Killzone Shadow Fall - Ultra High Bitrate MP Footage

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holy fuck
 
downloaded and watched the footage. it really does look impressive. if this is where the ps4 is starting then i can't wait to see what it's doing a year or two from now.

having said that, i'm slightly disappointed by the pop-in you can spot. yes, it's minimal and you really have to look for it, but it is noticeable and i feel like that kind of thing just shouldn't be happening on a system as powerful as the ps4. why not tweak the design of the maps so that doesn't happen. i'd sacrifice a little detail if it means trees in the distance are going to suddenly appear and rock walls don't all of sudden become more defined when i get within 20 feet of them.

not trying to bag on the game--it does look great. hell, i have a copy of it sitting on my desk waiting for next friday. i just don't want to see stuff like that in my next gen games. maybe that's just me though
 
look like they reversed it
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miss that KZ2 grit

This will always be the GOAT gun model/reload animation for me, sogood, even if GG added the m82 to shadow fall id still miss the gritty aesthetic and dark colours, KZ2 looked the best :/
 
It definitely drops significantly in a few places, which is disappointing because there isn't much going on.

Is there a timecode for this? Please tell me where in the video there are significant fps drops. Just re-watched it and didn't notice anything. Maybe a drop from 60 to 55 or something. But I honestly couldn't see anything.

So yeah, at what points does it drop?
 
Looks good. I was expecting it to look a bit more sharp but I guess fxaa is doing its job again..Why couldn't they have gone with mlaa instead of fxaa..;/
 
I just created a 1080p/60fps GIF of one scene, but the resulting GIF was larger in size than the entire movie footage...
 
Watching this gif just demonstrates the insane detailing in the gun. Even the launcher attachment looks exquisite. I want gifs like this of every reload animation in the game.

The tiny movement of the fingers adjusting the grip looks really cool too.
 
Looks amazing... Can't wait to play it.

Multiplayer should be a ton of fun now that everything is unlocked from the get go :)
 
Personally, I don't think Killzone: Shadowfall is where you should start your Killzone experience. But then again, I've been a KZ fan since Liberation on the PSP.

For me, my love of Killzone isn't just the presentation, but that's certainly a part of it. I can break it down like so, however:

1) Tone. Before CoD and BF showed up, Killzone 1 was a surprisingly gritty and "realistic" take on war. Despite it being futuristic, it felt very believable and real, even on the PS2, which struggled to keep up with Guerrilla's ambition back then. The look and feel of Killzone was set back then, even though, unfortunately, the gaming press was hyping it as a "Halo Killer," which lead many to unrealistically think that Killzone was going to look and feel like Halo. It. Does. Not. And this is coming from someone who absolutely loves the original Halo, but also loves Killzone.

2) Feel. Killzone has always felt heavy, and "real." The weight of the weapons is kind of a staple of the series, and movement is not about mimicking mouse and keyboard precision, but about making you feel like you are handling fairly heavy weaponry. It's not about twitch gameplay. I loved the weight of Killzone 2, but I'm glad they tweaked it with Killzone 3, Killzone: Mercenary, and Killzone: Shadowfall. Killing enemies just feels very satisfying in the Killzone games, especially in 2 and 3. The encounters feel hectic and tense, and frantic.

3) Mythos/Concept. Despite the games lacking in a strong narrative in the "hot war" scenario, the backstory and concept of Killzone is one of the best in the industry. If you ever have the time, try reading the lengthy timeline of the Killzone universe on their website, and you will find a rather compelling, interesting, almost tragic series of events that led us to where we are in KZ: SF. It's a shame that the games either have that stuff buried in intel documents throughout the game, or only available in the website. If they had put more of that history and complexity in the actual games, it would have transcended the tired "meatheads with guns" theme that KZ2 and 3 especially present. One of the things I enjoy the most about the Killzone story/history, is how sympathetic the Helghast ultimately seem when you know their history. They aren't the "pure evil" that they seem on the outset. But they certainly are no angels, either.

4) Yeah, the graphics. Killzone 1 was done a disservice on the PS2. The system couldn't handle it. It has moments of impressive visuals, but it falls short sometimes. Killzone: Liberation is a great game, and the top down isometric view was a departure, but totally worked. It was a clean, nice-looking game. And then came Killzone 2, which is stunningly beautiful, even to this day. I've been replaying Killzone 3 in anticipation for Shadowfall, and I can also say that KZ3 boasts some truly jawdropping visuals. The Helghast are also incredibly iconic and just downright badass looking. I can't help but want the Killzone engine to have been used for other games, from Silent Hill, to Aliens, to anything dark, and somber, and gritty. The last area of Killzone 2, and the winter area of Killzone 3 are still two of the most incredible things I've seen on a console, and I'm still stunned that the PS3 was able to pull that off, with as fluid as a framerate and as high image quality as it does.

So, yeah, those are my thoughts on it. I know people often find it hard to believe that Killzone has fans, and many people think that it's just because of the "purty graffix," but I have to admit that I'm not a fan of Call of Duty or Battlefield, and I've played them. I am a fan of Halo 1, and Halo: Reach was pretty good (never played 3, or 4, and only a little bit of ODST. Halo 2 wasn't bad either), but I've never wanted Killzone to be like Halo, or to feel like Halo, or to play like Halo.

The fact that Killzone is so different from CoD, BF, and Halo, and is kind of its own thing, is precisely why I'm a fan of it in the first place. In an industry of cookie cutter, "me too" wannabes, and try their hardest to ape the popular title of the time, Guerrilla has stuck to their guns (no pun intended), and despite tweaks here or there, Killzone has remained Killzone, and I'm grateful for that.

While I'm at it, Killzone: Mercenary on the Vita is fantastic. It feels like a great bridge between the PS3 titles, and Shadowfall in terms of presentation and controls. Superb game, and looks stunning on the Vita, doing justice to the Killzone graphics pedigree.

This post

THIS FUCKING POST!

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Dat corpse bug. Or is that a bullet from the guy on the right?

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Personally, I don't think Killzone: Shadowfall is where you should start your Killzone experience. But then again, I've been a KZ fan since Liberation on the PSP.

..... snip

This.

For me, KZ2 will remain my favourite despite the input lag related issue (fixed in the third). I missed the grit in KZ3 which felt like a departure from a more focused vision and into the realm of trying to be jack of all trades design-wise.

As for the story, I have heard great things about the settings but an IP that is primarily supposed to be a game should bring that to forefront. Show us what makes it great while we play it instead of forcing us to delve in other mediums to find out why it is so revered. So far, most of what I have seen are sections of tried, tested and trite war drama with limited vocabulary instead of an overarching plot that encompasses a greater part of the timeline in numerous shades of grey. IIRC, unlike the games, the plot is not so black and white and there is no clear villain.

Perhaps one day, GG will make a prequel to KZ1 with more grit and a more inclusive storyline (back story). After games like The Witcher, Fallout and TLoU, I hope devs realize that there is a market for mature gamers who value intricacies of civilizations and the people who inhabit them.
 
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