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

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nelsonroyale said:
So I tried the demo...

Very impressed presentation is excellent, although it is obvious this level is probably the blandest graphically...the outdoor areas are outstanding...warehouses are bland so it is fitting I suppose that the interiors are..

Had no real problem with the controls although I find a little difficult to run and shoot, but this is a console fps I suppose so it will take some time getting used to...

This is probably the most immersive game Ive played, very intense to boot... AI is impressive and this is just on normal,,,

I've seen later vids, so I am already blown away by the graphics, but from the games I have played the scene in MGS4 (spoiler) rex gameplay (/spoiler) holds the crown so far, absolutely incredible... This definitely may surpass that though, even the vid of the heavy at the title screen looks more impressive than the demo by a good margin, just because of the setting etc..

Overall, my hype for this game seems pretty justified, could end up easily being my favourite console shooter

Yeah, most who have played other levels say that the first one (the one in the demo) is the least visually impressive (edit: ah, speak of the devil). I think it still looks great, so that's promising, and there are definitely beautiful locations later on in the game.

Can't wait to play this one:

http://www.eurogamer.net/videos/killzone-2-gameplay-1?size=large


The characters, especially the Helghast, look awesome in contrast to that setting.
 
Jtrizzy said:
OK one option I wish they would implement is the ability to toggle crouch. They should have just done fully customizable controls. Is that something that is hard to do? Some years they do it in Madden, and other years they don't. Why can't they just let me do it...maybe it's really hard to do as a developer.

Yeah I agree. With the default controls you can use the cover system pretty well, but with the Alt 2 controls I'd need a toggle crouch.

I may very well play the SP with default, and online with Alt 2. Never had to do that for a game before, but the pace is very different in SP from multi, and so it's something I'll just have to do.
 
Jtrizzy said:
OK one option I wish they would implement is the ability to toggle crouch. They should have just done fully customizable controls. Is that something that is hard to do? Some years they do it in Madden, and other years they don't. Why can't they just let me do it...maybe it's really hard to do as a developer.
Only in multi, confirmed a while ago.
 
Gibb said:
Aah.. been there too =)

Try to fiddle with the aiming sensitivity.. start low.. then raise it as you get more into it.

And play play play.. at some point you will master the "thumb skills".
I have year 12 so I probably can't 'play play play', but I'll certainly be spending sometime with this. I have Uncharted, so maybe I should begin playing that first just to get accustomed to aiming with a stick...
 
This game shouldn't have had a demo.

It can only do more harm than good in terms of sales.

People will allow a 10 minute experience to determine whether or not they will pick it up.

Unfortunately, those 10 minutes may not be enough for them to properly adjust or to properly appreciate what the entire game has to offer. For instance: the controls complaints. It's an adjustment. But some people will not make that adjustment in a 10 minute demo, and then won't even pick up the game and give it a fair shot as a result. Which is a damn shame. A similar situation happened with Uncharted, where people didn't have the context of the full game and weren't necessarily grabbed by it because they couldn't appreciate much of the story, or the variety of combat set piece scenarios.
 
Probably terrible for your eyes, but try turning off all HUD elements and sit as close to your TV as possible while playing.
Got a bit motion sick, but dang the immersion was great.
 
nib95 said:
Don't judge the visuals in the game off just this level. Like I said a few pages back, it definitely lacks the punch of some of the other levels in the game, and really is a touch too bleak. I'd say KZ2 is a game that progressively delivers the "wow" moments at a consistent rate throughout the game. But I too wasn't completely bowled over by the first "mission" level. At later stages in the game though...

.
I remain optimistic, but the demo really sort of was a disappointment after all of the hype, the gifs, and videos. I really do hope the later levels blow me away.
 
Darkpen said:
I remain optimistic, but the demo really sort of was a disappointment after all of the hype, the gifs, and videos. I really do hope the later levels blow me away.

How can people be disappointed when we've seen this same section like a billion times before?

I mean, you knew exactly what to expect. We've had direct feed HD versions of this entire level segment shown to use for ages.

And from the footage I've seen, it is of the blandest level. But it still looks phenomenal.
 
Schrade said:
Some fun things I was able to do in the demo:

1) Shoot/Bash Garza off the lift ledge (before you press the button). It knocks him off the ledge and he climbs back up on his own.

2) Get into a corner on that same lift/ledge and take out the remaining red shirt ISAs (red shirt Star Trek reference). Rico will get pissed and start shooting at you but you can hide from his fire. After a while he forgets he hates you and resets.

3) For a fun game, try to get all three of your buddies (Garza/Rico/Natko) to be in the wounded begging for a heal mode.

4) Keep jumping off the lift/ledge to hear all the things Garza will say to you when he pulls you up. There's a line about a low-carb diet and he also says "I think I heard something snap". Heh.

5) You can bring the rocket launcher with you to the lift/ledge area and when you run out of ammo you can climb back up to the first area and get more. You do this by jumping on a little bit of metal sticking up at the area you jumped down (towards the right) then jump from that to the first area. Takes a bit of fiddling.

6) If you get the StA-14, you can blow the heads off of some bodies of already dead Helghasts. Didn't work with a shot to the back of the head though.

7) At the end of the warehouse level you can try to wound/knock out Garza before he goes running and then just keep your shoulder to the right side of the doorway to keep you from entering the area that'll take you to the Ballet of Death video. Just stay planted there and eventually some Helghasts will make their way closer and you can shoot them.


Anyone else find some other fun things to do? I've been trying to climb all over the place as much as I can but there's always invisible barriers blocking me from the good stuff.

I also tried to use the rocket launcher to light the flags on fire so I could watch them burn but I couldn't get it to work.

You can blow up one of the armored Helghast APC. If not both if you have enough rockets/grenades.
 
Private Hoffman said:
This game shouldn't have had a demo.

It can only do more harm than good in terms of sales.

People will allow a 10 minute experience to determine whether or not they will pick it up.

Unfortunately, those 10 minutes may not be enough for them to properly adjust or to properly appreciate what the entire game has to offer. For instance: the controls complaints. It's an adjustment. But some people will not make that adjustment in a 10 minute demo, and then won't even pick up the game and give it a fair shot as a result. Which is a damn shame. A similar situation happened with Uncharted, where people didn't have the context of the full game and weren't necessarily grabbed by it because they couldn't appreciate much of the story, or the variety of combat set piece scenarios.

No, that's such bullshit no offense. If people are going to bitch about how this game isn't call of duty 4, then they should just NOT buy the game and go ply Call of Duty 4. Seriously, they're going to complain that the game isn't feeling like another game?

I hope you and everybody sort of realizes how idiotic this sounds. I liked the game for its own merit. I think the standard control scheme is amazing and suits the game well, and the aiming is not sluggish, it's just not "unreal" twitch shooter gameplay.

If people get the game, they should get it because they are interested in playing a new shooter, and the demo is a taste of it. If they don't like the "taste" they shouldn't have to get the whole cake, but it may ultimately end up being their own loss if they don't want to like it because they don't want to adapt.

Private Hoffman said:
How can people be disappointed when we've seen this same section like a billion times before?

I mean, you knew exactly what to expect. We've had direct feed HD versions of this entire level segment shown to use for ages.

And from the footage I've seen, it is of the blandest level. But it still looks phenomenal.

Exactly. This is the same part people have seen over and over and over again. The surprise is gone.

This is literally a classic case of people, expectations, anticipation and hype. I think, personally, in time people will appreciate this game for what it does, and in my opinion, it does alot that is quiet amazing.
 
Private Hoffman said:
This game shouldn't have had a demo.

It can only do more harm than good in terms of sales.

People will allow a 10 minute experience to determine whether or not they will pick it up.

Unfortunately, those 10 minutes may not be enough for them to properly adjust or to properly appreciate what the entire game has to offer. For instance: the controls complaints. It's an adjustment. But some people will not make that adjustment in a 10 minute demo, and then won't even pick up the game and give it a fair shot as a result. Which is a damn shame. A similar situation happened with Uncharted, where people didn't have the context of the full game and weren't necessarily grabbed by it because they couldn't appreciate much of the story, or the variety of combat set piece scenarios.

You're overreacting too much. I've been reading impressions from several forums and the general response is extremely positive. Yes, there are some that don't like it, but you're never going to make a game that everyone likes. The demo will do more good overall.
 
DrPirate said:
No, that's such bullshit no offense. If people are going to bitch about how this game isn't call of duty 4, then they should just NOT buy the game and go ply Call of Duty 4. Seriously, they're going to complain that the game isn't feeling like another game?

I hope you and everybody sort of realizes how idiotic this sounds. I liked the game for its own merit. I think the standard control scheme is amazing and suits the game well, and the aiming is not sluggish, it's just not "unreal" twitch shooter gameplay.

If people get the game, they should get it because they are interested in playing a new shooter, and the demo is a taste of it. If they don't like the "taste" they shouldn't have to get the whole cake, but it may ultimately end up being their own loss if they don't want to like it because they don't want to adapt.

You give some people too much credit.

When they initially play KZ2, they will want it to play like CoD4 or whatever they're used to.

If it doesn't play like that, then they will cancel their pre order and may not give the game a shot. If they buy the full game, find out that they initially dont like the controls, then they'll still probably push forward and during this time they'll likely be able to make the adjustment to how it handles and it'll "click".

If they don't like the initial taste, that doesn't mean they never will; that's my whole point. A demo can turn them off completely, whereas if they buy the full game they may be forced to stick with it longer and will probably be pleasantly surprised by how well they take to the game once they stop expecting it to play like other shooters.

SolidSnakex said:
You're overreacting too much. I've been reading impressions from several forums and the general response is extremely positive. Yes, there are some that don't like it, but you're never going to make a game that everyone likes. The demo will do more good overall.


I hope you're right but reading some of these complaints reminds me of the post-LittleBigPlanet beta where some people expected it to play like a 20 year old mario game and didn't give it a fair shake. :/
 
Private Hoffman said:
You give some people too much credit.

When they initially play KZ2, they will want it to play like CoD4 or whatever they're used to.

If it doesn't play like that, then they will cancel their pre order and may not give the game a shot. If they buy the full game, find out that they initially dont like the controls, then they'll still probably push forward and during this time they'll likely be able to make the adjustment to how it handles and it'll "click".

If they don't like the initial taste, that doesn't mean they never will; that's my whole point. A demo can turn them off completely, whereas if they buy the full game they may be forced to stick with it longer and will probably be pleasantly surprised by how well they take to the game once they stop expecting it to play like other shooters.
Welcome to the Resident Evil 5 demo. :(

I liked the controls in the KZ2 demo, myself. But then the last few FPSs I played, I played on a PC, so I don't have the regular controller FPS setup wired into my muscle memory as much as it used to be.
 
Truant said:
Having stated several times that this is the best looking game I have ever seen, I don't really think so after actually playing the game itself. Usually, every game looks way better on my TV than in videos, but not Killzone 2.

I'll provide some pictures, but as best as I can describe it, it looks like the sharpness setting on my tv is way too high when playing this game. I tried lowering it, but then my TV blurs the image, as 20-23 is the 'unaltered' image setting.

I almost felt the same way, especially the blurry/rough IQ - I have an 1080p set and tried both 720p & 1080p and the game on 1080p looks even more blurrier....also there are the pixelated shadows and some low res texures here and there that are to be expected considering what the game's doing visually - don't get me wrong it still looks amazing but it's not what I expected at least from what I saw and heard...now the controls are the main con with the game IMO, the dead zone on the analog sticks is ridiculous and shooting with zoom while covering feels somewhat awkward, I guess I'll get used to them after playing the game more.

The game is still day one though, the enemy AI is very good, the death animations are the best, the guns feel awesome and sound amazing and it feels like a fuckin' movie - the firefights are really intense and epic - can't wait to play the full game and try the mp.
 
Private Hoffman said:
You give some people too much credit.

When they initially play KZ2, they will want it to play like CoD4 or whatever they're used to.

If it doesn't play like that, then they will cancel their pre order and may not give the game a shot. If they buy the full game, find out that they initially dont like the controls, then they'll still probably push forward and during this time they'll likely be able to make the adjustment to how it handles and it'll "click".

If they don't like the initial taste, that doesn't mean they never will; that's my whole point. A demo can turn them off completely, whereas if they buy the full game they may be forced to stick with it longer and will probably be pleasantly surprised by how well they take to the game once they stop expecting it to play like other shooters.

And I think you are sort of trying to make excuses for what is: a phenomenally looking, playing and sounding game. People are going in with all sorts of expectations, thinking they know how it plays, understanding the mechanics after 5 minutes, etc.

People that walk in with a fresh mindset will be surprised, and people that are just plain old fans of shooting games might like it too.

I will admit, my first 30 minutes of Killzone 2 left me VERY unimpressed. After that initial bump, the whole game just "clicked" and it became super enjoyable.

I don't think Guerrilla made a mistake by releasing a demo. Alot of people here like it alot, and the people that don't might just go back to it to give it another shot and it might click, if it doesn't, the game was probably not meant for them in the first place. Different strokes, different folks and all that.
 
A.R.K said:
FUCKKKKKKKKKKKKKKKKKKKK MY PS3 DIED

I was playing KZ and it just froze. So I reboot it but now I hear the sound of XMB starting but blank screen. And there are dead pixels on the screen. :(((((((

Any one had this problem????

Please help me :((((
Try the regular cables.
If that doesnt work, then try component (HD) cables try each one of the video cables until you see something on the screen.

That's if you were running in HD.

Now try to see if the HDMI or component cables work for you.
 
Private Hoffman said:
If they don't like the initial taste, that doesn't mean they never will; that's my whole point. A demo can turn them off completely, whereas if they buy the full game they may be forced to stick with it longer and will probably be pleasantly surprised by how well they take to the game once they stop expecting it to play like other shooters.

So are you saying people should be "forced" to try and like a game that they have poor initial impressions of?

I've got a month of free rentals at my local video store and rented Army of Two. Tried it for about 30 minutes, didn't like the way it felt, even though I've heard it's perfectly competent. Sent it back. On the other hand, Bioshock's brief demo got me hook, line and sinker.

Not all gamers have the luxury of time to learn to love a game.

For the record, haven't tried the demo yet. Just finished downloading, was reading this thread while occupied with something else. About to play now.
 
Private Hoffman said:
I hope you're right but reading some of these complaints reminds me of the post-LittleBigPlanet beta where some people expected it to play like a 20 year old mario game and didn't give it a fair shake. :/

The main selling point for the game is going to be its multiplayer mode, just like it is for the majority of FPS. Reviews have shown that even those who aren't amazed by the single player mode still love the multiplayer mode. I personally liked the demo, but the multiplayer mode is on another level. I need the chirps!
 
I played the demo at least 5 times, so amazing. :D

One of the coolest moments happened when I shot a rocket to a helghast, he was firing at me, one of the bullets hit the rocket and it went spiraling out of control and exploded mid air.
 
SickBoy said:
So are you saying people should be "forced" to try and like a game that they have poor initial impressions of?

I've got a month of free rentals at my local video store and rented Army of Two. Tried it for about 30 minutes, didn't like the way it felt, even though I've heard it's perfectly competent. Sent it back. On the other hand, Bioshock's brief demo got me hook, line and sinker.

Not all gamers have the luxury of time to learn to love a game.

For the record, haven't tried the demo yet. Just finished downloading, was reading this thread while occupied with something else. About to play now.
He's saying give it a chance.

Some games have 30min-1 hour learning curves.
Some games have 20 min learning curves.

It really depends on the game, but I really dont think you can make any fair impressions off of 1 (and maybe even 2) playthroughs of a 10 mins demo.

I know in the multiplayer, it took me a while to get the controls to the point where I was the #1 headshot guy out of the WHOLE beta. Never thought i'd get there. I wasnt even all that Gunhoe at the beginning of my play in the beta. By the end though, I was all "OMG BEST ONLINE CONSOLE SHOOTER EVER".

He's just saying give it more of a chance.
There are people playing through once and coming here and posting "eh, just finished the demo and I wasnt feeling the controls at all, I think i'm not going to keep my pre-order after this"
 
SolidSnakex said:
The main selling point for the game is going to be its multiplayer mode, just like it is for the majority of FPS. Reviews have shown that even those who aren't amazed by the single player mode still love the multiplayer mode. I personally liked the demo, but the multiplayer mode is on another level. I need the chirps!

I'm curious how the weighty controls will translate in multiplayer. I play tons of FPS on console, but shooting moving targets seems pretty hard for me. Luckily the AI tends to stop and pop allowing you to aim, but that wont be the case in multiplayer

Also, probably something I just have to get used to...but I almost feel like I am having trouble lining up my iron sights. No red reticule or anything prevents me from being positive I have shots lined up right, making me want to spray my bullets more to ensure hits
 
I will be fine getting used to the controls ultimately, but I would love to see controls identical to COD4, with cover mapped to L2. I can't remember what crouch was mapped to in COD4 though...Zoom was R3 wasn't it? What was crouch?
 
Truant said:
Having stated several times that this is the best looking game I have ever seen, I don't really think so after actually playing the game itself. Usually, every game looks way better on my TV than in videos, but not Killzone 2.

I'll provide some pictures, but as best as I can describe it, it looks like the sharpness setting on my tv is way too high when playing this game. I tried lowering it, but then my TV blurs the image, as 20-23 is the 'unaltered' image setting.

I didn't like how it looked either. But after some fiddling with the calibration I changed my opinion. The thing was that I had my settings too bright and warm. I am playing Valkyria Chronicles at the moments and I calibrated my TV to accomodated the colorfull style of that game. This setup is not suited for KZ2. You have to tone down the color palette to not get friction between the textures and post processing effects....or something. :lol Maybe I am talking out of my ass here, but the fact is I think the graphics are a lot better after I did this. I would even go as far as that they wowed me.
 
Private Hoffman said:
This game shouldn't have had a demo.

It can only do more harm than good in terms of sales.

People will allow a 10 minute experience to determine whether or not they will pick it up.

Unfortunately, those 10 minutes may not be enough for them to properly adjust or to properly appreciate what the entire game has to offer. For instance: the controls complaints. It's an adjustment. But some people will not make that adjustment in a 10 minute demo, and then won't even pick up the game and give it a fair shot as a result. Which is a damn shame. A similar situation happened with Uncharted, where people didn't have the context of the full game and weren't necessarily grabbed by it because they couldn't appreciate much of the story, or the variety of combat set piece scenarios.

I think you're underestimating the impact the game's visuals will have on the people in general trying out the demo. Most of them likely haven't seen much (if any) of the game and will probably be pretty shocked when they boot it up. It will sell on the strength of its graphics alone, much like the original Gears did, as well as a lot of other big-name titles whose graphics don't match Killzone 2's. There's also the promise of the game's multiplayer.
 
Esperado said:
I just wish there was a way of checking your ammo. Looking down at some ammo clips on your belt or something would be nice. Or maybe an auditory cue.
There is one. The last four or five rounds in each clip make a different sound when fired, slightly more metallic.

My first playthrough I went with no HUD or indicators, and Russian as the language. I haven't watched any gameplay videos, so I had no prior knowledge of the level. It only took a minute or two to figure out what all the buttons did, and then I was okay. (Though it took me a while to find the knife, and I almost killed myself with a grenade.) I found the default control setup to be fine. I only came close to dying when I decided to run up and melee a guy who was a little too far away. I actually had the most trouble figuring out what Rico wanted me to do in that part where Garza boosts you up.

I've played through twice now. It looks great. I had fun. I will buy this game.
 
How big is the field of view? Somehow it feels very narrow.
Jtrizzy said:
I will be fine getting used to the controls ultimately, but I would love to see controls identical to COD4, with cover mapped to L2. I can't remember what crouch was mapped to in COD4 though...Zoom was R3 wasn't it? What was crouch?
Just have it gears style. Cover mapped to X and sticky/toggled, shooting and zooming mapped to the big triggers. The slowness reminds me of Gears, but it's first person and I can't quickly turn to see what's happening, coupled with I feel is a narrow field of view, is what's throwing me off atm.
 
Liabe Brave said:
There is one. The last four or five rounds in each clip make a different sound when fired, slightly more metallic.

My first playthrough I went with no HUD or indicators, and Russian as the language. I haven't watched any gameplay videos, so I had no prior knowledge of the level. It only took a minute or two to figure out what all the buttons did, and then I was okay. (Though it took me a while to find the knife, and I almost killed myself with a grenade.) I found the default control setup to be fine. I only came close to dying when I decided to run up and melee a guy who was a little too far away. I actually had the most trouble figuring out what Rico wanted me to do in that part where Garza boosts you up.

I've played through twice now. It looks great. I had fun. I will buy this game.

In case you didn't realize, you get indications of where to go by pressing up on the dpad. Not sure if they show up with no HUD tho.
 
okay, after messing with the rest of the control schemes I think that for single player i'll use the default control scheme, and for multiplayer i'll use alternate 2 because there's no cover in mp, so it won't be awkward to have to press it.
 
They told me not to post this, but I'm going to.

If KZ2 were a takeout meal of Orange Beef, the demo would be indicative of the rice.

It gives you the underlying mechanics, the foundation, the base, whatever, etc. Does it seem bland after playing(eating)it a bunch of times? Sure it does.

Thing to consider though is that the rest of the game is the beef, the orange peels, the broccoli, the sauce.

You're just eating the rice at this point... and if the rice is that good, how great do you think the full meal will be?
 
TTP said:
In case you didn't realize, you get indications of where to go by pressing up on the dpad. Not sure if they show up with no HUD tho.

They don't. Looks like when it says no HUD, it means it. No weapon indicators, nada.
 
TTP said:
In case you didn't realize, you get indications of where to go by pressing up on the dpad. Not sure if they show up with no HUD tho.
Thanks for the note. I actually did figure it out eventually. It was my sheer cussedness, actually, playing in a language I don't understand. I wanted to see how rapidly I could "connect" with the game based purely on manipulating the controller.

Liked it a lot!
 
Zeliard said:
Yeah, most who have played other levels say that the first one (the one in the demo) is the least visually impressive (edit: ah, speak of the devil). I think it still looks great, so that's promising, and there are definitely beautiful locations later on in the game.

Can't wait to play this one:

http://www.eurogamer.net/videos/killzone-2-gameplay-1?size=large


The characters, especially the Helghast, look awesome in contrast to that setting.

yeah completely agree...that level looks far more impressive to me...need a Dune game with this engine. Even the vid which plays at the menu looks much better to me than demo level.
 
Played the demo and as as shooter fan i am more the satisfied. Everything is there. Since eveything was said i just want to point one thing: The AI.

If there is anything which sets this game above other ones, it is the AI. Even if the Demo was short i loved how the AI worked. I really felt like i need to care about what they do. Usually in almost all shooters i just give headshots because i am acctually pretty good at it but it didnt work here. As soon as i acted like a one man army i was dead and those mo'fuckers just see that i try to give head shots and didn't stop moving. This game will be so much fun with this great AI. It really feels like you are playing against online players. The only difference is they don't act like total morons. Love the game already :D
 
mr_nothin said:
He's saying give it a chance.

Some games have 30min-1 hour learning curves.
Some games have 20 min learning curves.

It really depends on the game, but I really dont think you can make any fair impressions off of 1 (and maybe even 2) playthroughs of a 10 mins demo.

Meh. I deleted the RE5 demo surprisingly quickly after playing it. I feel no guilt and there's no way in hell I'm buying the game (I'm not an RE "fan", but I really enjoyed 4). My gaming time is too precious to me nowadays to try to will myself to enjoy a game someone else says is good (says SickBoy, fresh off a game of All-Pro Football earlier in the night).

Just finished a quick playthrough of this demo. Don't know what all the complaining is about to be honest. It doesn't feel like every other shooter, but I don't think it's a huge deal. To me it sort of feels like Gears from a first-person perspective -- you're slowed down a little and the action around you might be a little faster.

But since the COD comparison comes up, one thing I do miss is the indicator that gives you a sense of where a grenade lands.

Woo-Fu said:
They told me not to post this, but I'm going to.

If KZ2 were a takeout meal of Orange Beef, the demo would be indicative of the rice.

It gives you the underlying mechanics, the foundation, the base, whatever, etc. Does it seem bland after playing(eating)it a bunch of times? Sure it does.

Thing to consider though is that the rest of the game is the beef, the orange peels, the broccoli, the sauce.

You're just eating the rice at this point... and if the rice is that good, how great do you think the full meal will be?

*slowly backs out of thread*
 
The issue of control is interesting, I think, because while people may have it wired into their brains for the game to "control" like CoD4, what they really want, is a game that "feels" like CoD4 -- and Killzone 2 cannot, nor will it ever, feel like that.

I tend to think of the CoD4 control scheme as fairly intuitive (I've only ever played the CoD4 MP beta, so don't start thinking I'm one of those folks), but I like the "feel" of Killzone -- that is, I like the sense that my body is in the world, and that I'm not just a gun model attached to the ever-smooth, floating camera. Regardless of implementation details (there's no full-body awareness in KZ2, so, technically, you are "just a camera"), Killzone 2 offers a different feel, and you can either adapt to that and learn to like it (or like it right off the bat), or you'll never like KZ2.

It goes without saying that, in any game with difficult-to-master controls, people will get better if they stick with it. People who've played the demo multiple times are probably 50% more accurate now than when they initially played it; possibly more if one of the alternate control styles appeals. But the "feel" of the game is not turned off -- it's there for cinematic value, sure, but it's also a gameplay device in and of itself. If people don't like it, then they don't like a gameplay device, honestly.

So, the issue of controls -- it's not an issue. The controls can be remapped to a large degree -- the feel of the game cannot. I suppose you can "learn to like the feel", but that's a much harder proposition for most.

Anyway, not meant as a reply to any one post about the controls; just an observation.
 
I like the no hud play. Listening to the magazine for the hallow sound right before it's empty is almost second nature. The sound in this game is some good stuff. The gun sound different depending on if you're in a room or a hall it seems.

Also about the no HUD. It's like a simulation of you in the game. i.e. it's like you're on the couch controlling some dude in a war with the tv as the camera feed.
 
Private Hoffman said:
How can people be disappointed when we've seen this same section like a billion times before?

I mean, you knew exactly what to expect. We've had direct feed HD versions of this entire level segment shown to use for ages.

And from the footage I've seen, it is of the blandest level. But it still looks phenomenal.
This does seem to be the case. I've seen very little of this game. I haven't even seen the parts of the demo in motion before. I found it to look awesome
(though a little too gray)
and if it's one of the blandest parts, I cannot wait to see the better parts.

As for the AI, I didn't notice anything special, though maybe that's becuase I was focusing too much on learning how to actually play (first time console FPSer)!
 
Private Hoffman said:
This game shouldn't have had a demo.

It can only do more harm than good in terms of sales.

People will allow a 10 minute experience to determine whether or not they will pick it up.

Unfortunately, those 10 minutes may not be enough for them to properly adjust or to properly appreciate what the entire game has to offer. For instance: the controls complaints. It's an adjustment. But some people will not make that adjustment in a 10 minute demo, and then won't even pick up the game and give it a fair shot as a result. Which is a damn shame. A similar situation happened with Uncharted, where people didn't have the context of the full game and weren't necessarily grabbed by it because they couldn't appreciate much of the story, or the variety of combat set piece scenarios.

Really?

I for one am glad that a demo came out. Because otherwise I would be extremely pissed if I received my game on the 27th, just to realize how much the L2 and R2 buttons on the DS3 suck. So thanks GG for the heads up, opening my eyes as how shitty the triggers are, and allowing me to buy some Gioteck Triggers to be prepared for the final game.
 
Just played the demo twice. Awesome, awesome game. No HUD was a great suggestion, and clearly the game's been designed with it in mind. You can actually hear when you're about to run out of ammo, it's a really cool touch. The graphics are brilliant in motion. The texture detail & character models taken individually aren't off the charts, but way they move, the way everything is lit & shadowed, the fluid & realistic way they animate and react, plus the almost cg post-processing & particle effects gives the whole game an incredible look. It honestly, really feels like you're playing a movie. It's the best looking video game I've ever seen, on anything, anywhere. I can't wait for the full game!

I really wish the controls were more customizable. I had to keep switching layouts, and none of them ever felt right... I loved the movement, the momentum, the cover mechanics (please let this become standard, it works so well) but I always felt like I was fighting the controller. Every time I crouched into cover, brought up the iron sights and shot, it felt like I was holding the controller wrong, it was uncomfortable. Maybe I just need to get used to the sixaxis.

That said, day one purchase. I can't wait to get online with this.

Oh and yeah, I love the menu design.
 
Anyone else here almost immediately turn the music off?

...dunno, I just felt it threw things off the way music in Far Cry2 and Fallout3 did
 
Seems like I'm in the minority here, but I think the first level looks amazing. I don't get how one can't be blown away by all the shit going on there. And the quality of the lighting. It's easier to make dark levels look good as you can play with light contrasts and what not (and hide any IQ issue), but as a daylight level is impressive how "dense" and realistic the overall illumination is. In most games daylight settings feel totally artificial. This is not the case with Killzone 2. I mean, take a look at the first, daylight level of Gears of War 2 (I'm not attempting to troll the game, mind u), outside of the first section inside the hospital. Then come back to Killzone 2. The lighting and post processing make a quite noticeable difference.
 
I was impressed by the demo though. The graphics look great, AI is smart, and the cover system works well IMO. So what's my problem? I'm one of those COD4 drones. I had a very tough time controlling KZ2 or any FPS now because it doesn't feel like COD4. I actually changed the controls to mirror COD4, but I still had a tough time aiming. It's definitely not as easy as aiming is in COD4. I can see why hardly anybody centered the gun now in all those videos that we've been seeing over the past year and half.

Basically it's going to take some getting use to and I can see why this will turn off some players but I'm up for the challenge.
 
Rez>You said:
Welcome to the Resident Evil 5 demo. :(

I liked the controls in the KZ2 demo, myself. But then the last few FPSs I played, I played on a PC, so I don't have the regular controller FPS setup wired into my muscle memory as much as it used to be.

Haha, yeah. I wonder how many people who defend kz2 not playing like CoD4 complained that RE5 didn't play like dead space. ;)

I'm in the same boat though. This is the first console fps I've played since halo 3 and the low acceleration curve coupled with lack of auto aim made is fairly difficult to get comfortable with. Well, that's actually not true. I played the fear 2 demo on ps3 and I actually had a much easier time with the controls. I'm having flashbacks of struggling with PDZ's horrendous aiming. It's not that bad though, it'll just take some getting used to. I did finish the first killzone without too much problem.

Regardless, as a teaser, it was wonderful. I'm so pumped for this game. As a playable demo, holy fuck it was short. I was looking forward to this like it would give me some juicy gameplay to munch on and keep me occupied for a while. I'll admit I have a lot more fun replaying the RE5 demo. But damn if sunbeams filtering through dust kicked up by explosions doesn't get me a little teary eyed.
 
I created a European PSN account (using the address for The Economist), set Killzone 2 to download, and went off to a four hour long bar review class. I came back home and after five hours it was only around 60% done. :lol
It took over eight hours total, which is by far the longest any download has ever taken on any console. And after all that, the demo was quite short.

I didn't like the default controls, I'll have to try out the other options tomorrow...
 
The demo showed mea pretty standard fps game.

I beat it with the knife because it was more fun than the guns.
 
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