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

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Full Recovery said:
So you'd rather tap a button repeatedly?

Grab valve with [ ] Turn with X, repeat

I think I'll take the sixaxis controls.
Have you played Folklore? Yes, I would rather press a button repeatedly. I'm pretty sure it would go much faster as well (though that would be entirely up to the implementation).
 
I'm all for motion control if it is done consciously. Do not make me turn a wheel with the controller while someone is shooting at me. Keep motion control that uses motion and buttons to low movement/low action scenes so they don't become a hindrance. If the action is very simple then maybe it can be used in active gameplay. Uncharted for instance used it to throw grenades and it worked very well. R1 used it to shake enemies and thats fine too.

Motion is very simple = use in gameplay

Motion requires moving the controller and using buttons = keep it restricted to low movement/action areas to prevent unnecessary frustration
 
TTP's videos look great. Though I do have to say that the medic and assault classes don't look like that much fun. That being said, the rest of the classes look great. The sniper and tactician videos were probably my favorite.

Btw, I would rather have motion control when it comes to turning a knob. I have faith that they'll execute it well.
 
John_B said:
Have you played Folklore? Yes, I would rather press a button repeatedly. I'm pretty sure it would go much faster as well (though that would be entirely up to the implementation).

In Folklore it was a main game mechanic, it played an important role in the gameplay and it did a great job of it, although it should have taken it even further (more changes in motion required for more monsters).

Here, it will likely be subtle use. Dont imagine tough complex mini games with motion.
 
Shooting from the hip in this game with the assault rifle is basically perfect imo. It requires A LOT of skill to get a bead on someone ... just for shits and giggles, I threw in COD 4 right after playing KZ 2 online and I could not BELIEVE how simple it was to get a kill by shooting from the hip - there is like no gun feedback at all ... i probably did have steady aim on but shit ... it's ridiculous
 
I hope when the embargo lifts, someone will do a video detailing the hit response system. Just a video showing Helghast after Helghast getting riddled with bullets. *Hint TTP hint* :p

The first level of the game which they've been showing off, although it's a great first level, doesn't really show off the system as much as the E3 07 level as most of the kills are done from a distance, there aren't as many "up close and personal" moments with the enemies.

It's best shown here at 1:49 when the Helghast drops to his knees, keeps getting riddled with bullets from two directions and reacts to them all with "Hollywood Realism".

Or in this gif where the Helghast drops to his knees in what is clearly a motion captured animation yet he still reacts when you see one bullet ping off his helmet and snap is neck back as he collapses. It's this animation blending system which makes Killzone 2's core gameplay (the gunplay) look much more fun than any other shooter out there. I know it must be expensive but I hope it becomes standard in shooters rather than just using rag doll.

Hopefully we'll get a few great examples from the upcoming footage so we can see if it's improved anymore since the first showing.
 
FFObsessed said:
I hope when the embargo lifts, someone will do a video detailing the hit response system. Just a video showing Helghast after Helghast getting riddled with bullets. *Hint TTP hint* :p

The first level of the game which they've been showing off, although it's a great first level, doesn't really show off the system as much as the E3 07 level as most of the kills are done from a distance, there aren't as many "up close and personal" moments with the enemies.

It's best shown here at 1:49 when the Helghast drops to his knees, keeps getting riddled with bullets from two directions and reacts to them all with "Hollywood Realism".

Or in this gif where the Helghast drops to his knees in what is clearly a motion captured animation yet he still reacts when you see one bullet ping off his helmet and snap is neck back as he collapses. It's this animation blending system which makes Killzone 2's core gameplay (the gunplay) look much more fun than any other shooter out there. I know it must be expensive but I hope it becomes standard in shooters rather than just using rag doll.

Hopefully we'll get a few great examples from the upcoming footage so we can see if it's improved anymore since the first showing.

You act as if it was a new thing to FPS. FEAR and No One Lives Forever also used a similar system (if a bit less advanced due to the lack of physics), and Half-Life 2 Episode 2 contains a system close to the one used in Killzone 2.
 
ChryZ said:
I'm wondering, what other devs think when they see KZ2. Especially the chaps from SCEJ or other underperforming Japanese studios.

They should be happy that knowledgeable people are developing tech for them.
Why is Japan so far behind anyway?
 
GAZERK said:
TTP's videos look great. Though I do have to say that the medic and assault classes don't look like that much fun. That being said, the rest of the classes look great. The sniper and tactician videos were probably my favorite.

Btw, I would rather have motion control when it comes to turning a knob. I have faith that they'll execute it well.

Assault? With ROCKET LAUNCHERS? You bet your ass it's fun.

Medic is fun too, it's basically the standard class with the standard AR which is a GREAT weapon and you get to revive your teammates as well as heal them with health packs.
 
Littleberu said:
You act as if it was a new thing to FPS. FEAR and No One Lives Forever also used a similar system (if a bit less advanced due to the lack of physics), and Half-Life 2 Episode 2 contains a system close to the one used in Killzone 2.

I'm not just talking about enemies reacting to bullets, I'm talking about their system of blending motion capture animations with physics impulses. F.E.A.R. is practically all rag doll and Half Life 2's animations aren't close to the level of Killzone 2. I'm not acting like it's a brand new thing, I'm just saying it's awesome!
 
DunpealD said:
Might be a stupid question, but I'll ask anyway:

Anyone tried to shoot down the rockets or grenades in midair?

I'd like to know this too. Though I expect the rockets are just too fast judging by the video.
 
Kittonwy said:
Assault? With ROCKET LAUNCHERS? You bet your ass it's fun.

Medic is fun too, it's basically the standard class with the standard AR which is a GREAT weapon and you get to revive your teammates as well as heal them with health packs.

Yeah, the medic is like another squad leader in that they can constantly keep the front lines active. And with this game it is important to never underestimate the secondary badge system. I have been loving both the combat and demo medics a lot (great way to get in and out of tight spots while keeping your team fresh, and a great way to protect your back while focusing on the forward push). Unfortunately I probably won't get to try out the recon medic during the beta.
 
MvmntInGrn said:
I'd like to know this too. Though I expect the rockets are just too fast judging by the video.

haven't done it yet, but it would give the machinegun a lot more consideration to use (right now its almost pointless to use it if you have sniper/rocket unlocked already).
 
k79 said:
33c0sc8.gif


edit: i LOL'd hard when i first saw this :lol Such a "we been robbed" moment.
:( TTP robbed me of my kill. That was my rocket, dammit!
 
DunpealD said:
Might be a stupid question, but I'll ask anyway:

Anyone tried to shoot down the rockets or grenades in midair?
I've done it with a shotgun. Though the rocket where to close to me as I killed myself doing it, but the guy shooting did'nt get a kill so its all good...
 
Loudninja said:
Had to quick, a couple of people were cheating.

how so!!?...Oh god I quit playing online shooters after all the cheatfest that was Halo 2 (I resumed doing so with resistance 2), I really Hope K2 will be virtually cheater free......
 
morlock said:
I've done it with a shotgun. Though the rocket where to close to me as I killed myself doing it, but the guy shooting did'nt get a kill so its all good...
FFObsessed said:
Rocket yes, with the standard rifle. Complete fluke :p
Awesome. Could be an interesting strategy against "rocket snipers".

Maybe they should include an "anti rocket" mode to the sentry guns:lol

Aside from that. I read in this thread that grenade launchers are pretty "useless". Anyone tried using it in narrow places such as small rooms and corridors? Might help to clear those kind of areas and secure a passageway.
 
jett said:
I'm getting tired of those wallbug-cheaters

Me too, its annoying.

SSM25 said:
how so!!?...Oh god I quit playing online shooters after all the cheatfest that was Halo 2 (I resumed doing so with resistance 2), I really Hope K2 will be virtually cheater free......
It does not happen often,but some love to use the wall glitch and shoot who ever spawns to rack up easy points.

^It's better to have them do it now during the beta so hopefully it's resolved before the final release...

True.
 
k79 said:
Yeah you got robbed, unlucky mate :P

4gn51y.jpg


I love this shot so much, it has "im so fucked" written all over it :lol

I see crosshairs below the center... Do shots dip down over distance?
Sniper or all guns?
 
DunpealD said:
Aside from that. I read in this thread that grenade launchers are pretty "useless". Anyone tried using it in narrow places such as small rooms and corridors? Might help to clear those kind of areas and secure a passageway.

Grenade launchers will be a little more effective in the final game... :D

Good to play against GAFfers last week, by the way (PSN - MildPeril) - some people are getting scarily good!
 
tiddles said:
Grenade launchers will be a little more effective in the final game... :D

Good to play against GAFfers last week, by the way (PSN - MildPeril) - some people are getting scarily good!

Have I sniped you?
 
Haven't been able to play for a bit and jumped on just now to get my feet wet again. God, do I fucking suck today (not that I was Mr. Awesome before). Feels like I'm running around with my head up my ass :(

Days like today make me happy that beta tester's skills, etc will not be carried over to the retail game. I'm already at a big enough disadvantage.
 
With rare exceptions, it's not a matter of talent but a matter of budget. Name a Japanese game besides MGS4 that had 3ish years and 40+ million behind it. I just can't think of one. Their market is different...the fact they are blowing ass should be blamed on Japanese people!
 
Teetris said:
I want to play this soo bad T_T

I just want a few questions answered. =/

1. How many turrets can be built at once? (ie: can we spam turrets on a map)
2. Are turrets fragile? Can they be repaired?
3. Is button remapping in the final game?

All these pics are nice and all, but I just want to know more of the intricacies.
 
Y2Kev said:
With rare exceptions, it's not a matter of talent but a matter of budget. Name a Japanese game besides MGS4 that had 3ish years and 40+ million behind it. I just can't think of one. Their market is different...the fact they are blowing ass should be blamed on Japanese people!

A lot of Japanese developers seem to be behind in terms of using shaders, I doubt you can give Media Vision a $20 million budget and expect to see the same visual quality as a game like UNCHARTED!!!111!!!
angry.gif


I DO think it's a matter of talent in terms of having a great team of technical artists, and Guerilla Games obviously has that going for them.
Indifferent2.gif
 
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