mo crap is just ugh. I hope that bot can be destroyed and its gimped.

This game is looking like a budget price buy from me, REAL TALK. GG What the fuck are you doing with this franchise?

You're not fooling anyone.
 
They can get away with it for a while. Tesselation is going to take a lot of work to get up and running if they haven't worked with it before. With the time they've saved from not having to prebake textures it's a fine solution to make launch.

I absolutely understand. And honestly, looking at Drake who is composed with around 40K polys nearly doubling that would bring truly stunning detail. The proof is in the pudding and as shown numerous times, GG have been great at modelling masked Helghasts but have fell short when it came to characters with exposed faces when compared to other Sony first parties. Now from what has been shown of two characters with exposed faces I can comfortably say that it's gone from amateur work to a truly professional one.

So, in the end, until tessellation comes online and even if they never use it for dynamically increasing poly count for characters, 60-80K for main characters would yield astounding results.

EDIT: Once again, look at this (KZ3). The detail is outstanding for the number of polygon GG had expended.
 
All Im saying this footage is disappointing to me. Doesnt "wow" me, personally. Graphics aside (we know it looks good), gameplay looks dull and that bot makes it easy for you to fly through the levels. To me, that bot is not needed and it kind of messes the flow of the game if you look at the gameplay on the OP.

The guy gets spotted, sends his bot, bot shoots them all while the AI reverts their attention to it. You get 1-2 shots at them and they are dead. This looks satisfying to you guys? Plus the see through wall stuff and slow-mo. Is this really Killzone?

I will get it eventually but boy did this video turn me off from buying it day1 as I hoped. I guess the bot is better than having another Rico. *shudders*
 
All Im saying this footage is disappointing to me. Doesnt "wow" me, personally. Graphics aside (we know it looks good), gameplay looks dull and that bot makes it easy for you to fly through the levels. To me, that bot is not needed and it kind of messes the flow of the game if you look at the gameplay on the OP.

The guy gets spotted, sends his bot, bot shoots them all while the AI reverts their attention to it. You get 1-2 shots at them and they are dead. This looks satisfying to you guys? Plus the see through wall stuff and slow-mo. Is this really Killzone?

I will get it eventually but boy did this video turn me off from buying it day1 as I hoped. I guess the bot is better than having another Rico. *shudders*

It's a demo designed to show off functionality of new mechanics.
 
All Im saying this footage is disappointing to me. Doesnt "wow" me, personally. Graphics aside (we know it looks good), gameplay looks dull and that bot makes it easy for you to fly through the levels. To me, that bot is not needed and it kind of messes the flow of the game if you look at the gameplay on the OP.

The guy gets spotted, sends his bot, bot shoots them all while the AI reverts their attention to it. You get 1-2 shots at them and they are dead. This looks satisfying to you guys? Plus the see through wall stuff and slow-mo. Is this really Killzone?

I will get it eventually but boy did this video turn me off from buying it day1 as I hoped. I guess the bot is better than having another Rico. *shudders*

You're judging based on easy mode designed only to show off the new mechanics and features. On proper difficulties I'm sure it will be far more challenging. Imo the new gameplay is a marked improvement in a few key areas.

It's no longer pure linear, instead quite open ended and offering far more tactical variety. Add to that missions are variable and not strict, you can do them in any order you wish in this level, that again mixes things up and is a nice break away from KZ, COD, BF etc and strict linear gaming.
 
My prediction is that SF will review far better than expectations. My guess is 85+ average.
All of the gameplay impressions have actually been very strong. Several of them have been absolutely glowing.

I love this style of FPS and I'm looking forward to it.
 
You're judging based on easy mode designed only to show off the new mechanics and features. On proper difficulties I'm sure it will be far more challenging. Imo the new gameplay is a marked improvement in a few key areas.

It's no longer pure linear, instead quite open ended and offering far more tactical variety. Add to that missions are variable and not strict, you can do them in any order you wish in this level, that again mixes things up and is a nice break away from KZ, COD, BF etc and strict linear gaming.

Yes I applaud GG for doing non linear levels and giving you more freedom. BUT a few things seem like they are overkill. That bot as a offensive device seems too much and the see through walls/highlight enemies, to me, seem kinda not Killzone like.

Ok this is the level to show off the openness of the levels and the utility of the Bot. But it still seems some of its functions will make the game too easy. Just my opinion. Lets hope next time they show some more challenging scenarios.
 
Yes I applaud GG for doing non linear levels and giving you more freedom. BUT a few things seem like they are overkill. That bot as a offensive device seems too much and the see through walls/highlight enemies, to me, seem kinda not Killzone like.

Ok this is the level to show off the openness of the levels and the utility of the Bot. But it still seems some of its functions will make the game too easy. Just my opinion. Lets hope next time they show some more challenging scenarios.

I do get where you are coming from, and would agree depending on the difficulty of the game. We already know the bot is not with you on all missions. So maybe you only get it on a few missions, especially the more open one's. Where it might help offer far more tactical options and manoeuvring too, since it allows you to repel long distances. That takes the boredom out of long distance walking, and the bots vision and offensive capabilities add to tactical play. Think of it like the offensive bot from Halo 4 or games before it.
 
Did you see that somewhere? I ask since I can't imagine it going beyond 60-80K at the moment (this is why we need damn tessellation) for main characters.

EDIT: I mean look at this (10-15K):

ibpTttR1CJYwMN.gif
FYI the characters in the Dark Sorcerer tech demo have one million polygons each lol
According to recent job offers main characters in the next game of Naughty Dog will have up to one million polygons as well.

We're going way beyond 80K next gen.
 
I do get where you are coming from, and would agree depending on the difficulty of the game. We already know the bot is not with you on all missions. So maybe you only get it on a few missions, especially the more open one's. Where it might help offer far more tactical options and manoeuvring too, since it allows you to repel long distances. That takes the boredom out of long distance walking, and the bots vision and offensive capabilities add to tactical play. Think of it like the offensive bot from Halo 4 or games before it.

But why have it at all if your not always going to have it? To me, either it expands the gameplay or it doesn't. If it does, then why take it away? Outside of some beginner missions, you should always have it IMO.
 
FYI the characters in the Dark Sorcerer tech demo have one million polygons each lol
According to recent job offers main characters in the next game of Naughty Dog will have up to one million polygons as well.

We're going way beyond 80K next gen.

I remember they said the scene contained around 1 (or 1.2) million polys. Where did you read that each character had 1 mill poly?
 
But why have it at all if your not always going to have it? To me, either it expands the gameplay or it doesn't. If it does, then why take it away? Outside of some beginner missions, you should always have it IMO.

To diversify gameplay and tactics? I'd personally prefer it if it's not in every mission.
 
Did you see that somewhere? I ask since I can't imagine it going beyond 60-80K at the moment (this is why we need damn tessellation) for main characters.

No it's just an estimate since important characters tend to have about 3x more polygons than npcs. I mean the main character has way more stuff on him than the helghast right?

jwnsWWuBiCayj.jpg

jp2AvYsH5axKF.jpg
 
GG are super talented, they just need to focus on making the game they want. They strayed with Killzone 3, hopefully Shadow Fall is more in line with Killzone 2. I would say Killzone 2 is my favorite FPS of all time. Killzone 3... fuuuuu
 
No it's just an estimate since important characters tend to have about 3x more polygons than npcs. I mean the main character has way more stuff on him than the helghan right?

x0vgr0xdd

e79nu0z5d

True, however, would we see a proportional rise given the base count is so high to begin with? I have little doubt that we will see main protagonists nearing 100K polys (and later perhaps up to 150K) but intelligently designing a character to look great at minimal cost is always the aim of developers so that resources can go elsewhere (like animating the clothes better etc).

Once again (wow! and only in KZ3):

ixtfsTthhSZoD.gif
 
I remember they said the scene contained around 1 (or 1.2) million polys. Where did you read that each character had 1 mill poly?
Directly from Cage:

In the current demo, there are about a million polygons in the set, and a little less than a million per character on the screen (i.e. a total of 4 million when the three characters are on the screen). Each character has about 350 MB of textures and about forty different shaders. It’s all managed with Physically Based Shaders, volumetric lights, full HDR, Color Grading, Physical Lenses (particularly useful for chromatic aberrations and 3D depth of field), and translucence for more realistic rendering of the skin. The change of set and all the lighting (and the behavior of the shaders) between the dramatic version of the set and the “studio” version is done in real time. The same holds true for all pyrotechnical particle effects.
http://blog.us.playstation.com/2013/06/11/the-dark-sorcerer-a-next-gen-comedy/


Another report confirms that the Goblin (the least complex character out of the 3) has around 800K polys. And here is the news about Naughty Dog doing something similar: http://www.gamerevolution.com/news/naughty-dog-pushes-for-one-million-polygons-10641

Someone made this handy comparison picture lol:

 
Directly from Cage:


http://blog.us.playstation.com/2013/06/11/the-dark-sorcerer-a-next-gen-comedy/


Another report confirms that the Goblin (the least complex character out of the 3) has around 800K polys.

Someone made this handy comparison picture lol:

That's incredible but I think it's nigh impossible that most games that would portray a decent amount of characters on screen and good draw distance will not have their main protagonist/s be constituted by nearly a million polygons. It's a good exercise but I can't see it happening in regular games until we reach next-next-gen.

I am calling it now: For 30fps games, main characters will most likely be capped at 200K poly with most games (third parties) models ranging from 80-150K.

The one exception is their own products since their games don't function most normal ones do. So the lack of certain computationally heavy systems means more resources would be available toward visuals. And QD have always emphasized on character models more than anything in their games.
 
That's incredible but I think it's nigh impossible that most games that would portray a decent amount of characters on screen and good draw distance will not have their main protagonist/s be constituted by nearly a million polygons. It's a good exercise but I can't see it happening in regular games until we reach next-next-gen.

I am calling it now: For 30fps games, main characters will most likely be capped at 200K poly with most games (third parties) models ranging from 80-150K.

The one exception is their own products since their games don't function most normal ones do. So the lack of certain computationally heavy systems means more resources would be available toward visuals. And QD have always emphasized on character models more than anything in their games.
Yup, I think so as well. It's still pretty interesting that Naughty Dog is pushing for it as well: http://www.gamerevolution.com/news/naughty-dog-pushes-for-one-million-polygons-10641

But who knows, maybe only in pre-rendered cutscenes and toned down during gameplay?
 
Yup, I think so as well. It's still pretty interesting that Naughty Dog is pushing for it as well: http://www.gamerevolution.com/news/naughty-dog-pushes-for-one-million-polygons-10641

But who knows, maybe only in pre-rendered cutscenes and toned down during gameplay?

I saw that article a while back.

And "ugh" and *barf* if the studios need to resort to pre-rendered cutscenes next gen. This gen it was used in games like Uncharted and TLoU to improve IQ and lighting but the poly count was left untouched. I would it as failure of technology if cutscenes can't look decent with over 80K poly for main characters, good AA and much better lighting.
 
My prediction is that SF will review far better than expectations. My guess is 85+ average.

If that demo is anything to go by they'll be lucky to hit 85. Reading reviews of KZ3 many mentioned it was a solid shooter that had a poor story and did not innovate. It had lost its personality/identity and visceral intensity compared to its predecessor.

What I've seen so far of SF looks like a mishmash of other games. With the bot, wall hack and slow mo the intensity, the thrill, has evaporated. Given KZ3's poor reception and that dull demo, unless they show something really compelling, I wouldn't be surprised if a lot of PS4 buyers skip it altogether and go straight to BF4.
 
True, however, would we see a proportional rise given the base count is so high to begin with? I have little doubt that we will see main protagonists nearing 100K polys (and later perhaps up to 150K) but intelligently designing a character to look great at minimal cost is always the aim of developers so that resources can go elsewhere (like animating the clothes better etc).

Once again (wow! and only in KZ3):

Haha yeah that was the visual highlight of kz3 for me. You know, some people swear by how polygons don't make up a whole lot of difference. How lighting is way more important and that is correct for the most part. But the jump from just 10k to 30k is huge to me.

I mean compare Madison (15k)

1281202-first_encounter_08.jpg


To Jodi (30k)

1m4a.jpg

ayst.jpg
 
Haha yeah that was the visual highlight of kz3 for me. You know, some people swear by how polygons don't make up a whole lot of difference. How lighting is way more important and that is correct for the most part. But the jump from just 10k to 30k is huge to me.

I mean compare Madison (10k)

To Jodi (30k)

1m4a.jpg

Yeesh, the way to achieve 'perfect' gaming models really does seem to be realizing the imperfections.
 
If that demo is anything to go by they'll be lucky to hit 85. Reading reviews of KZ3 many mentioned it was a solid shooter that had a poor story and did not innovate. It had lost its personality/identity and visceral intensity compared to its predecessor.

What I've seen so far of SF looks like a mishmash of other games. With the bot, wall hack and slow mo the intensity, the thrill, has evaporated. Given KZ3's poor reception and that dull demo, unless they show something really compelling, I wouldn't be surprised if a lot of PS4 buyers skip it altogether and go straight to BF4.

Yes, because BF4 is going to have an amazingly original and innovative single player campaign

Rolling my eyes completely.
 
I saw that article a while back.

And "ugh" and *barf* if the studios need to resort to pre-rendered cutscenes next gen. This gen it was used in games like Uncharted and TLoU to improve IQ and lighting but the poly count was left untouched. I would it as failure of technology if cutscenes can't look decent with over 80K poly for main characters, good AA and much better lighting.
Prerendered cutscenes will probably be used more for background loading than out of a technical necessity.
 
Haha yeah that was the visual highlight of kz3 for me. You know, some people swear by how polygons don't make up a whole lot of difference. How lighting is way more important and that is correct for the most part. But the jump from just 10k to 30k is huge to me.

I mean compare Madison (15k)

1281202-first_encounter_08.jpg


To Jodi (30k)

1m4a.jpg

ayst.jpg

Thing is that with better lighting and texture even Madison's model can look better but undoubtedly the Jodie's model looks superior. But the question remains whether going from 30-60K will have the same effect. It may or it may not. It comes down where the polys are expended.

Here's a taste of what you posted in gif form and it shows that with better shaders these very models can look even better (they look fantastisch as they are; enough to elicit emotions):


Yeesh, the way to achieve 'perfect' gaming models really does seem to be realizing the imperfections.

Couldn't closer to the truth. It is a little known fact that girls in DoA (360) series are modelled with 55-60K polys and yet they look like plasticine dolls. Realism is down to imperfection, skin shader and lighting (sub surface scattering, translucency etc).

Prerendered cutscenes will probably be used more for background loading than out of a technical necessity.

If that is how they will be used then all I want is 1:1 graphical fidelity between in-engine pre-rendered cutscene vs in-game visuals.

EDIT: It would remiss of me not to remind ourselves what characters can look like with only ~40k polys:

u3_1_by_gifsandmore-d6d88b2.gif
 
Thing is that with better lighting and texture even Madison's model can look better but undoubtedly the Jodie's model looks superior. But the question remains whether going from 30-60K will have the same effect. It may or it may not. It comes down where the polys are expended.

Here's a taste of what you posted in gif form and it shows that with better shaders these very models can look even better (they look fantastisch as they are; enough to elicit emotions):





Couldn't closer to the truth. It is a little known fact that girls in DoA (360) series are modelled with 55-60K polys and yet they look like plasticine dolls. Realism is down to imperfection, skin shader and lighting (sub surface scattering, translucency etc).



If that is how they will be used then all I want is 1:1 graphical fidelity between in-engine pre-rendered cutscene vs in-game visuals.

EDIT: It would remiss of me not to remind ourselves what characters can look like with only ~40k polys:

u3_1_by_gifsandmore-d6d88b2.gif

It would be interesting to see Naughty Dog go crazy with their "in-game" models now that they have the hardware power to pull off more realistic lighting and better skin shaders.

GG needs to show a bit more to really show off the graphics, let's see the in-game character models in action instead of helghasts with helmets.
 
It would be interesting to see Naughty Dog go crazy with their "in-game" models now that they have the hardware power to pull off more realistic lighting and better skin shaders.

GG needs to show a bit more to really show off the graphics, let's see the in-game character models in action instead of helghasts with helmets.
Kinda crazy but GG confirmed this is the in-game model of Echo. I know, Im skeptical too lol.
7scswt.jpg
 
Yes, because BF4 is going to have an amazingly original and innovative single player campaign

Rolling my eyes completely.

I'm not going to argue about BF4's campaign, BF3's campaign was terrible, but it will have a strong MP.

Do you think based on what we have seen KZ:SF will have an amazingly original and innovative SP campaign?
 
I'm not going to argue about BF4's campaign, BF3's campaign was terrible, but it will have a strong MP.

Do you think based on what we have seen KZ:SF will have an amazingly original and innovative SP campaign?

I think it'll have a more enjoyable campaign than your typical CoD and BF affair, even if it's not hugely innovative.

I put the series on the same level as Gears when it comes to enjoyable single player campaigns. Of course that series has co-op, but overall they tend to be rather linear roller coaster rides. As I've said before, these games aren't Last of Us quality when it comes to that, but in the FPS/TPS genre there's not much high-bar competition.

Shadow Fall looks a lot more interesting to me than the previous Killzone single player campaigns were, simply because of how open the environments are now and the addition of more tactical elements and open mission objective structure similar to Goldeneye. I think the single player could surprise a lot of folks because it sounds like they're holding back on releasing a lot of info.

Of course the main reason I'm even getting KZ to begin with is for the multiplayer and they haven't even shown it. Its chances for success will mostly ride on how that mode turns out.
 
I like how they keep releasing character model shots that they claim are in game, and yet all the actual models from gameplay footage look nowhere near the same quality.

You would they would have learned not to lie in prerelease footage after the KZ2 demo.
 
I like how they keep releasing character model shots that they claim are in game, and yet all the actual models from gameplay footage look nowhere near the same quality.

You would they would have learned not to lie in prerelease footage after the KZ2 demo.
Where have we seen an ingame character model that's not a helghast?
 
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