• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

New Killzone: Shadow Fall gameplay

Yes, I'm aware of that. However, getting up and running on a system and getting the most performance out of it as possible are two different things. The ease of use makes the former easier, but the latter still takes deeper understanding of the hardware. Cerny, the system architect, even said the PS4 was designed with this in mind. My argument was that I expect Guerilla to have a leg up over Dice when it comes to an understanding of the hardware and using the PS4's tools to take advantage of it.

I don't see why this is unfair to assume.

Because there is nothing about the hardware that would be foreign to any quality studio, including DICE. You can believe the PR these companies feed us, but the only real advantage GG would have over DICE (other than the varying levels of skills and resources) is the convenience of working on only one platform versus five. To play Devil's advocate, one could even argue that DICE has the advantage of the two since they have more experience working with AMD DX11.1 cards. (Not that I believe this is the case).
 

Huh no it wouldn't, unless the rope is compeltely loose which makes it rather useless.

So if you're now switching to gameplay arguments, a zipline is a quick and safe way to travel from A to B without any potential for a fuck up at all.
 
It's great that we're getting direct feed footage of next gen games, but that YouTube compression is a real bummer. It's so artifacted it's like watching fireworks after a rabid ape has scratched out your eyes with a hedgehog.
 
Because there is nothing about the hardware that would be foreign to any quality studio, including DICE. You can believe the PR these companies feed us, but the only real advantage GG would have over DICE (other than the varying levels of skills and resources) is the convenience of working on only one platform versus five. To play Devil's advocate, one could even argue that DICE has the advantage of the two since they have more experience working with AMD DX11.1 cards.

Some possible advantages for GG:

1. They received dev kits first.
2. They get the updated dev kits first (8GB upgrade).
3. Doesn't WWS have ICE team whose sole purpose is to get the most out of the hardware and share it with the studios?

I'm assuming there are first party advantages, here. Not saying that Guerilla is a more knowledgeable developer, just that they have a distinct advantage.
 
After watching that video, what I learned was:

Use slo-mo to win
Use OWL machine gun to win
Use OWL wall hack to win
Use dumb enemy AI to win
Use OWL stun attack to win
Use instakill melee to win

Yeah really, they should keep it simple. Shoot at enemy with gun to win. Who wants options?
 
Yeah really, they should keep it simple. Shoot at enemy with gun to win. Who wants options?

I think the inclusion of the OWL in this game sounds pretty cool, as it can open up new gameplay scenarios. But the video was stupid - the player was spamming the same shit over and over again without much effort. The tight gunplay of Killzone 2 and 3 seems to be all gone.
 
I think the inclusion of the OWL in this game sounds pretty cool, as it can open up new gameplay scenarios. But the video was stupid - the player was spamming the same shit over and over again without much effort. The tight gunplay of Killzone 2 and 3 seems to be all gone.

I really hope they give more recoil to the guns. This same SMG in all the footage seems like it has none but maybe other guns do. I'm also hoping this demo is on Easy, which is why the enemies look braindead.

I really think the E3 demo was thrown together at the last minute just to show off the more open environments and OWL. Parts of it look far rougher than the E3 reveal. I'm looking forward to the game but I hope GG doesn't stretch themselves too thin to try to get it out for launch.
 
I think the inclusion of the OWL in this game sounds pretty cool, as it can open up new gameplay scenarios. But the video was stupid - the player was spamming the same shit over and over again without much effort. The tight gunplay of Killzone 2 and 3 seems to be all gone.

That's assuming you've got access to the OWL at all times. The February reveal showed amazing gameplay that's par for the franchise.
 
I really hope they give more recoil to the guns. This same SMG in all the footage seems like it has none but maybe other guns do. I'm also hoping this demo is on Easy, which is why the enemies look braindead.

I really think the E3 demo was thrown together at the last minute just to show off the more open environments and OWL. Parts of it look far rougher than the E3 reveal. I'm looking forward to the game but I hope GG doesn't stretch themselves too thin to try to get it out for launch.
Apparently the game is virtually complete.
 
Apparently the game is virtually complete.

That metric is kind of meaningless. It just means base level design was done. I remember Halo ODST reported the same thing a year before launch. There's a ton of gameplay, mechanics, and visual tweaking to be done after that point.
 
yeah I get that, I edited my post too late, Or I thought I edited earlier but I guess it didnt take. Anyways, that is why I said a retractable compact glider, that comes out of your back on your suit, would make much more sense and would be cooler, than this weird zipline mechanic, it would still work somewhat like the zipline, in the sense that you have to slope down, and would open up some more gameplay mechanics.

Like Batman?
 
Must say the music played during a gunfight is downright terrible.

Those eyes a like stadium lights, they send out a blur going across the whole screen, they should turn it down. They shouldn't even have a blur. -.-
 
Thanks for the higher quality footage OP. Unfortunately, I'm still not feeling it with this trailer. I loved KZ2 (still play it often) and Liberation but after KZ3, my faith in GG has been taken down a few notches.

After watching the footage a bit more closely this time around, I can see where the AI comments come from; I sincerely hope it's just a case of it being played on the easiest difficulty and that the player is rather poor at FPS's. It also reminds me a bit of Crysis which I also loved but I can't say I'm excited to see in my Killzone. Not digging the Owl bot thingy with the zip-line, the slow-mo or being able to scan the environment and track enemies through walls; seems out of place. Feels very nanosuit-ish or maybe it's just me.

Regardless, as long as they get the MP in order, I couldn't give a shit about the SP campaign but after KZ3's multi, I'll reserve judgement.
 
...you want options to fail instead?

well yeah. challenge in games is based on choice and consequence. i'm seeing plenty of the former but none of the latter. it looks like(looks like, the finished product might be better) you've got a million and one things in your arsenal and the helghast are just content to let you blast them with everything and take it. are there any limits on anything? do enemies have a way of countering your methods? or is this just a game where you can see people through walls, send your robot to shoot them, shoot them yourself in slow motion and then stab them before they even notice you?
 
gM8wU1F.jpg


The reason why the Hellgast always loose. Their chief war engineer thought that having stadium projectors in their eyes wont give away their positions away... ever.

Would be really entertaining to see these guys trying to successfully do a Sam Fisher like stealth operation during night time.
 
well yeah. challenge in games is based on choice and consequence. i'm seeing plenty of the former but none of the latter. it looks like(looks like, the finished product might be better) you've got a million and one things in your arsenal and the helghast are just content to let you blast them with everything and take it. are there any limits on anything? do enemies have a way of countering your methods? or is this just a game where you can see people through walls, send your robot to shoot them, shoot them yourself in slow motion and then stab them before they even notice you?

The see through walls is very limited, at least. The scanner overheats after three seconds and makes a loud sound that alerts all of the enemies in the vicinity.
 
well yeah. challenge in games is based on choice and consequence. i'm seeing plenty of the former but none of the latter. it looks like(looks like, the finished product might be better) you've got a million and one things in your arsenal and the helghast are just content to let you blast them with everything and take it. are there any limits on anything? do enemies have a way of countering your methods? or is this just a game where you can see people through walls, send your robot to shoot them, shoot them yourself in slow motion and then stab them before they even notice you?

Its a demo,they're meant to be easy. All of your complaints go away if the actual release has superior AI (read: higher difficulty) and the OWL has cool downs or other penalties (like the enemy alert RoboPlato mentioned).
 
That was painful to watch. So slow. The game looks good though and I'm sure will play better than that with someone that moves faster than a 90 year old with a Cane.
 
This is pretty nitpicky but it's a pet peeve I have in FPS. The hip fire position of the gun looks like it's pointing too far to the left. Even more annoying, the February demo didn't have it like that. I liked the Feb position better. In the Killzone games I could always tell where the bullets were going to hit even from hipfiring because of the onscreen gun position and now it looks like they've messed that up. The angle of the Feb demo held at the lower position of the E3 demo would be perfect.

 
This is pretty nitpicky but it's a pet peeve I have in FPS. The hip fire position of the gun looks like it's pointing too far to the left. Even more annoying, the February demo didn't have it like that. I liked the Feb position better. In the Killzone games I could always tell where the bullets were going to hit even from hipfiring because of the onscreen gun position and now it looks like they've messed that up. The angle of the Feb demo held at the lower position of the E3 demo would be perfect.

They also changed the optic ?
 
I'm really hoping all the ADS to kill a guy 2 metres infront of you is just the player being conditioned to do it rather than actually being necessary because shoulderfire is nerfed out the ass.

Looks really nice, though.

@robo, killzone games have always had the weapons shoulder-rested, never hip.
 
Don't get the complaints about 'wall-hacks.' This is SP, not MP so who cares it is about having fun. Don't use it if that is more fun for you.

When you're creating your own challenges and obstacles in a game, you're no longer playing or enjoying the game for what it is. The purpose of inherent challenges is so that you don't feel like you can simply use this or that or go there, etc, to get past an obstacle, you have to practice and improve. You're stuck until you do. That's the most basic element of a challenge, and by creating imaginary rules and boundaries you're totally in control of that, not the game. It means that playing the game is pointless, basically, since games need to have a challenge of some kind.
 
in terms of gameplay I liked the first trailer A LOT more than this trailer. This level design looks like pure ass...something you might find in Crysis 2 or Crysis 3. Not much room for exploration or strategy, just three different objectives close together. I dunoo
 
I'm really hoping all the ADS to kill a guy 2 metres infront of you is just the player being conditioned to do it rather than actually being necessary because shoulderfire is nerfed out the ass.

Looks really nice, though.

@robo, killzone games have always had the weapons shoulder-rested, never hip.

I guess so but I like the previous games' and the February demos angle better. It's a real pet peeve for me in FPS to look like the guns are aiming too far to the left. Annoyed the crap out of me in Rage.

in terms of gameplay I liked the first trailer A LOT more than this trailer. This level design looks like pure ass...something you might find in Crysis 2 or Crysis 3. Not much room for exploration or strategy, just three different objectives close together. I dunoo
There are actually several more objectives that are more spread out in this trailer. The locations that we've been seeing are just the ones the players have been guided too to demonstrate certain abilities and to avoid crashes.
 
I love kilzone series and was so hyped after watching initial reveal but this trailer looks very disappointing. Things missing which were present in previous games are,

-Good enemy AI
-Thick red blood
-Enemy hit detection
-Superb animation
-Destruction. just look at when he throws grenade beautiful smoke with few particles nothing else

Also the jungle area look very strange. even the unreal jungle in 3 was better.also vegetation seems like its lifted straight from ps2 era even mgs3 had better vegetation. ? also i don't like owl. it just seems to exist to differentiate killzone from other run of the mil shooters
 
Huh no it wouldn't, unless the rope is compeltely loose which makes it rather useless.

So if you're now switching to gameplay arguments, a zipline is a quick and safe way to travel from A to B without any potential for a fuck up at all.


what wouldnt? What is this about a loose rope?
 
This is pretty nitpicky but it's a pet peeve I have in FPS. The hip fire position of the gun looks like it's pointing too far to the left. Even more annoying, the February demo didn't have it like that. I liked the Feb position better. In the Killzone games I could always tell where the bullets were going to hit even from hipfiring because of the onscreen gun position and now it looks like they've messed that up. The angle of the Feb demo held at the lower position of the E3 demo would be perfect.

I just want to mention how much I agree with this post.

Also, where did that bottom more recent screen come from? (AKA.. the non-bullshot)
 
gM8wU1F.jpg


The reason why the Hellgast always loose. Their chief war engineer thought that having stadium projectors in their eyes wont give away their positions away... ever.

Would be really entertaining to see these guys trying to successfully do a Sam Fisher like stealth operation during night time.

When their Scouts go into invisible mode, their goggles aren't showing. But they need to tone down the lighting on these ones just a little more.
 
I would expect Sony's own first party studio (especially Guerilla who is know for their graphically impressive PS3 games) to be more adept at programming for their own hardware than a third party developer like dice. If BF4 looks more impressive on PS4 than Killzone Shadowfall I will be surprised.

What did GG do in Killzone that leads you to believe they are more adept? There's no gulf in programming skill. You cannot assume the most advanced lighting, shaders, destruction, physics, animation, scale, and so on will be present because Sony owns the IP. Unless GG can swoop in and make GTA IV or Crysis look and run better on PS3 because they know it all and 3rd parties are noobs, then no you shouldn't be surprised that DICE can match or exceed their work.
 
I didn't expect to see draw-in on some of the vegetation, tents, and lighting for a PS4 game. Hope this gets bugged and fixed before release.
 
What did GG do in Killzone that leads you to believe they are more adept? There's no gulf in programming skill. You cannot assume the most advanced lighting, shaders, destruction, physics, animation, scale, and so on will be present because Sony owns the IP. Unless GG can swoop in and make GTA IV or Crysis look and run better on PS3 because they know it all and 3rd parties are noobs, then no you shouldn't be surprised that DICE can match or exceed their work.

I explained in a later post above. Aren't there benefits to being a first party developer in a console launch? At the very least, they probably have had more time with the dev kits. I didn't mean to say they are better programmers in general. I meant that I would think they have an advantage since it is new hardware and I'm assuming they had early access.
 
-Good enemy AI
-Thick red blood
-Enemy hit detection
-Superb animation
-Destruction. just look at when he throws grenade beautiful smoke with few particles nothing else

Also the jungle area look very strange. even the unreal jungle in 3 was better.also vegetation seems like its lifted straight from ps2 era even mgs3 had better vegetation. ? also i don't like owl. it just seems to exist to differentiate killzone from other run of the mil shooters

yep pretty much this...compared the grenades from KZ2 and this one...there is no impact or destruction...just look at this

http://www.youtube.com/watch?v=mb1uuU0N4RM

man even now KZ2 looks amazing
 
Top Bottom