Killzone Shadow Fall - Ultra High Bitrate MP Footage

I'm not understanding why ppl are complaining about the FOV, looks perfectly fine to me. Anybody care to explain?

I personally don't have a problem with it, but I can see why some people do. Small FOV can cause nausea or dizziness because the brain expects one thing and is presented another. (The gun should not take up over half the person's line of sight). Additionally, you can see a lot less of the battlefield because of it.

The only game that made me remotely dizzy after extended sessions because of FOV was Halo 4. The BR took up like 3/4ths of the screen.
 
I think these games are pretty hard to compare side by side because BF4 aims for photorealism while Killzone has a much more abstract graphics style. What Killzone does with its lighting, especially in single player, is very impressive, but it's not a generational leap over BF4. ^_^

Yeah I also think it can be hard to compare these high end games (KZ, C3, BF4) with the different art styles. Just refreshed my memory with a little C3 and BF4 on my computer. Crysis 3 has a shit ton of grass and foliage everywhere and makes it look amazing. BF4 SP doesnt really have any green environments to match, not because they couldn't do it but the story just didn't go there. In KZSF MP footage here, the planet is not even Earth so it has the yellowish plants and sparse foliage which seems a little below C3 but you can see the influence from the original Killzone Vekta environments. If I was forced to decide, I think texturing in KZ has them beat, perhaps BF4 has the best lighting and C3 has the most consistent quality across all assets. But for me it's really hard to say.

If what I see in C3, BF4 and KZ is the minimum standard, then I'm happy.
 
At the end of the new gen we will look back to KZSF and BF4 and shake our heads.

I can't fucking wait until that happens. I'm satisfied with BF4's visuals for a 60fps title and SF is mindblowing. I'm going to be a good generation.
 
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I personally don't have a problem with it, but I can see why some people do. Small FOV can cause nausea or dizziness because the brain expects one thing and is presented another. (The gun should not take up over half the person's line of sight). Additionally, you can see a lot less of the battlefield because of it.

The only game that made me remotely dizzy after extended sessions because of FOV was Halo 4. The BR took up like 3/4ths of the screen.

But the other problem is when a game goes too far the other way. When I adjust a FOV slider, I'm met with either an image that from a depth and geometric perspective looks correct, then moving the FOV slider I'm met with a fish-eye looking image where the geometry is scrunched into the center of the screen and more image is brought in from the sides. It becomes jarring as it doesn't look like the depth perception and consistent geometry of normal eyesight.
 
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.

That is hands down my biggest complaint with Killzone, is the lack of bringing that awesome story to the forefront. I've said it a billion times, but I feel Killzone should have been given the Mass Effect or Fallout: New Vegas treatment, while still retaining the gritty war setting, first person action, but fleshing out the world and conflict between the ISA and Helghast. We desperately need a Killzone game set during the early parts of the conflict, with the Helghast being driven to Helghan and forced to struggle for survival in a harsh climate.
 
Dem copied over sound effects.

It makes it too easy to remember how bored I was when playing the last 2.

I fully expect Shadow Fall to be multitudes better, though.
 
Looks like it'll kill me with motion sickness again :/. I really want to play the main Killzone series without the crippling nausea.

Maybe remote play will help since I had no problems with Mercenaries.
 
Looks great! I'm a single player guy in general so I eagerly await the single player experience! As I'm in the UK ill have to avoid GAF for a few weeks!
 
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.

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Plays perfectly on my retina screen desktop Mac. And it looks gorgeous. I can't believe it's MP. If only I'm good at FPS.....
 
Still not happy about the pop-in (although this particular footage doesn't seem so bad) It looked a lot worse in the last single player footage I saw.

Optimization is obviously not a priority. I hope for later patches to the game which address this.

I really want to buy the digital version too so my son & I can play together but then GTA5 pops into my head.....arrrrrrrrrrrrrrrgh!!!!

I shall be looking deeply upon the USA release within peoples impressions...
 
FOV is pretty nauseating if you are too close to the screen...its ok if you watch it on a TV. Anyone ask GG about it?
Unfortunately, it comes with the territory when dealing with console FPS games. I was hoping that might change this coming generation.
 
The 60 FPS more than anything else is what makes it look good.

The environments aren't terribly exciting, the one shown at the PS4 reveal was more interesting IMO.
 
The best weapon models and animations in the industry and my opinion has been solidified again with KZ:SF. I wish we could clone GG's animators and send them to all of the big FPS studios out there and show them how it's done because such a tiny little detail like the fingers moving while reloading is refreshing in a genre where guns look like plastic and the reloads are extremely basic and nowhere near realistic at all. It might be a tiny detail, but it's also something you see ALL THE TIME considering the weapon is always on the screen and reloading might as well be happening every 10 seconds.

For those of you who want to talk nonstop about the weapon models while playing KZ:SF, add "demolitio" on PSN because I could marvel at GG's attention to detail for months.
 
the character movement(no movement in the hips) and gun-bob look really strange. sound effects come across a bit muffled as well.
 
What is the FOV justification for console games? Support for non HD displays?
Distance from the TV, I believe. If you sit back from your TV, the console FOV simulates the "correct" amount of view; it feels more natural because the TV isn't filling your view. It functions like a "window" in the gameworld, matched to the "correct" FOV for the distance. The higher standard FOV in PC FPS games is due to the average distance from the monitor being much smaller - the monitor literally fills your view, so the FOV is pulled back to accommodate.
If you attempt to play a console game on a PC monitor at PC distances, it fucks you up because its so god damned zoomed in and doesn't feel the way your brain tells you it should. However, try playing the same game with a PC FOV on a TV with a large distance between you and the TV, and the game feels much too zoomed out.
 
Looks really solid, since it is a launch game.No doubt the best looking game on next gen consoles. Since it is a fps a genre where PC gaming is king, i guess it doesn't look jaw dropping though, i can see that being the case for other games and other genres.
 
Looks really solid, since it is a launch game.No doubt the best looking game on next gen consoles. Since it is a fps a genre where PC gaming is king, i guess it doesn't look jaw dropping though, i can see that being the case for other games and other genres.
I haven't seen any shooter MP footage that looked jawdropping. Not even BF. Mp is always a watered down version of the SP. But in that regard, i'm actually surprised it looks this good and this clean (sure, you could go even cleaner on a good pc).
 
I haven't seen any shooter MP footage that looked jawdropping. Not even BF. Mp is always a watered down version of the SP. But in that regard, i'm actually surprised it looks this good and this clean (sure, you could go even cleaner on a good pc).

yes, being MP also doesn't help, i guess some SP with destructble environments and such would make it more appealing. But it looks really good, clean, textures, pretty smooth, lighting.... But somehow games like Ryse or even Resogun may have that 'wow' factor that this footage lacks.
 
Distance from the TV, I believe. If you sit back from your TV, the console FOV simulates the "correct" amount of view; it feels more natural because the TV isn't filling your view. It functions like a "window" in the gameworld, matched to the "correct" FOV for the distance. The higher standard FOV in PC FPS games is due to the average distance from the monitor being much smaller - the monitor literally fills your view, so the FOV is pulled back to accommodate.
If you attempt to play a console game on a PC monitor at PC distances, it fucks you up because its so god damned zoomed in and doesn't feel the way your brain tells you it should. However, try playing the same game with a PC FOV on a TV with a large distance between you and the TV, and the game feels much too zoomed out.
That makes sense, thanks. I sit around 9 feet from my screen and I've never really noticed a problem.

Anyone re-hosted this? The link isn't working :(
The direct link from here worked and was fast for me both last night and this morning.
 
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