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Just finished Killzone

Truelize said:
At least the aliens in Halo would try and hide behind something and not just kneel down in the open and turn their backs to oncoming bullets.

The AI in Killzone would fall out and run for cover, peak out to shoot and then jump back behind objects...are we playing the same game?
 
what is it these days with squad based stuff anyway? I don't mind having other people on my side occasionally, but why do I always need three people stuck to my shoulders getting in the bloody way? Its not just Killzone that has shit AI, most other games have your 'teammates' getting in the way all the time.

They got killed by Halo comparisons. Not much else stands up to Halo AI, so not a fair comparison really. (of course they opened themselves up for that by the 'halo killer' comments)
 
Gek54 said:
The AI in Killzone would fall out and run for cover, peak out to shoot and then jump back behind objects...are we playing the same game?

No we are playing the same game. And sometimes they went for cover, but what normally happened when they did that was 4 enemies would run for cover. 2 would pop there heads out over a rock or something. I would shoot each of them in the face ("dang that's messy man") and then the other 2 remaining enemies would fill the exact space that the other guys just got killed at and I would rinse and repeat.
There were a lot of times when the enemies would retreat. But because I played the game through with Luger I spent a lot of time sneaking up beside where the enemies were camping. And when I started shooting they would reacte by just spinning on one knee and yell that they were "pinned down". I'm guessing that the enemies could not retreat any farther due to the game judging distance to my team and not just to me. It was really odd.
 
The first major gameplay oriented problem with Killzone is that the AI is about as intelligent as an orange rolling down a hill. It stands around, stares at walls, twitches madly, remains completely oblivious to things like the death of its friends, and likes to line up in single file and march to its death. :lol
ign
 
The framerate is so bad that all of this hardly matters. It makes Advent Rising seem smooth.

Killzone features quite possibly the most unplayable framerate I've encountered this gen. It truly comes close to matching N64's Goldeneye (though, thankfully, it isn't as bad as Perfect Dark...). It's just so damn low.

There was a solid base there, though. The actual gun wielding is suprisingly solid and fun, the atmosphere is absolutely killer, the level designs feature some inspired architecture, and the game has a good sense of weight to its character movement.

The engine just can't handle the vision, though. Outside of the framerate, there were so many scenes in the game where I could really taste what they were aiming for but found the end results disappointing. Something along the lines of the cherry trees in the park. The blooming sakura amidst the gloomy backdrop was a great design idea. That idea could have made for such a dramatic and beautiful scene...but it was held back by their engine. I don't believe it was impossible for the PS2 either.

I do have some hope for the sequel, though. We'll have to wait and see, though.
 
Apenheul said:
Killzone's leveldesign never gets any worse than Halo's. But yeah, for me it's definately the AI which ruined it.

Sure it does. Level design goes far beyond its visual appearance. From a pure gameplay standpoint, Halo's level designs are some of the best the genre has ever seen. Every scenario is finely crafted to provide a great experience.

I just can't praise those two games enough. When I sit down and play them, it is just so shocking how well they pull everything off. Killzone's design is nowhere near as good. Level design encompasses more than the simple visual design of what appears on screen. Everything from pacing and enemy placement to the usage of music and visuals to make an impact on the player.

PS2 held the game back.

I don't believe that for a second. A team like KCEJ (or "Kojima Productions" now) could have pulled off the Killzone vision. The development team held themselves back. They were not up to the task.
 
SHOCKIE said:
The first major gameplay oriented problem with Killzone is that the AI is about as intelligent as an orange rolling down a hill. It stands around, stares at walls, twitches madly, remains completely oblivious to things like the death of its friends, and likes to line up in single file and march to its death. :lol
ign

the ai on killzone its like a lot of shooters out there,timesplitters,medal of honors,even red factions,the ign reviewer just want blood
 
Zer0 said:
the ai on killzone its like a lot of shooters out there,timesplitters,medal of honors,even red factions,the ign reviewer just want blood
I wouldn't consider the AI in any of those games to be good, though. Good AI isn't quite enough to make a great enemy, though. Once again, to bring up Halo, you can see that the enemies have more going for them than AI routines. It is not simply about shooting at them as fast as possible. They all have their own type of defense, offense, and weakness. Each TYPE of enemy is very specific in how you must deal with them (outside of the very weak grunts). Different weapons do varying amounts of damage based on the enemy type and sometimes a good combo is what you need. Plasma based weapons take down shields quickly while bullets tear up the flesh. Every type of enemy rewards the player based on how they attack. It is possible to kill most enemies very quickly and efficiently or you could simply waste a lot of ammo. The enemies in Halo are wonderful opponents. Most FPS games can't even begin to compare...
 
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