Khalifa Jayy
Banned
FFFFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUCCCCCCCCCCCCCKKKKKKKKK!!!!!!!!The Chef said:FINALLY!!!
can't wait.
it just dawned on me this morning while relieving my morning wood...
February is only two months away!!!!!!!
[I came]
FFFFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUCCCCCCCCCCCCCKKKKKKKKK!!!!!!!!The Chef said:FINALLY!!!
kenta said:How long ago was it you worked at GameStop, again?
lybertyboy said:BTW, I would hope those commenting on the comparisons between Killzone 2 and Resistance 2 and the original Killzone would realize that Scooter was responding to an off the cuff question during an unscripted segment. Also, that clip was cut from the final show for a reason. It was only put out to give our audience a glimpse at the evolutionary process of a 1UP Show segment. So, settle down kiddies.
Kyoufu said:LOL that was soooo not worth it. Guy died like 9 times and...ugh, fuck Gamespot![]()
lybertyboy said:It was several years after I worked as a Congressional aide and Senior Research analyst at an international polling firm.
Kyoufu said:LOL that was soooo not worth it. Guy died like 9 times and...ugh, fuck Gamespot
To be fair though atleast they didn't say KZ1 was better.
Gamespot > 1up
mr_nothin said:When does the KZ2 coverage on Spike start?
Or is it on spike?
~Devil Trigger~ said:I always thought On The Spot was a fine gaming show
i dont see why people bitch so much. Yes the personalities are not "cool", yes Gamespot the past year had some serious credibility issues. But I have'nt seen anything on On The Spot thats sooooo terrible.
Sometimes a segment can be akward but its a live show where they play AND talk/interview at the same time, i dont expect perfection.
back on Killzone 2...infinite Magnum Ammo is interesting.
anonymousAversa said:isn't it 8pm PST which is 11pm EST?
That would make it a little more than three hours from now?
jett said:On The Spot was better before eidosgate. It's still not too bad still, considering it's a live show. I'd like to see 1UP try.![]()
Mmmkay said:Well that was a fun evening, who wants to touch me?
http://i33.tinypic.com/2588eug.jpg
And seriously, that Aliens print must have been a doorstop for the staff canteen since 1986![/QUOTE]
You like the game?
Cerberus said:PS Blog says:
"Killzone 2 will be the featured game on G4TVs X-Play this coming Thursday at 8pm (PST)."
I don't watch X-Play so what time does it usually come on?
Kyoufu said:Oh god, could you imagine 1up Show live? They'll start saying KZ1 is better than KZ2 and they won't be able to edit it out!
So you worked at GameStop several years after working for some congressional blahblah whatever. So it wasn't very long ago at all. Or did you word it wrong? Either way I think that's a FAIL on your part as well suckalybertyboy said:It was several years after I worked as a Congressional aide and Senior Research analyst at an international polling firm.
Well the controls are heavier than the MP beta, and there's so damn much going on that it's easy to get overwhelmed and sometimes it's not obvious where I should be going (but when you can hear at least 8 different instances of the game playing at the same time it's a bit hard to concentrate), but it's all kinds of awesome, and I really liked the pop and lean cover.FFObsessed said:You like the game?
Eh? Were you able to tweak sensitivity settings or are you referring to something independent of that type of feeling?Mmmkay said:Well the controls are heavier than the MP beta
LALILULELO said:That is indeed true.
(p.s. we also did for Liberation btw)
And you did well, MGS have an amazing character and mechanical designLALILULELO said:That is indeed true.
(p.s. we also did for Liberation btw)
SolidSnakex said:
Mathijs de Jonge, creative director, showed off the evolution of the Killzone game engine that powers the new game. He said the goal was to bring to life great special effects like those seen in films like Saving Private Ryan.
"One of the big things about our engine is the lighting system," said de Jonge. "We're able to apply lights post-process and it allows us to use an infinite number of lights, where most engines stop at three sources of light. This allows for a level of detail not seen before in any Killzone game."
A separate team worked on the artificial intelligence that powers the assorted Helghast enemies as well as the buddies who help the player through the journey. Rob Heald, AI designer, said the PS3 offers each AI a much wider range of on-the-fly options.
"The advanced processing power results in more intelligent AI across the board," said Helad. "As a result, players will see a greater range of animations. Each individual enemy is able to do things like jump over objects, use doors and ladders and have intelligent reactions to dynamic things that happen on the battlefield."
In addition to creating proprietary technology to power Killzone 2, the team made sure to take in other game experiences and keep an open eye to other sources like films, books and architecture.
"When you're working on something like Killzone 2, which takes a lot of long hours, you don't get to play many games through to the end any more," said Hulst. "What we do here every Friday night is put the directors in the exterior house (an isolated home behind the bank equipped with plasma TVs and PlayStation 3s) and have FragFest at 5 pm. We have some beers and watch movies like Apocalypse Now or play the newest games like Resistance 2. We get to play together with the guys and break down the new game with the technology guys. We look at the effects and the gameplay. Gaming is as much a profession today as it is a hobby."
That same exterior house was loaded with single-player campaign levels -- all 10 scenarios from the Killzone 2 were playable for the first time. Highlights include a level on a moving train in which the wind affects the player's ability to target enemies. Another challenge that gamers will need to overcome are the Elite Shock Troopers, the best of the best in the formative Helghast army. These soldiers do more than just toss back grenades; they'll come at you with a knife as a last resort.
Hulst promises that the final challenge in Killzone 2 will be "more intense than anything you've seen before, more enemies than ever before," and while details are currently under NDA, the action towards the end of the game has been elevated to a new level.
The sensitivity controls are there but it didn't help me. Put it up higher and it's still initially sluggish to move but then zips across really fast. I don't know if it was because there were so many bluetooth controllers in a small space or something but it felt a lot like when you get frame drops with triple buffering and vsync on, the input seems delayed. It took a lot of getting used to, but then I'm the kind of person who hates mouse acceleration.kenta said:Eh? Were you able to tweak sensitivity settings or are you referring to something independent of that type of feeling?
SolidSnakex said:
Yeah I know that feeling and that's something I adjusted to in the beta, and you're saying that feeling is even more apparent in single-player than in the beta?Mmmkay said:The sensitivity controls are there but it didn't help me. Put it up higher and it's still initially sluggish to move but then zips across really fast. I don't know if it was because there were so many bluetooth controllers in a small space or something but it felt a lot like when you get frame drops with triple buffering and vsync on, the input seems delayed. It took a lot of getting used to, but then I'm the kind of person who hates mouse acceleration.
OMFG I just shat in my pants.SolidSnakex said:
Rapping Granny said::lol :lol :lol :lol :lol
Ladies and Gentleman, I give you THE PROSSIONALS!!! dun dun dun.
" I didn't meet any bosses in KZ, but R2 has better bosses"
Is that what I just heard????
lol 1up, I kind of understood the problem with controls but this... is just laughable. trying too hard.
Yeah the only way I could describe it is it's a lot 'heavier' in SP compared to the beta.kenta said:Yeah I know that feeling and that's something I adjusted to in the beta, and you're saying that feeling is even more apparent in single-player than in the beta?
I learned to like that feeling due to the fact that I could make small minute movements while zoomed in without having the reticle bounce all over the place. It's definitely an adjustment but it'd be nice if they provided a toggle for people like you that don't
SolidSnakex said:
"One of the big things about our engine is the lighting system," said de Jonge. "We're able to apply lights post-process and it allows us to use an infinite number of lights, where most engines stop at three sources of light. This allows for a level of detail not seen before in any Killzone game."