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New Killzone: Shadow Fall gameplay

Of course. Those weren't launch games.

Saying it is superior from a technical standpoint is impossible because Killzone shadowfall is using techniques that were not possible on the ps3. The LOD in shadowfall is 4x higher than that in Killzone 2/3. Art is subjective and i still don't feel its superior. The whole point of this game is to simulate east and west germany. All they have shown off so far is the good side and we have really seen only 2 levels so again, its a load of nonsense to make such a declaration.
 
Saying it is superior from a technical standpoint is impossible because Killzone shadowfall is using techniques that were not possible on the ps3. The LOD in shadowfall is 4x higher than that in Killzone 2/3. Art is subjective and i still don't feel its superior. The whole point of this game is to simulate east and west germany. All they have shown off so far is the good side and we have really seen only 2 levels so again, its a load of nonsense to make such a declaration.

He's saying that they were more impressive for their time. Not that Killzone 2/3 look better.
 
Saying it is superior from a technical standpoint is impossible because Killzone shadowfall is using techniques that were not possible on the ps3. The LOD in shadowfall is 4x higher than that in Killzone 2/3. Art is subjective and i still don't feel its superior. The whole point of this game is to simulate east and west germany. All they have shown off so far is the good side and we have really seen only 2 levels so again, its a load of nonsense to make such a declaration.

He's saying that KZ2 is a more impressive PS3 game (meaning it's pushing the PS3 more) than KZSF is a PS4 game.
 
What I mean by that is from a technical and artistic standpoint, KZ2/KZ3 looks more impressive as a PS3 game than KZSF does as a PS4 game.

(That probably doesn't make any sense).

Well they did come out 3 and 5 years after the PS3 was released, respectively. This is a launch title and games will continue to look even better as the years go by.
 
Dev uses power pc to achieve target graphics = people cry foul and that the game will never look like that.

Dev uses actual hardware and a current build or build made just for that demo = What is this? Why is there pop in and why does it look so bad?

Starting to understand why devs use target renderings now. Seems they are actually better off to over promise and under deliver.
 
Dev uses power pc to achieve target graphics = people cry foul and that the game will never look like that.

Dev uses actual hardware and a current build or build made just for that demo = What is this? Why is there pop in and why does it look so bad?

Starting to understand why devs use target renderings now. Seems they are actually better off to over promise and under deliver.

Didn't they say that the February demo was running on PS4 hardware or am I mistaken?

People seemed impressed with that, just not the E3 demo.
 
I agree, I think the art direction is kinda ass

I'm on the opposite side of the fence, I personally think this look is a fantastic representation of what Gorilla is capable of. Everyone assumed all they could do was doom and gloom, then they show a completely new lighter side of the spectrum. We know they can do the darker portion better than most, and I'm personally impressed by what I'm seeing here.
 
Didn't they say that the February demo was running on PS4 hardware or am I mistaken?

People seemed impressed with that, just not the E3 demo.

The Feb demo looked much better to me because was not bland woods and showed a cool city with lots of nice lighting.

iO3CHz0kdQSCS.gif
 
I'm on the opposite side of the fence, I personally think this look is a fantastic representation of what Gorilla is capable of. Everyone assumed all they could do was doom and gloom, then they show a completely new lighter side of the spectrum. We know they can do the darker portion better than most, and I'm personally impressed by what I'm seeing here.

My sentiments exactly. This is a great change of pace, and I know for sure we're going to see the gritty side of things in the game as well.
 
Didn't they say that the February demo was running on PS4 hardware or am I mistaken?

People seemed impressed with that, just not the E3 demo.

Yea, and it is a subjective thing. The E3 demo was introducing the OWL and they wanted to use that area to show some of the things the OWL could do, and to show another environment to show people it isn't all urban the entire game. Many people loved it, like myself, others thought it looked boring. The truth of the matter is we don't know what difficulty level these demos are set to, for all we know they are set to very easy, and these demos even if they were current code are still 4-5 months away from release. Most of the time these demos aren't even current code, however. Heck BF3's beta was using a build that was months old just a couple of weeks before the final product hit shelves. GoW3 was similar as well.

So I think we are dissecting this a little too much. I get it this is a discussion forum and people are having a discussion, but at the same time we are discussing something no one hear has intimate details about and could change a lot up until release.
 
The Feb demo looked much better to me because was not bland woods and showed a cool city with lots of nice lighting.

iO3CHz0kdQSCS.gif

I think part of the problem is that people are so used to industrial settings for Killzone games that they go into convulsions when they see foliage. "This is not Killzone"

The forest itself might have been too big of a jump for some people, while the lighter and brighter city felt fresh, but at the same time not too distant.
 
No offense, but uhh, yeah, fuck that......

When I play the multiplayer, I want it to feel like I'm in a epic warzone with multiple soldiers (the same vibe the SP gives) not downsized like the franchises you described.
Killzone should lean more towards Battlefield Multiplayer wise, just with smaller players counts (24 to 32 is fine depending on level design) and more focus on infantry rather than vehicles to keep it more competitive. Not everything needs to be reduced to small player counts. I think just changing some game mechanics (which have been suggested since the release of KZ2) can stop how much of a clusterfuck some matches became. Just my opinion.

Why the fuck would you want that. That is disgusting.
 
This game is too.... mellow. It lacks the intensity of the previous KZ games.

By the way, since "L2" is for hacking I guess they did away with the "cover" system here. Yup.... it's turning into a generic "sandbox" style now.
 
I think part of the problem is that people are so used to industrial settings for Killzone games that they go into convulsions when they see foliage. "This is not Killzone"

The forest itself might have been too big of a jump for some people, while the lighter and brighter city felt fresh, but at the same time not too distant.

More like, the forest level doesn't look that good graphically. The flat grass textures everywhere instead of fields of grass, some low res rock textures, a lot of pop-in -- it just doesn't look like it's running on a system 10x the PS3 in this footage.
 
The Feb demo looked much better to me because was not bland woods and showed a cool city with lots of nice lighting.

iO3CHz0kdQSCS.gif

The only main issue I had with the February demo was that the character animations looked a little rough, especially when the guy you were following at the beginning walked down those stairs.
 
This game is too.... mellow. It lacks the intensity of the previous KZ games.

By the way, since "L2" is for hacking I guess they did away with the "cover" system here. Yup.... it's turning into a generic "sandbox" style now.

The guns used to pump drastically with a recoil animation after each successive shot.

They also sounded less pew pew and more boom boom. The jump towards future weapons hurt the gunplay I think.
More like, the forest level doesn't look that good graphically. The flat grass textures everywhere instead of fields of grass, some low res rock textures, a lot of pop-in -- it just doesn't look like it's running on a system 10x the PS3 in this footage.

The day we get good leaf textures and amazing hair physics is the day I can die happy. Seems like games really struggle with this over industrial, urban areas.
 
No offense, but uhh, yeah, fuck that......

When I play the multiplayer, I want it to feel like I'm in a epic warzone with multiple soldiers (the same vibe the SP gives) not downsized like the franchises you described.
Killzone should lean more towards Battlefield Multiplayer wise, just with smaller players counts (24 to 32 is fine depending on level design) and more focus on infantry rather than vehicles to keep it more competitive. Not everything needs to be reduced to small player counts. I think just changing some game mechanics (which have been suggested since the release of KZ2) can stop how much of a clusterfuck some matches became. Just my opinion.

Why the fuck would you want that. That is disgusting.

I am not a fan of the forest environment in this. The bright colorful Vektan urban environment looks much better visually. Unlike most cities in games its not a pile of brown grey rust colors with floating sprites that represent debris ( i.e. COD garbage). It looks much cleaner, which is a nice change.

killzone-shadow-fall-2gsex.jpg

Them colors! Also note the surprising cleanliness after a generation of shooters that looked visually atrocious. The buildings look nice enough to inhabit in this game.
 
This game is too.... mellow. It lacks the intensity of the previous KZ games.

By the way, since "L2" is for hacking I guess they did away with the "cover" system here. Yup.... it's turning into a generic "sandbox" style now.

Wow you guys jump to conclusions insanely fast. You do know cover is in the game right? Did the game look any less intense in Feb demo? And how is a sandbox shooter generic? Are you serious? Most shooters nowadays are linear shooting galleries. Having an open ended approach in some of these levels is a breath of fresh air.

I would like to think most here on GAF know that when developers demo their games and want to show off new features in them, they don't crank the difficulty up to high so as to die every 30 seconds and have to restart. Everything is set to easy and that's exactly what they did here to show the OWL's capabilities.
 
I don't see how this is an excuse when BF4 and all the other launch titles are going up against similar things and also have to deal with last gen consoles.

Look at a game like Halo which was a launch title for Xbox. Bungie was working with a totally new architecture as well and yet the game was still tremendous in scope and was doing stuff that had not been done in any other game. Sony needs a game with that sort of technical and creative ambition. Killzone 2 was close to that but ever since then nothing particularly amazing has happened with this franchise. Killzone 3 was mediocre and everything that has been shown for this game looks like a graphically nicer version of KZ3.

I have to admit that this guy ^ spent more time admiring the reloading animation of the M82 in KZ2 than killing enemies. It seems the quality of the animations as well as the audio has decayed terribly since then. I have not been blown away by weapon animations either since KZ2s release.
4lxxc15n8x7b0npm0.gif
 
I think part of the problem is that people are so used to industrial settings for Killzone games that they go into convulsions when they see foliage. "This is not Killzone"

The forest itself might have been too big of a jump for some people, while the lighter and brighter city felt fresh, but at the same time not too distant.
Never really gotten into KZ before, so I don't really care either way. After leading with the city section, the scope of this forest level just doesn't seem particularly impressive.
 
I have to admit that this guy ^ spent more time admiring the reloading animation of the M82 in KZ2 than killing enemies. It seems the quality of the animations as well as the audio has decayed terribly since then. I have not been blown away by weapon animations either since KZ2s release.

They also have reduced the amount of Motionblur and depth of field the use.

Game looks less stylized and more polygonal as a result to be honest (coming from a die-hard PC-only 60fps person)
 
This game is too.... mellow. It lacks the intensity of the previous KZ games.

By the way, since "L2" is for hacking I guess they did away with the "cover" system here. Yup.... it's turning into a generic "sandbox" style now.
Cover system is still in. Just watch the Feb reveal.
 
Another thing that seems to be missing in SF is the way the weapons handled in KZ2. None of them were perfectly accurate despite where you aimed, which gave the weapons a more realistic heavy feeling compared to that extremely tight twitch shot placement that you get in games like COD or CS. The weapons of SF seem to be too accurate. It is a shame because that mechanic was one thing that set KZ2 apart from most shooters.

161aluwcguln.gif
 
We don't know that, do we? The fact that some developer had dual cards in their workstation doesn't mean the game was demoed on that.

It was a 7990.

AMD and EA DICE are proud partners in gaming, with a recent history that includes the award-winning Battlefield 3 in 2011. That relationship continues today with the world’s first public demonstration of Battlefield 4, powered by the AMD Radeon HD 7990—the world’s fastest graphics card! Today’s unveiling not only demonstrates the commitment EA DICE makes to state-of-the-art PC graphics, it stands as further proof that the critically-acclaimed Graphics Core Next architecture in the AMD Radeon HD 7000 Series is the best choice for truly advanced PC games.

http://www.legitreviews.com/news/15327/
 
Another thing that seems to be missing in SF is the way the weapons handled in KZ2. None of them were perfectly accurate despite where you aimed, which gave the weapons a more realistic heavy feeling compared to that extremely tight twitch shot placement that you get in games like COD or CS. The weapons of SF seem to be too accurate. It is a shame because that mechanic was one thing that set KZ2 apart from most shooters.

161aluwcguln.gif

I agree with this.
 
The Feb. demo looked way better than this jungle section.

Thats because it features that huge ass city section.

It was more about showing off the game's scale.

They need to get back to that. That is why they need to get away from showing this forest business and show some more big battles.
 
Another thing that seems to be missing in SF is the way the weapons handled in KZ2. None of them were perfectly accurate despite where you aimed, which gave the weapons a more realistic heavy feeling compared to that extremely tight twitch shot placement that you get in games like COD or CS. The weapons of SF seem to be too accurate. It is a shame because that mechanic was one thing that set KZ2 apart from most shooters.

161aluwcguln.gif

I don't see anything in that GIF about inaccuracy except for a glitching enemy's leg moving out of the reticule area lol.
 
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