KILLZONE 2 - input lag now? if you want a reskinned COD4, go play WaW

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MvmntInGrn said:
There is a sort of branching off to FPS IMO.

KZ2 is a COD, Resistance, Halo kind of shooter. (Action oriented)

Bioshock, Half-Life, F.E.A.R is another kind. (Story plays larger role)

Far Cry 2, Crysis is yet another kind. (More open world feel)

Behind the curve if you compare it to a shooter of another type, but arguably (by reviews) head of the curve for the type of shooter I would group it with.

Thats just how I see it.

EDIT: And even then I can see F.E.A.R in the action-y category. In a way "Genre" in general is becoming less and less applicable to games, so many cross boundaries. Sometimes I feel reviews judge the game to their favorite FPS, even if KZ2 was never going for that in the first place.

I would place KZ2 as Rainbow 6 + FEAR. Cover mechanics with great A.I.
 
Returners said:
I would place KZ2 as Rainbow 6 + FEAR. Cover mechanics with great A.I.

That makes sense too. :lol

Very diverse nowadays. The age of "Oh I like FPS games." is over. Now its "Oh I like FPS games that have [insert focus] and [insert play style]."
 
MvmntInGrn said:
There is a sort of branching off to FPS IMO.

KZ2 is a COD, Resistance, Halo kind of shooter. (Action oriented)

Bioshock, Half-Life, F.E.A.R is another kind. (Story plays larger role)

Far Cry 2, Crysis is yet another kind. (More open world feel)

Behind the curve if you compare it to a shooter of another type, but arguably (by reviews) head of the curve for the type of shooter I would group it with.

Thats just how I see it.

Well, the way I see it is that open world FPS are considered the future of the genre, if only because PC developers are picking up on it wholesale. In my opinion, the shift towards these type of titles represents the biggest change in PC FPS development since the deathmatch FPS glory days. The action FPS model is starting to become pretty dated and refined. KZ2 is the perfect example of this. It takes CoD4's design and hones it to perfection. Better AI, no respawns, more level variety and set pieces, and vehicle sections. The only real direction that I personally think the action FPS can move is toward a more tactical approach, in my opinion.
 
Kestastrophe said:
Prepare to be disappointed
Really? I don't think I've agreed with that guy pretty much ever on any game opinion, so if anything this comes as a nice re-affirmation that I won't be disappointed :-D
Your mileage may vary, of course.
 
There really is way too much arguing and crying and moaning over the reviews about this game. The game isn't even out yet and it seems like people are really taking this stuff way too seriously.

I'm more interested in seeing what everyone thinks of the demo after tomorrow.
 
EschatonDX said:
Well, the way I see it is that open world FPS are considered the future of the genre, if only because PC developers are picking up on it wholesale. In my opinion, the shift towards these type of titles represents the biggest change in PC FPS development since the deathmatch FPS glory days. The action FPS model is starting to become pretty dated and refined. KZ2 is the perfect example of this. It takes CoD4's design and hones it to perfection. Better AI, no respawns, more level variety and set pieces, and vehicle sections. The only real direction that I personally think the action FPS can move is toward a more tactical approach, in my opinion.

But being more tactical makes a different experience. There will always be gamers devoted to flat-out shooting fest games and just won't move toward tactical gameplay.

Even if a style is maxed out (and IMO that really isn't possible) there will still be games released in that style.

I also think open-world is where FPS are now pushing, but that (to me) is just another branch. It won't necessarily overtake another type of shooter.

EDIT: OMG having a conversation on gaf without cursing, what a unique experience. :lol
 
FFObsessed said:
Sam Bishop's Review 9/10

Says he hates the controls though as there is no aim assist...

Give it a read: http://totalplaystation.com/ps3/killzone-2/reviews/8166/1
Sam Bishop said:
Control: 5/10

Let me be clear here: I hate the controls in this game. They're terrible, but if they get fixed, Killzone 2 will be one of the best first-person shooters ever made. Yes, they're that bad, and the rest of the game is that good.

Wow.
 
needlesmcgirk said:
There really is way too much arguing and crying and moaning over the reviews about this game. The game isn't even out yet and it seems like people are really taking this stuff way too seriously.

I'm more interested in seeing what everyone thinks of the demo after tomorrow.
i think it's ridiculous that people are complaining about every nit pick this game receives in a review that scores it 9+ out of 10.

i think it's ridiculous that people are laughing at how 'low' the review scores are.

most people in this thread though seem happy with the reviews it's getting, as am I. as i keep saying, i don't care if it 'saves' the PS3 or not. i'm just excited that a game with graphics this good also plays good even if it isn't especially ground breaking.

i'm glad for Guerrilla that the PS3 didn't hold back KillZone 2 as the PS2 held back KillZone... and that they finally step out of the shadow of that first 'failure'.
 
Torgo said:
There IS a bit of aim-assist though, it's just not as pronounced as CoD or Resistance 2. Man, I am starting to hate games "journalists" a lot more.

What he's really saying is that he wants the game to play itself FOR him.


The aim assist in R2 is sooooooo large, the crosshair will actually move from one person to another if someone runs in front of who you're shooting at.

Kinda frustrating sometimes.
 
MvmntInGrn said:
But being more tactical makes a different experience. There will always be gamers devoted to flat-out shooting fest games and just won't move toward tactical gameplay.

Even if a style is maxed out (and IMO that really isn't possible) there will still be games released in that style.

I also think open-world is where FPS are now pushing, but that (to me) is just another branch. It won't necessarily overtake another type of shooter.

EDIT: OMG having a conversation on gaf without cursing, what a unique experience. :lol

By tactical I don't mean tactical in the R6V sense. I mean deeper in core mechanics and level design. Slower, more thought out. Consoles don't suit themselves to "shooting-fest" games due to the limitations of gamepads. And as you can see, these action FPS enjoy massive popularity on consoles.

A style can be maxed out. You've seen it yourself. What happened to the Deathmatch FPS after Quake III Arena and UT2k4? Nothing but steps back in terms of quality. That's because that style of twitch gameplay has pretty much exhausted itself creatively.
 
sykoex said:

At least he said "I". It's better then a blanket statement like, "The controls suck". From the impressions that I've read it seems like the controls different depending on the person. Some people got it right away. Some people didn't and it took them some time and apparently someone didn't get them at all.

Either way ... good score and he loves the rest of the game.
 
Torgo said:
There IS a bit of aim-assist though, it's just not as pronounced as CoD or Resistance 2. Man, I am starting to hate games "journalists" a lot more.

What he's really saying is that he wants the game to play itself FOR him.

If there is, I haven't really picked up on it. As I said in the review, though, it's not so much that I want stickiness on targets, but some acceleration would be awesome. The dead zones also feel a little weird to me. I didn't much like bringing in the COD4 comparison, but as far as I'm concerned, it's the FPS to beat in terms of controls and online, and while the latter is (mostly) satisfied, the former just doesn't lend itself to fine aiming -- or at least not in a way that's easy to pick up. I'm not kidding when I say I would spend a couple hours with one sensitivity setting, the drop or raise it for a couple more hours and couldn't find anything that really worked. Eventually I settled on two stops from the lowest setting to help me get as much precision vs. look speed as possible, but even with iron sights and stuff, it just never "clicked." And that's after like... 20 hours, I think? More than 15, that's for sure.
 
Cruzader said:
If anything that loser is just trying to get hits. Everyone ignore this crap. Dont go to their site.


If it's the real Tom Chick, you can trust that he is sharing his honest opinion. Whether you agree with it or not is up to you. He dislikes plenty of games I love, and vice versa but he is a fully legit commentator. Probably one of the best.
 
I don't really understand what he's talking about with the aiming system. How is it different than any other fps as far as this goes. Don't you just move the reticle with right stick where you want it and fire? Can someone that's played this explain this a bit?

I didn't know that there was any kind of aim assist in FPS games that don't do auto lock-on. Sorry if this is a stupid question but can someone please explain?
 
FFObsessed said:
Sam Bishop's Review 9/10

Says he hates the controls though as there is no aim assist...

Give it a read: http://totalplaystation.com/ps3/killzone-2/reviews/8166/1

Aim assist as in COD-style LOCK-ON? Why would anyone want that crap? It takes no skill. I thought there already was a mild form of aim assist with the red x when shooting from the hip.
Indifferent2.gif
 
There's no way I'm skipping out on the demo. As a lot have said. Practice for the MP! Gotta' get use to the controls :D

It's going to be balls-out crazy when the UK demo hits. I know I have the GS code, but still...

Who's staying up!? I have a project to and that'll be an all-nighter.
 
careksims said:
There's no way I'm skipping out on the demo. As a lot have said. Practice for the MP! Gotta' get use to the controls :D

It's going to be balls-out crazy when the UK demo hits. I know I have the GS code, but still...

Who's staying up!? I have a project to and that'll be an all-nighter.

Working on the theme so, ofcourse it'll be an all-nighter
happles.gif
 
So when is the EU demo coming out?

SamBishop said:
If there is, I haven't really picked up on it. As I said in the review, though, it's not so much that I want stickiness on targets, but some acceleration would be awesome. The dead zones also feel a little weird to me. I didn't much like bringing in the COD4 comparison, but as far as I'm concerned, it's the FPS to beat in terms of controls and online, and while the latter is (mostly) satisfied, the former just doesn't lend itself to fine aiming -- or at least not in a way that's easy to pick up. I'm not kidding when I say I would spend a couple hours with one sensitivity setting, the drop or raise it for a couple more hours and couldn't find anything that really worked. Eventually I settled on two stops from the lowest setting to help me get as much precision vs. look speed as possible, but even with iron sights and stuff, it just never "clicked." And that's after like... 20 hours, I think? More than 15, that's for sure.
This is coming as a bit of a surprise given the post linked in your tag. I remember when I was playing original Killzone for that one hour, I would lower sensitivity all the way down, so that I can aim precisely. Now looking back at it, and reading your post, it's entirely possible that you screwed the experience for yourself by tinkering with that setting so much. You maybe never had time to get used to what the game was supposed to be played like.
 
Fenderputty said:
At least he said "I". It's better then a blanket statement like, "The controls suck". From the impressions that I've read it seems like the controls different depending on the person. Some people got it right away. Some people didn't and it took them some time and apparently someone didn't get them at all.

Either way ... good score and he loves the rest of the game.

I think the 'problem' -problem for some people- is the weight of your character/weapons. At first when I was playing the beta, everything seemed slow, It was very different because your point of view moves faster than your weapon; the momentum its so diferent too.

After few rounds I realized the beauty of this, everything made sense; the game is more tactical this way.
 
EschatonDX said:
By tactical I don't mean tactical in the R6V sense. I mean deeper in core mechanics and level design. Slower, more thought out. Consoles don't suit themselves to "shooting-fest" games due to the limitations of gamepads. And as you can see, these action FPS enjoy massive popularity on consoles.

OK I was thinking something else here. I see what you mean.

EschatonDX said:
A style can be maxed out. You've seen it yourself. What happened to the Deathmatch FPS after Quake III Arena and UT2k4? Nothing but steps back in terms of quality. That's because that style of twitch gameplay has pretty much exhausted itself creatively.

Took me a minute to ponder this. In a way I agree but I find it hard to accept that any form of gameplay can be maxed out. Then again if you keep adding things you create a new type of gameplay anyway.

Maybe maxed out isn't the right term, if you take a twitch shooter and add more and more gameplay elements and depth you make a different type of game. (Action shooter)

I am thinking about branches when maybe it is just a straight path (I think this is what you are saying) Keep adding more (ex. Action shooter plus more space, more interactivity, and more free-thinking AI) and now you have the open-world shooter.
 
Lord Error said:
So when is the EU demo coming out?


This is coming as a bit of a surprise given the post linked in your tag.

He gave it a 9/10 and said that if he could get used to the controls it would be the best FPS ever. That's pretty damn good.
 
Control: 5/10

Let me be clear here: I hate the controls in this game. They're terrible, but if they get fixed, Killzone 2 will be one of the best first-person shooters ever made. Yes, they're that bad, and the rest of the game is that good.

oh Sam "BEYOND" Bishop what have you done? :(
 
Fenderputty said:
He gave it a 9/10 and said that if he could get used to the controls it would be the best FPS ever. That's pretty damn good.

I think he said "if they fix it" not if he gets used to it. Seems like a pretty big complaint with the game. What's more important to a video game than how it controls?
 
Kittonwy said:
Aim assist as in COD-style LOCK-ON? Why would anyone want that crap? It takes no skill. I thought there already was a mild form of aim assist with the red x when shooting from the hip.
Indifferent2.gif

Yeah i don't consider it a bad thing. It sucks when im about to head shot an enemy and then another one comes running by and my reticule moves to fallow him....
 
YoungHav said:
does anyone here work at Gamestop (to confirm a 12AM activation for the download key)?
People at Gamestop wouldn't know anything. There's a small chance it'll be up at some other point in the day but it'll almost certainly be up with the usual PSN update.
 
Kittonwy said:
Aim assist as in COD-style LOCK-ON? Why would anyone want that crap? It takes no skill. I thought there already was a mild form of aim assist with the red x when shooting from the hip.
Indifferent2.gif

This!

Also I hate aim assist so much on FPS games. Seriously whats the point? Last game It had this was Far Cry 2. I immediatly took it off for SP but whenever I went to MP, I had to turn it on or else I would of been in a disadvantage. There should be minimal to no aim assist. This is why I love top play Socom. The gameplay in that game is so great.
 
needlesmcgirk said:
I think he said "if they fix it" not if he gets used to it. Seems like a pretty big complaint with the game. What's more important to a video game than how it controls?

Have a lot of people said the same thing though? I wouldn't be too worried. I have read a lot of hands on impressions from gaffers and they seemed to be fine with them.
 
SamBishop said:
If there is, I haven't really picked up on it. As I said in the review, though, it's not so much that I want stickiness on targets, but some acceleration would be awesome. The dead zones also feel a little weird to me. I didn't much like bringing in the COD4 comparison, but as far as I'm concerned, it's the FPS to beat in terms of controls and online, and while the latter is (mostly) satisfied, the former just doesn't lend itself to fine aiming -- or at least not in a way that's easy to pick up. I'm not kidding when I say I would spend a couple hours with one sensitivity setting, the drop or raise it for a couple more hours and couldn't find anything that really worked. Eventually I settled on two stops from the lowest setting to help me get as much precision vs. look speed as possible, but even with iron sights and stuff, it just never "clicked." And that's after like... 20 hours, I think? More than 15, that's for sure.

I seriously don't get it. Why do people consistently praise COD4 MP? It's unbalanced as hell and incredibly noob friendly.

MvmntInGrn said:
Took me a minute to ponder this. In a way I agree but I find it hard to accept that any form of gameplay can be maxed out. Then again if you keep adding things you create a new type of gameplay anyway.

Maybe maxed out isn't the right term, if you take a twitch shooter and add more and more gameplay elements and depth you make a different type of game. (Action shooter)

I am thinking about branches when maybe it is just a straight path (I think this is what you are saying) Keep adding more (ex. Action shooter plus more space, more interactivity, and more free-thinking AI) and now you have the open-world shooter.

I think you can add gimmicks(see: haze). You can change certain aspects of pacing, and you can add interesting gameplay mechanics that set the game apart from the rest of the games in the genre. That's a less relevant form of game design evolution, but it's still relevant. The truth is that it's a combination of branching and straight path.. Eventually most devs will realize that they literally cannot evolve a game style without putting out a mediocre or gimmicky product(as Epic learned with UT3, or as I hope Valve have learned with Episode 1 and 2)..
 
needlesmcgirk said:
I think he said "if they fix it" not if he gets used to it. Seems like a pretty big complaint with the game. What's more important to a video game than how it controls?

Not sure why they would need to fix it, it works fine for most of us who were in the MP beta. I get deadlier, more accurate shooting with a standard assault rifle over longer distances than most games, there is absolutely no resorting to "spray-and-pray" in the beta for me, it felt great, for those who are accustomed to the lock-on in COD4, it's time to learn to aim.
Indifferent2.gif
 
needlesmcgirk said:
I think he said "if they fix it" not if he gets used to it. Seems like a pretty big complaint with the game. What's more important to a video game than how it controls?
yeah, let's second guess the whole review based on one complaint. a complaint not raised by any other review so far. an issue that the reviewer gave the game a good score in spite of.

but hey, i play a lot of survival horror games so i know that there's a lot more important things in a game than how they control. that whole genre would be dead if controls were the most important thing.
 
RoboPlato said:
People at Gamestop wouldn't know anything. There's a small chance it'll be up at some other point in the day but it'll almost certainly be up with the usual PSN update.
If I die sometime between now and then I'll be pissed!
 
Torgo said:
There IS a bit of aim-assist though, it's just not as pronounced as CoD or Resistance 2. Man, I am starting to hate games "journalists" a lot more.

What he's really saying is that he wants the game to play itself FOR him.

I'm glad this is the case. I hate Aim-Assist in games (R2's aim assist was heavier than a dump after a donor kebab). Even with dual analogue controls, a game shouldn't hold your hand so much when your aiming.
 
EschatonDX said:
I seriously don't get it. Why do people consistently praise COD4 MP? It's unbalanced as hell and incredibly noob friendly.

...
...
Its praised exactly *because* its unbalanced as hell and incredibly noob friendly.
 
RoboPlato said:
People at Gamestop wouldn't know anything. There's a small chance it'll be up at some other point in the day but it'll almost certainly be up with the usual PSN update.

This.

Im sure they made the demo release on a Thursday so that they can put it up with the usual PSN update.
 
Fenderputty said:
The aim assist in R2 is sooooooo large, the crosshair will actually move from one person to another if someone runs in front of who you're shooting at.

Kinda frustrating sometimes.


I have never had that problem in r2. I hardly notice the aim assist.
 
Loudninja said:
I thought the controls were great.
Me too. For the first hour I thought they were awkward, but after that It felt great fresh, and new. I liked the fact that everything has a feel of weight. I love that there is actual momentum and inertia in the game. I actually think it may be my favorite FPS in terms of controls, no joke. ( I played the beta with the default controls and sensitivity btw)
 
h3ro said:
I don't think you understand how hyped I am for your theme. UI aesthetics are serious business to me. Seriously.

so it is for me. I'm at a point I think where i'm annoying Bruce, FFO, TTP and the others I think :D
 
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