Killzone Shadow Fall 9 minutes of single player gameplay

Shit....that is kinda brilliant to print the controls on the back of the cover insert. I hate that manuals are a thing of the past, but damn if I am not impressed with this decision.

Idk, I don't feel like the controls are that hard to figure out anyways, I'd wished they had put some artwork in there instead a la ps3 exclusives.
 
Shit....that is kinda brilliant to print the controls on the back of the cover insert. I hate that manuals are a thing of the past, but damn if I am not impressed with this decision.

Indeed, its a shame to see the death of game manuals, but this is a nice simple solution for critical information.
 
well if i do buy a PS4 this year atleast i know to stick with Killzone atleast for the singleplayer
since the reviewers said the BF4 SP sucks lol[.......im a SP FPS type of guy

Not really a spoiler since everyone knows
Battlefield singleplayer always sucks
lol

But yea I'm expecting the single player in Shadow Fall to be amazing. Being able to play through the campaign in a variety of ways is why i liked Mercenary so much. I'm glad I'll be able to do the same here.
 
The biggest problem for you. Regen health is not a problem for most. Certainly not for me, I feel the combat in Halo is far superior to anything the Half Life series could muster.

If I made that exact same post but flipped around, I feel like I'd be called out for trolling. Oh wow you like Halo over Half-life, that doesn't address a single point I made. I never even said I liked Half life over Halo, I gave an incredibly precise example that happens to be from that game.

So far no one has actually argued against any of my points, you just keep trying to kinda go around them.
 
I am crazy if I kind of prefer the liner style shooter for single player?

Nope, linear isn't always bad. Unless there is a lot of interaction with the environments or secrets to explore, I don't really see open world environments as a good thing in this type of game...we shall see though
 
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Ridiculous.

That floating paper.
 
The game sounds to me to be a nice length
After having spent three hours with two of the ten chapters of the campaign, it's perfectly clear what ter Heide is speaking of. The environments are larger than in Killzone 2 and there are always multiple paths to choose from. Alleys, ventilation shafts, secret doors and stair cases, all contribute towards a more well thought out and dynamic world.
http://www.gamereactor.eu/articles/96034/A+new+Killzone+for+a+new+generation/
 
I just spent many hours playing KZ2. I never got around to playing it and holy shit did I miss out. I loved KZ2.

But Killzone 3 is in a whole different league. It is paced so much better than KZ2. It feels tighter, faster, more precise. The progression is ideal, it keeps you in front of the screen for hours. I just spent 4 hours, and I had to pry myself away from the game because I had to eat. The absolute diversity from mission to mission is staggering and intoxicating - you just want to keep playing to see what else is in store.

And my God does it look absolutely incredible. Seriously stunning game. One of the best this generation offered.
 
I just spent many hours playing KZ2. I never got around to playing it and holy shit did I miss out. I loved KZ2.

But Killzone 3 is in a whole different league. It is paced so much better than KZ2. It feels tighter, faster, more precise. The progression is ideal, it keeps you in front of the screen for hours. I just spent 4 hours, and I had to pry myself away from the game because I had to eat. The absolute diversity from mission to mission is staggering and intoxicating - you just want to keep playing to see what else is in store.

And my God does it look absolutely incredible. Seriously stunning game. One of the best this generation offered.

I remember playing KZ3 thinking "WTF, how did I get here?" nearly every chapter. That diversity you speak of is just thrown at you with the dial turned to 11 the whole time, and all of the sudden the game's over. There's at least 3 hours of slower paced and transitional moments that are completely missing which could've brought that campaign together making it more coherent and cohesive. I also thought KZ2 looked better visually even if KZ3 was doing more technically.

But Shadow Fall has already shown pacing and mission structure not seen in either KZ2 or KZ3, so I'm excited.
 
I remember playing KZ3 thinking "WTF, how did I get here?" nearly every chapter. That diversity you speak of is just thrown at you with the dial turned to 11 the whole time, and all of the sudden the game's over. There's at least 3 hours of slower paced and transitional moments that are completely missing which could've brought that campaign together making it more coherent and cohesive. I also thought KZ2 looked better visually even if KZ3 was doing more technically.

But Shadow Fall has already shown pacing and mission structure not seen in either KZ2 or KZ3, so I'm excited.

Stylistically, KZ3 simply trounces KZ2 though. My eyes just can't stop looking at the game and everything in it. And yeah, dialed up to 11 is a good way to put it. But it's a fitting setting for the game, based on the fact
that they just killed the Helghan leader
a whole ton of shit is not going their way. The intensity is simply phenomenal, it's a solid sense of immersion, which isn't something I can say about FPS games today.
 
Stylistically, KZ3 simply trounces KZ2 though. My eyes just can't stop looking at the game and everything in it. And yeah, dialed up to 11 is a good way to put it. But it's a fitting setting for the game, based on the fact
that they just killed the Helghan leader
a whole ton of shit is not going their way. The intensity is simply phenomenal, it's a solid sense of immersion, which isn't something I can say about FPS games today.

I'm the opposite if I'm honest. K3's constant cut's to black, terrible cutscenes and randomly appearing in different locations really killed the immersion for me and the shite ending was the final nail in the coffin. If you can't tell a decent story or write decent characters you're better off not trying at all.

K2 kept it a lot simpler and was better off for it, It didn't try hard but it didn't fail hard either.
 
I love the cut scenes. They break up the pacing perfectly. What always bothered me about KZ2 was that it was cut into these perfect slices to cue the cut scenes at, always the start and end of a chapter. It just got a little annoying to have to play a mission, experience an excessive amount of shooting and shooting and shooting, at times almost aching for the mission to end because it felt repetitive.

KZ3 fixes that feeling of monotony for me and I love it more for it.
 
I remember playing KZ3 thinking "WTF, how did I get here?" nearly every chapter. That diversity you speak of is just thrown at you with the dial turned to 11 the whole time, and all of the sudden the game's over. There's at least 3 hours of slower paced and transitional moments that are completely missing which could've brought that campaign together making it more coherent and cohesive. I also thought KZ2 looked better visually even if KZ3 was doing more technically.

But Shadow Fall has already shown pacing and mission structure not seen in either KZ2 or KZ3, so I'm excited.

KZ3's cutscenes all seemed unfinished. There were no transitions and they all seemed to end before they were finished. The ending and the move into the ice vehicle were the most obvious ones. I was so confused at the latter, thought I accidentally skipped a cutscene.
 

This sounds FANTASTIC

When it comes to multiplayer the core is made up of Custom games. This is something Guerrilla introduced in Killzone 2 and it has since been copied in many competing titles. There will be three classes at launch and additional classes will be made available through DLC. Instead of experience points and the ability to upgrade your character, Guerrilla have opted for something called Challenge Points, which you get after a match. With these you can upgrade your weapons and buy additional equipment. Guerrilla are keen to point out that player choice is key and through Warzones you will be able to customise your experience. Apart from rewarding skill rather than time spent in the game, the concept is reminiscent of Call of Duty, and while it will appeal to some more than others, during our two hours with the multiplayer we noted that everything from level design to spawn points, pacing and weapons balance, is top notch. The graphics are ridiculous and the brilliant flow of 60 frames per second makes for a streamlined, smooth and easily grasped experience in the early exchanges.

Thanks to the increased precision of DualShock 4 and the crisp 1080p graphics and great framerate, Guerrilla have opted to not included any automated "aim assist" in Shadow Fall. It's hard to notice as I don't think I've ever been as accurate with my shots as during my two hours in Warzone. The controlls are brilliant, and DualShock 4 is a massive improvement on its predecessor.
 
KZ3's cutscenes all seemed unfinished. There were no transitions and they all seemed to end before they were finished. The ending and the move into the ice vehicle were the most obvious ones. I was so confused at the latter, thought I accidentally skipped a cutscene.
KZ3 feels more rushed and was much more linear in gameplay style, some of the KZ2 levels were more arena-style and more fun, Shadowfall seems to be even more open, and I like that, looks like GG had more time this time than they had with KZ3.
 
This sounds FANTASTIC

"Games like Half-Life and Deus Ex had a labyrinth-like level design in order to slow down the pace and give the player time to really take in the story and the atmosphere. We've taken the same approach with Shadow Fall as we want the player to recon, plan out, attack and then during the fight adapt and change their strategy more than previously. We want to give the player more choice and this isn't limited to level design, but it is also reflected in the mechanics. That's why we came up with the drone - Owl."

"The design team has been inspired by movies like Blade Runner, Alien, Prometheus as well as Judge Dredd and other comic book worlds," says art director Arjan Bak. "We pick up and digest as much as we worked on expanding Vekta. Early on with Shadow Fall we decided to try and create a more realistic world with a functioning infrastructure and modern architecture. At first when we began work with the concept art there wasn't a wall, that idea came a few months into the project. Working with the contrast between what can be described as heaven and hell has been extremely interesting work for me as art director. On the one side there is freedom and a wealth of opportunities. On the Helghast side there is oppression and we've worked hard to drive home the vision of a totalitarian side of a city where the city plan is the same on both sides. It is important for us to show a Helghast side that has been influenced by them, but not built by them originally. It was the Vektan version of the United Nations that forced VSA to welcome Helghast to Vekta City in order to broker peace, and originally VSA were unwilling to accept this. The tension, conflicts and difficulty in knowing that an enemy you've fought for years resides on the other side of a wall is something we've really tried to leverage as we tell our story."

So much potential that we've been craving for GG to deliver for years and years and years. They can really do something remarkable with such a wide opportunity at launch. This is the franchise's defining moment right here. The spotlight is theirs

Please be good. Please be good.
 
Facial animations, for being properly in-game, are looking like a nice tradeoff between detail and motion. It sort of reminds me of Half-life 2's work, for better or worse. Those shaders for skin look insane.

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Same black guy in Battlefield 4.

The NEW Samuel Jackson.
 
Anybody know if there will be a demo available on the 15th? I don't usually like FPS but Shadow Fall looks very good, my PS4 will need games.
 
Shit....that is kinda brilliant to print the controls on the back of the cover insert. I hate that manuals are a thing of the past, but damn if I am not impressed with this decision.
I DO hope there are digital manuals on a system level however. It's a fairly reasonable compromise, especially the way the Vita did it. A lot of the reason they faded away was because games were able to convey important information inside the game itself and frequently weren't so complex as to NEED detailed documentation, but some games do need that and it does us no good if there's no options provided.

Though they still kinda suck at telling us anything at times...
 
I DO hope there are digital manuals on a system level however. It's a fairly reasonable compromise, especially the way the Vita did it. A lot of the reason they faded away was because games were able to convey important information inside the game itself and frequently weren't so complex as to NEED detailed documentation, but some games do need that and it does us no good if there's no options provided.

Though they still kinda suck at telling us anything at times...
Yep shuhei confirmed today that their are digital manuals
https://twitter.com/yosp/status/395338702542483456

Well I an not sure at the system level though.
 
Yep shuhei confirmed today that their are digital manuals
@AndreHunterr you get digitally
Good, I DID worry a bit about the "health and safety under settings & options", but not that seriously. They probably had better crossover with system development on Vita and PS4 versus the 3DS and Wii U, what with Cerny leading both and the same UI guy in charge.
 
I am crazy if I kind of prefer the liner style shooter for single player?

Not at all. Most of my favourite games are well-paced linear games. But I think for a lot of us, after the short, linear, spoon-fed style of FPS was so popular last gen following the behemoth that was COD, having a series like Killzone become a slower, more thoughtful shooter is a really welcome and refreshing change.


That's a great preview. So hyped. They're making it sound like almost everything I want from an FPS. Like Halo:CE meets Half Life 2 meets Black. The level design looks really broad and intricate too, with multiple paths and a feeling of freedom that was one of the reasons I enjoyed the original Halo and Reach so much.

From the preview:
Guerrilla has lowered the tempo markedly and the environmental design has more in common with games like Half-Life and Bioshock where you typically explore and take in the surroundings before you move along, rather than being urged to run along a predetermined path.

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I'm the opposite if I'm honest. K3's constant cut's to black, terrible cutscenes and randomly appearing in different locations really killed the immersion for me and the shite ending was the final nail in the coffin. If you can't tell a decent story or write decent characters you're better off not trying at all.

K2 kept it a lot simpler and was better off for it, It didn't try hard but it didn't fail hard either.

I hated the constant cutscenes in KZ3. They were far too frequent and very interfering. The storytelling wasn't even good enough to warrant hours of cutscenes.

Out of all the environments I've seen of this game, this one has me most excited. Hopefully there is more of this and less generic forest levels.

How are forest levels 'generic' compared to an industrial environment?! There are far more industrial levels in FPSs than forest or rural areas. I crave a bit of colour in shooters.

Will I need to know the other KZ stories to understand this one? I have never played a KZ before.

Not really, no - it's basically a soft reboot which is tangentially related to its predecessors, A quick spoilerised summary:
the series takes place hundreds of years in the future when we have colonised other planets and there was generations of conflict between the Vektans (from planet Vekta, a lush privileged society) and the Helghast (from planet Helghan, a poisonous ostracised 'third world' planet), resulting in a previous war during which Earth sided with Vekta and the Helghast lost. The Helghast are basically outcasts and they resent both Vekta and Earth as a result, and forge themselves into a powerful militaristic society. They invade Vekta in Killzone 1 (and KZ Liberation), but while they decimate the planet and steal multiple nuclear bombs (a technology they don't themselves have), the invasion is rebuffed. In Killzone 2, taking place two years later, the ISA (Interplanetary Strategic Alliance) counter-invade Helghan to take down their leader Scolar Visari, but encounter much tougher resistance than expected. Visari detonates one of the nukes and destroys his capital city of Phyrrus in order to destroy the bulk of the ISA troops, but the remainder manage to capture his palace and one of the soldiers (Rico, a total dick who you may see people moaning about) kills Visari out of anger when Visari taunts them. In Killzone 3 it basically charts the remaining ISA troops trying to escape the planet, having failed to capture Visari and with most of their fleet having been destroyed, while there's a power vacuum between two prominent men in the Helghan military trying to take control. Eventually the ISA troops escape during a space battle, but in doing so they accidentally detonate an unstable element in the planet's atmosphere and basically commit genocide.
Shadow Fall takes place 30 years later, with the last 12 million Helghast now living on Vekta as refugees, and with a 'Cold War' taking place between the two sides as there's still bitter resentment from the Helghast. Visari's daughter has now inherited the leadership and

So much potential that we've been craving for GG to deliver for years and years and years. They can really do something remarkable with such a wide opportunity at launch. This is the franchise's defining moment right here. The spotlight is theirs

Please be good. Please be good.

Yeah, I really feel like this will be their best game to date. They've learnt from their previous successes and failures, and they're working to give Shadow Fall more of its own style and personality.
 
So I don’t know if this is funny or sad but last night I actually had a dream in which I had somehow received a PS4 and KZ:SF early. I was sitting there playing it in my living room, and had the sudden urge to take screen shots and post them on Neogaf lol….

About a year ago I had a dream in which I was actually inside a KZ2 MP match taking place on Pyrrhus Rise – this was a phenomenal dream; might as well as been a wet dream.
 
Maybe it's my PC or the video itself, but that appears to be one unstable framerate. Doesn't seem to hold 60fps even when nothing is going on.

Its youtube. The game plays at 60fps, but youtube only shows 30, so its going to look weird. Terribad compression and low bitrates are longer sufficient to "hype up" next gen games.
 
Its youtube. The game plays at 60fps, but youtube only shows 30, so its going to look weird. Terribad compression and low bitrates are longer sufficient to "hype up" next gen games.

Youtube something 30fps terrible compression

The single player runs at unlocked frame rate. 30 fps to 60 Fps. That is the sp demo

I quoted the wrong guy, I was commenting on the 60fps footage from gamersyde. :P
 
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