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Killzone Shadow Fall (PS4) announced, launch title [1080p/30fps]

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I just got word from a very reliable source about the visual jump between final release and the preview you saw at the Sony event last week. I won't give names or specifics, but I asked how much of an improvement we were going to see, and he mentioned:


"jump is going to be GOOD. vyery GOOOOD :)"

I left the typo in.
This pleases me greatly. I'm up for some launch eye-gasms.
 
No one who is developing will outright say this, but PS4 devkits themselves have went through performance boosts since their initial inception.
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I just got word from a very reliable source about the visual jump between final release and the preview you saw at the Sony event last week. I won't give names or specifics, but I asked how much of an improvement we were going to see, and he mentioned:


"jump is going to be GOOD. vyery GOOOOD :)"

I left the typo in.
Well heres hoping this is true. Launch titles looking as good as possible helps tremendiously for convincing core gamers to migrate. Tho I have hard time imagining in my minds eye how the graphics would improve.

I hope we get a new trailer at E3.
 
No one who is developing will outright say this, but PS4 devkits themselves have went through performance boosts since their initial inception.
I figured this was a given with the recent RAM upgrade; unless we're talking about clock speeds and recent component(GPU) architecture. ;)
 
What do you guys expect from multiplayer?
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I think we are going to get an mp that is somwhere between kz2 and kz3. Kz2 was pretty hardcore and was pretty bad when it came to being noob friendly. Kz3 though went in the fucking complete opposite end of that spectrum, dumbing it down to cod status. So yeah, a mix of both. Expect to see kz3 in your kzsf, especially if they want to hook those early adopters with an addicting mp. I just hope lessons have been learned.
 
Is this really confirmed?

jhzSiKJ0FgToq.png


Feels like he's dodging the question. That's the actual game director...if he doesn't know this shit, that's hilarious, in a pathetic kind of way.

This is what is great in a unified memory pool. Who cares how much memory goes for graphics? The developers don't have to bother about this. I think...
 

Unfinished, and a poor area of the game to show compared to what is in other stages. Cevat Yerli will hopefully eat crow once he plays Killzone Shadow Fall on the final build.

HOWEVER, I wouldn't expect anything major to improve by E3, 2 and a half months is little time to make all the improvements.
 
Unfinished, and a poor area of the game to show compared to what is in other stages. Cevat Yerli will hopefully eat crow once he plays Killzone Shadow Fall on the final build.

HOWEVER, I wouldn't expect anything major to improve by E3, 2 and a half months is little time to get all the stuff up and running properly.

Really? I think it looks pretty incredible. It seems likely to me that most of the game takes place in the city. If not, why render something so massive with such a distinct partition?
 
Unfinished, and a poor area of the game to show compared to what is in other stages. Cevat Yerli will hopefully eat crow once he plays Killzone Shadow Fall on the final build.

HOWEVER, I wouldn't expect anything major to improve by E3, 2 and a half months is little time to make all the improvements.

I wouldn't bet on it - if devs get kits with the actual HW they can do it.
 
Improved graphics or not I just want KZ2 like environments but on a much larger scale.

Much of what made KZ2's environments distinct was the oppressive atmosphere...it would be cool if they had dynamic weather in this. Imagine the Helghast launching an assault on the ISA side and huge storm blowing in...could be an awesome juxtoposition of the clean cityscape being thrown into chaos
 
Unfinished, and a poor area of the game to show compared to what is in other stages. Cevat Yerli will hopefully eat crow once he plays Killzone Shadow Fall on the final build.

HOWEVER, I wouldn't expect anything major to improve by E3, 2 and a half months is little time to make all the improvements.

Depends on when they started making this demo. Could be some time ago, while the rest of the team was working with the final dev-kit.
 
Helghan was nuked and they live on Vekta now this is 30 years later.


It's based on Berlin during the cold war. It's 30 years after the Killzone 3 ending (i won't spoil what happened). The remaining helghast probably were offered to have a settlement on Vekta to make up for the horrible act that mofo Rico did :P.

It looks like Vekta is devided into a prosperous vivid part and an industrial gritty Helghan part.

He is standing on "The Wall"


Thanks guys. I finished 3 but i assumed most of the helghan were dead. This sounds great. Hoping we can play both sides of this. Helghan are actually the cooler characters.
 
Much of what made KZ2's environments distinct was the oppressive atmosphere...it would be cool if they had dynamic weather in this. Imagine the Helghast launching an assault on the ISA side and huge storm blowing in...could be an awesome juxtoposition of the clean cityscape being thrown into chaos

You will most likely have contrasts. The Vektan side of the wall will be much cleaner while the Helghan side will be opressive and will have a very distinct style. Whether you will see both sides of the wall in one single campaign or as a dual campaign is what I am curious about.
 
Unfinished, and a poor area of the game to show compared to what is in other stages. Cevat Yerli will hopefully eat crow once he plays Killzone Shadow Fall on the final build.

HOWEVER, I wouldn't expect anything major to improve by E3, 2 and a half months is little time to make all the improvements.
You've seen more?
 
You will most likely have contrasts. The Vektan side of the wall will be much cleaner while the Helghan side will be opressive and will have a very distinct style. Whether you will see both sides of the wall in one single campaign or as a dual campaign is what I am curious about.
They don't look much different to me,I'm talking based off the concept art.
 
You better fuckin' love it. I want to see a sequel.

Sorry a bit off topic :p
Will be popping into the OT with insightful commentary over the coming days.

I started it last night because I needed something to vent my frustration on, so no promises on that front!
 
Here's my synopsis of the new KZ storyline.

The main character investigates the Helghast rebellion attack. After the ending of KZ3, the Vetka government has placed strict rules and regulations on the refugees. The Helghast are governed by
Visari's daughter. I believe she's the one at the ending of KZ3.
Knowing that Weapons aren't allowed in the Helghan sector, he comes upon clues leading to one of the largest Corporation in Vetka. Soon after, he gets ambushed by his own team, but was saved by the Helghan citizens. After his recovery and with the help of the Helghan leader, he dons as a Helghan to uncover the Corporation scheming plot.
 
Here's my synopsis of the new KZ storyline.

The main character investigates the Helghast rebellion attack. After the ending of KZ3, the Vetka government has placed strict rules and regulations on the refugees. The Helghast are governed by
Visari's daughter. I believe she's the one at the ending of KZ3.
Knowing that Weapons aren't allowed in the Helghan sector, he comes upon clues leading to one of the largest Corporation in Vetka. Soon after, he gets ambushed by his own team, but was saved by the Helghan citizens. After his recovery and with the help of the Helghan leader, he dons as a Helghan to uncover the Corporation scheming plot.

Re: your spoiler:
They say 'Welcome home, sir', so I don't think it's Visari's daughter.

Going by the shadow I'm thinking Stahl. But I'm hoping Radec (after KZ2 sent to some secret place to "rebuild").

If it's actually Visari I'd think he'd be dead of old age anyway 30 years later.
 
I just got word from a very reliable source about the visual jump between final release and the preview you saw at the Sony event last week. I won't give names or specifics, but I asked how much of an improvement we were going to see, and he mentioned:


"jump is going to be GOOD. vyery GOOOOD :)"

I left the typo in.

If they start to crack computing tasks of the new GPU to make things like lighting it is very possible.
 
This game will probably only be 6 hours long.
Probably, that is the reality of modern gaming. Even then, lots of people won't finish it. Isn't is that a 50% completion rate on an 8 hour game is considered exceptional? We're lucky we get games as long as we do, because they're wasting money making them even eight hours long.
 
One thing i'm wondering about in this video: you've got this beautiful city full of activity and life (love all the planes and air traffic) but it's mainly portrayed in the cutscenes/scripted action scenes (the plane scene). Will i actually be able to stand on a ledge and look at that city, turn around my camera and get such quality visuals?

If yes, consider me impressed. I shall enjoy those vistas a lot then.
 
Steven ter Heide ‏@StevenTerHeide1
Seeing an amazingly talented cast bring our story to life is fantastic.

Hoping this indicates they have a good script and good cast this time round. I really couldn't care less about the visuals as they always make good looking games. Game can look great but if the gameplay is not compelling and they have an awful disjointed story, one dimensional characters, ham actors and cringe inducing dialogue it's all for nought.
 
I just got word from a very reliable source about the visual jump between final release and the preview you saw at the Sony event last week. I won't give names or specifics, but I asked how much of an improvement we were going to see, and he mentioned:


"jump is going to be GOOD. vyery GOOOOD :)"

I left the typo in.

So, 60fps confirmed then?

j/k, but still hoping it's true :)
 
Hoping this indicates they have a good script and good cast this time round. I really couldn't care less about the visuals as they always make good looking games. Game can look great but if the gameplay is not compelling and they have an awful disjointed story, one dimensional characters, ham actors and cringe inducing dialogue it's all for nought.

no Rico already means it's 100x better
 
One thing i'm wondering about in this video: you've got this beautiful city full of activity and life (love all the planes and air traffic) but it's mainly portrayed in the cutscenes/scripted action scenes (the plane scene). Will i actually be able to stand on a ledge and look at that city, turn around my camera and get such quality visuals?

If yes, consider me impressed. I shall enjoy those vistas a lot then.

Don't see why not. The cutscene transitioned seemlessly to gameplay, and that bustle was evident in the rope scene as well.
 
While the game will still feature the gritty look that Killzone is known for and it's traditional shooter play, the setting will also allow for this new sort of play that Hulst describes as "quiet infiltration."

That scene from the PlayStation 4 demo was part of an actual level in one of the earlier stages of the game, he said.

"There are a few things that we wanted to communicate with that play-through," he said.

Chief among that is that the game includes a new look, one Hulst describes as "very photo realistic and crisp." That new look, and the accompanying colorful landscape, are both the offshoot of a very specific goal.

"I think what we wanted to do for this game is to provide you with a created world that you want to be in and give you a reason to fight," said game director Steven Ter Heide. "So you see this world and then, if you understand that that's going to be under attack, it's something you want to fight for. And I think that's something that's powerful.

Early on, Ter Heide said, the team looked at one of the original levels of the original Killzone which featured the dichotomy of a beautiful blossoming tree and brutish Helghast enemies. The team prototyped some ideas based off that and liked what they saw.

To deliver the experience they wanted, the team tore apart a modified in-house engine they used to create Killzone 3, Hulst said.

"For all intents and purposes the engine is brand new," he said. "It's our PlayStation 4 Killzone engine. Some large components, like pretty much all the animations, everything that's got to do with lighting, reflection, all of that has been ripped out completely [from the Killzone 3 engine] and replaced. It's been a real deep investment for us. This is all new stuff."

"What we are trying to do with this game is create a vibrant world, something that feels very alive where your existence is acknowledged, so people look at you, people respond to your actions, all of that," he said. "And that takes a lot of different elements. It's not just the quality of the facial animations, not just the effects, not just the lighting. It's not the photo realism. It's not the environment. It's all of these different things that need to work together to create a coherent kind of experience where you believe that, ‘Yes, I am in this world because it all makes sense.' Nothing falls out of place and jerks you out of that experience."

"It's not necessarily about the story that we're telling, but it's your story," he said. "How did you play the game? It's interactive entertainment, so we can give you one play-through of the game, but that shouldn't be representative of everybody's experience. It should be different for everybody, and they should be able to tell their own story, to say, ‘This is what I did in this game.' I think those are the moments that, if people are actually going to say those types of things about our game, I think we did a really good job with."

http://www.polygon.com/2013/2/26/4029268/the-next-killzone-aims-to-prove-next-gen-gamings-worth
 
Hmmm that "the way you play the game", maybe hinting at similar functionality to the loadouts in Killzone: Mercernary? I think that could be pretty cool.
 
Hmmm that "the way you play the game", maybe hinting at similar functionality to the loadouts in Killzone: Mercernary? I think that could be pretty cool.

It reminds me of the "sandbox shooter" mentality found in parts of the first and second games. More open fighting areas with some pretty complex level design compared to the typical corridor shooter so that there are many more outcomes to each battle than just popping behind cover blasting away at respawning waves of Helghast.
 

Honestly that is really pointless.

I wonder how bright the light is so if you play in the dark would it have a red aura when you are low health. If so, I accept. Otherwise...how would you see it...

Is it for when your friends are watching you play...and are looking at you? Better not replace the usual way of showing you health!


Killzone singleplayer has multiple difficulties usually right? I can see myself replaying it a few times unless mp is unreal and takes over. Never played it before, not sure what to expect.
 
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