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

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Hopefully Luger and Hakha will make an appearance.
Templar is the fleet commander and Rico your squad leader but we're missing those other two.
 
Wollan said:
Hopefully Luger and Hakha will make an appearance.
Templar is the fleet commander and Rico your squad leader but we're missing those other two.

Those were the two most interesting as well, especially Hakha he was easily my favourite character from the first.
 
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ffs guerrilla ... FFS!!!
 
Wollan said:
? Source?

I also think I remember seeing this on the KZ timeline on the official forums, although I might be thinking of something else I'm not sure. I think it said that after KZ1 Hakkah retired.

I just checked and they have a slightly different timeline now than the one I saw a long time ago, but under the character bios it sais that Hakka is retired.
 
David Ellis says the game looks better than the cutscenes. That's hardly ever the case. And they played the old preview build on not the one IGN played last week that they said was "night and day" from the preview build. Mind is blown.
 
LiquidMetal14 said:
David Ellis says the game looks better than the cutscenes. That's hardly ever the case. And they played the old preview build on not the one IGN played last week that they said was "night and day" from the preview build. Mind is blown.

Wait... so, the latest build looks even more different than the stuff we're seeing right now?
 
Fenderputty said:
I tend to like desert landscapes myself, but it's hard to make a wasteland look so good. The desert sniper vid from Gamersyde was fucking awesome.

The part where the sniper runs across the walkway in the desert was amazing. I really want to see snowy mountains, swamps, and rainy thunderstorms running on this engine. So impressive.

Insane Metal said:
Man, there's something bothering me. Two things actually.

1 - LOD issues. This only happens in the characters body/suits, but is EASILY noticeable. This as present in KZ1 too and it bothered me a fuck lot. It is STILL there. Not nearly as bad as in the first game, but still...

2 - The sky flickering in the desert scenery. That's weird and I'm pretty sure it will be gone on retail version, but still worth to mention.


But this LOD thing really worries me. TTP noticed that when he was playing as it was pretty much visible on the video Welcome from Gamersyde. I really hope they fix that =/

Yeah I noticed that as well. Hopefully they're fixed up by release.
 
SSM25 said:
Thank you. Man that cutscene look amazing!!
Agreed; the cutscene basically looks like CG & It's soooo impressive how it seamlessly transitions into gameplay. I have to give GG a lot of props, because the game looks so fucking amazing.

It will be interesting to see if this tech goes into other titles, because I'm sure GOW III benefited from some of the development tools. Don't get me wrong I don't think the engine is suitable for every game, but the knowledge of the hardware has to be helpful across the board…

It's unfortunate that we will not see a Heavenly Sword sequel using some of this new tech... I say give the Heavenly Sword IP to the Santa Monica team and see what they can do with a sequel after they complete GOW III; now that would be some mind-blowing shit...

Also, let's get the boys over at GG working on a Killzone sequel or Syphon Filter on the PS3...
 
NameIess said:
Agreed; the cutscene basically looks like CG & It's soooo impressive how it seamlessly transitions into gameplay. I have to give GG a lot of props, because the game looks so fucking amazing.

It will be interesting to see if this tech goes into other titles, because I'm sure GOW III benefited from some of the development tools. Don't get me wrong I don't think the engine is suitable for every game, but the knowledge of the hardware has to be helpful across the board…

It's unfortunate that we will not see a Heavenly Sword sequel using some of this new tech... I say give the Heavenly Sword IP to the Santa Monica team and see what they can do with a sequel after they complete GOW III; now that would be some mind-blowing shit...

Also, let's get the boys over at GG working on a Killzone sequel or Syphon Filter on the PS3...

Give that to Sony Bend after they are done with Resistance Retributions, give them the Killzone 2 engine so that they can bring back the awesomeness that is Syphon Filter back to consoles like they did on the PSP.
 
NameIess said:
Agreed; the cutscene basically looks like CG & It's soooo impressive how it seamlessly transitions into gameplay. I have to give GG a lot of props, because the game looks so fucking amazing.

It will be interesting to see if this tech goes into other titles, because I'm sure GOW III benefited from some of the development tools. Don't get me wrong I don't think the engine is suitable for every game, but the knowledge of the hardware has to be helpful across the board…

It's unfortunate that we will not see a Heavenly Sword sequel using some of this new tech... I say give the Heavenly Sword IP to the Santa Monica team and see what they can do with a sequel after they complete GOW III; now that would be some mind-blowing shit...

Also, let's get the boys over at GG working on a Killzone sequel or Syphon Filter on the PS3...
I would love to see a new Heavenly Sword made by Sony Santa Monica and Syphon Filter with the Killzone Engine.
 
jett said:
I can't see that being impossible. I'm sure it's a misunderstanding.
I'm only saying what the guys on the podcast beyond said. I know it might look more polished but night and day is stratching it, I agree. Can't wait to see the end result come February though.
 
CHRP718 said:
I would love to see a new Heavenly Sword made by Sony Santa Monica and Syphon Filter with the Killzone Engine.

Yeah HS is a good IP with good potential, Team Ninja was not the best team to create it, give it to Santa Monica and let them create a sequel to it using whatever engine they use for GOW III.
 
AranhaHunter said:
Yeah HS is a good IP with good potential, Team Ninja was not the best team to create it, give it to Santa Monica and let them create a sequel to it using whatever engine they use for GOW III.
who would you want as the main character?
i would love to see Nariko again.
 
AranhaHunter said:
Yeah HS is a good IP with good potential, Team Ninja was not the best team to create it, give it to Santa Monica and let them create a sequel to it using whatever engine they use for GOW III.

Actually I strongly believe Team Ninja did an admirable job on Heavenly Sword...
The production value on the game was off the charts; still the best seen this console generation IMO. Also, the combat engine was really well done, but there was no real incentive to learn the combat system, because button mashing could easily get you through the game. My primary two complaints with Heavenly Sword was the lack of character development for the primary enemies in the game, because there was a lot of potential for more emotional boss battles. Also, the game was too short even by next-gen standards...

I think both of those issues could have been addressed by Team Ninja, but we will never know... The IP is still a great franchise & it would be unfortunate to see it collect dust when you have a perfect team like Santa Monica who could take the IP to the next level.
Also, this would be a great opportunity for them to build a new combat system...

They would just need to find the right person to write the story & get the original team to do all the mo-cap for the cutscenes...
 
NameIess said:
Actually I strongly believe Team Ninja did an admirable job on Heavenly Sword...
The production value on the game was off the charts; still the best seen this console generation IMO. Also, the combat engine was really well done, but there was no real incentive to learn the combat system, because button mashing could easily get you through the game. My primary two complaints with Heavenly Sword was the lack of character development for the primary enemies in the game, because there was a lot of potential for more emotional boss battles. Also, the game was too short even by next-gen standards...

I think both of those issues could have been addressed by Team Ninja, but we will never know... The IP is still a great franchise & it would be unfortunate to see it collect dust when you have a perfect team like Santa Monica who could take the IP to the next level.
Also, this would be a great opportunity for them to build a new combat system...

They would just need to find the right person to write the story & get the original team to do all the mo-cap for the cutscenes...
Yeah, but they have the cash cow --and the better game -- in God of War.

I say blatantly rip it off and call it Goddess of War. Nariko is way better than Kratos.
 
I think some of you oughta realize that the "KZ2 engine" is more than likely tailor made for KZ2's specific needs, it's not an all-purpose for all genres engine...and would probably need a lot of work to make it useable under other environments and not to mention for other developers to handle. :P It's not like UE3 that can be just passed aorund like some cheap whore.
 
Pojo said:
Yeah, but they have the cash cow --and the better game -- in God of War.

I would agree that GOW III is more successful franchise, but I'm sure the team would not mind working on a different IP. Also, the industry is going to have to get away from sequels every 1 to 2 years. I think we should only see sequels when the technology or hardware / developement processes warrant one...
 
Ok that pic is to much. I'm going on video lockdown. Also yes the new build is said to look better than what we are seeing now.

Pojo said:
Yeah, but they have the cash cow --and the better game -- in God of War.

I say blatantly rip it off and call it Goddess of War. Nariko is way better than Kratos.
Blasphemer! The gods will not be pleased.
 
jett said:
I think some of you oughta realize that the "KZ2 engine" is tailor made for KZ2's specific needs, it's not an all-purpose for all genres engine...and would probably need a lot of work to make it useable under other environments and not to mention for other developers to handle. :P It's not like UE3 that can be just passed aorund like some cheap whore.
You need to wine and dine the KZ2 engine first, make it feel as special as it truly is. Only then will it open up its secrets to you.
 
jett said:
I think some of you oughta realize that the "KZ2 engine" is more than likely tailor made for KZ2's specific needs, it's not an all-purpose for all genres engine...and would probably need a lot of work to make it useable under other environments and not to mention for other developers to handle. :P It's not like UE3 that can be just passed aorund like some cheap whore.

I think the engine would work well for Syphon Filter IV and SOCOM IV.
 
jett said:
I think some of you oughta realize that the "KZ2 engine" is more than likely tailor made for KZ2's specific needs, it's not an all-purpose for all genres engine...and would probably need a lot of work to make it useable under other environments and not to mention for other developers to handle. :P It's not like UE3 that can be just passed aorund like some cheap whore.

Yea, Killzone 2 may make every other first party ps3 game (other than uncharted 2/GoW3) flame fodder. "ARGH, WHY DIDN'T THEY USE THE KILLZONE ENGINE, IT WOULD HAVE BEEN PERFECT!!!"
 
NameIess said:
I would agree that GOW III is more successful franchise, but I'm sure the team would not mind working on a different IP. Also, the industry is going to have to get away from sequels every 1 to 2 years. I think we should only see sequels when the technology or hardware / developement processes warrant one...

I agree, but sometimes sequels sell more because people are used to them. Is Sony Santa Monica a big studio? Can they work on 2 projects at the same time like Insomniac?
 
AranhaHunter said:
I think the engine would work well for Syphon Filter IV and SOCOM IV.
Correct!

I already stated the engine is not suitable for all titles, but some of the lessons learned could be invaluable to other 1st party development teams. I'm sure some of the tech or knowledge is being applied to GOW III & perhaps Uncharted 2. I believe some of the knowledge from ND was utilized in Killzone 2 regarding dynamic shadows, but I could be incorrect...
 
AranhaHunter said:
I think the engine would work well for Syphon Filter IV and SOCOM IV.
Yes! I would love to see this engine being used for a third person shooter. Socom would look pretty sweet I think. Maybe MAG will use some of this tech?
 
YES! A girl! The game is not a sausage fest ,thank god!!


EDIT: can you see her hair clearly? the hair on the guys look almost perfect, i wonder if they can do the same with longer hair
 
jett said:
I think some of you oughta realize that the "KZ2 engine" is more than likely tailor made for KZ2's specific needs, it's not an all-purpose for all genres engine...and would probably need a lot of work to make it useable under other environments and not to mention for other developers to handle. :P It's not like UE3 that can be just passed aorund like some cheap whore.

More to the point, what makes a game engine "flexible" enough to be leveraged by other parties has little to do with what genre its catered to, color scheme, lighting conditions yadda yadda. Its mostly down to things on the user level- quality documentation, intuitive pipelines, on-call support etc. UE3 isn't exactly a jack of all trades, but it was built as middleware from the ground up. And that's Epic's bread and butter. You can't just hand another team your proprietary engine and say "OK, have fun!". Even within the same umbrella like SCEWWS, the individual engines are still specialized.

Where it pays off in SCE's case is the general R&D shared between parties. In fact its already paid off (ND's shadow solution for example). And by the same token, I'm sure GG's engine wouldn't be what it is without the same symbioses.
 
Okay, I watched the 1up video preview... yea I earnestly believe these guys fucking suck at shooters, despite loving them so much. "I always felt lost", "I never used iron sights".... wtf...
 
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