PS4 | Killzone Shadow Fall - Shadow Marshal Tactical Combat Tutorial (new gameplay)

nib95

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Pretty awesome little tutorial video. Has new gameplay and scenes.

Shadow Marshal Tactical Combat Tutorial

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O my god......if this is what we are getting day one I wonder where we will be in 5 years. Amazing
 
Finally! They need to do more of this leading up to launch. Hope they do it for the classes, warzones, and clan system too.

I like the OWL, but I hope the game is being demoed on an easy mode here. It just seems way too easy considering all the abilities and the fact that you can revive yourself. I want to play Killzone with the A.I I know and love from KZ2.
 
Finally a game that gives the player at least a small penalty for abusing xray vision.

I like the OWL, but I hope the game is being demoed on an easy mode here. It just seems way too easy considering all the abilities and the fact that you can revive yourself. I want to play Killzone with the A.I I know and love from KZ2.

Yeah I think for a first playthrough it's probably gonna be best to play on Hard or a mode above Hard if offered.
 
Insane. I love the look of this game, so clean and futuristic.

I will play the hell out of this game on November 29th.

Made in Amsterdam, oh yeah.
 
Amazing video. Whole new gameplay segment at the end. A completely new location. IQ has come so far since we first saw it. Amazing AA and better AF implementation, better effects, post processing, mist, lighting, textures etc. Fact that it has open ended and variable level design in areas just makes it that much more impressive and exciting.


Lol at that WTF company logo popping up (on the right) again. City looks sublime.
 
This game is looking like a lot of fun to play. That OWL seems like it's going to give a bunch of options for tackling different situations.

Love that I can create my own zip lines to access areas, or even "fast travel" maybe?

And using it as a decoy is cool too.

OWL > dog.
 
While I love volumetric lighting, they're kinda overdoing it. Some of the light volumes look a little funky, too. Specifically the small point source spot type lights (flashlights, and that rotating beacon especially). Generally small lights aren't bright enough for visible beams in daylight, and if they were, the intensity fall off of the light is all wrong. It shouldn't reach a certain point and stop, it should slowly attenuate.

Yes, this is super nitpicky. The game looks stunning in every other way though, so it kinda jumps out at me as being a very "look at me!" type of next gen usage of effects that were too expensive to user liberally last gen.
 
This looks incredible and I don't mean just visually. The gameplay options available here are extremely interesting to me and clearly indicate a very different focus in game design.
 
While I love volumetric lighting, they're kinda overdoing it. Some of the light volumes look a little funky, too. Specifically the small point source spot type lights (flashlights, and that rotating beacon especially). Generally small lights aren't bright enough for visible beams in daylight, and if they were, the intensity fall off of the light is all wrong. It shouldn't reach a certain point and stop, it should slowly attenuate.

Yes, this is super nitpicky. The game looks stunning in every other way though, so it kinda jumps out at me as being a very "look at me!" type of next gen usage of effects that were too expensive to user liberally last gen.

Those flash lights (on the heavy and shotgun wielding grunts) are there specifically to blind and disorient you.
 
Someone needs to gif 8:37-8:39 in that vid in the instance where he throws the grenade. If you keep and on the Helghast to the left of the blast, he is just outside the blast but is hit by what seems to be a shockwave. He's then flung into an adjacent container and tries to get back to his feet but then stumbles and dies. That shit was uncanny to see.
 
Impressive. I truly think this could finally be the 'Halo' level FPS Sony have wanted it to be all these years. In an age of 3 hour SP campaigns in FPSs having a 10+ hour story driven campaign harks back to some of my favorite games of all time. As cool as Resogun, AC4 and Ryse look (I'm getting all of them) this will be the first game I play this generation.

My only (minor) quibble is the default railgun. It looks pretty overpowered for a standard weapon. There appears to be almost no reason to use any other gun. There has to be a catch... maybe you don't have it for large sections of the game or ammo is very rare.
 
At 5:50 an enemy flanked the player after he deploys his energy shield. I'm glad I saw that, because up until now there hasn't been any indication (to me at least, maybe I've missed it in a previous video) as to whether the AI would be anywhere as good as it was in K2/3.
 
Yeah, I also really liked this facet of the x-ray vision. Such a simple addition, yet surprised it hasn't been explored until now (AFAIK).

Though not xray vision, MGS4 penalizes the player for using the NV mode of the Solid Eye too much by having enemies hear it engaged.
 
That guys voice was so... professional and businesslike. It was quite strange but I think it somehow fit really well. xD

And ofc visuals are amazing.
 
At 5:50 an enemy flanked the player after he deploys his energy shield. I'm glad I saw that, because up until now there hasn't been any indication (to me at least, maybe I've missed it in a previous video) as to whether the AI would be anywhere as good as it was in K2/3.

I saw that. Looks promising.
 
Visually stunning; but there's no surprise there. The gameplay mechanics sound much more promising than I initially thought...
 
I kind of wish this was a blade runner-esque rpg where you could fly between areas of the city. The metropolis has a really stunning design
 
At 5:50 an enemy flanked the player after he deploys his energy shield. I'm glad I saw that, because up until now there hasn't been any indication (to me at least, maybe I've missed it in a previous video) as to whether the AI would be anywhere as good as it was in K2/3.

The thing I don't understand is why some of you have been worried about this? Seriously ask yourselves if it makes sense that A.I. would be worse than Killzone 2 and 3, which have some of the bet best FPS A.I.? I'd be more inclined to think that people were playing on easy...
 
Those flash lights (on the heavy and shotgun wielding grunts) are there specifically to blind and disorient you.

I know, I'm not talking about that, i'm talking about the actual light volume coming off of it. It would either

a)not be visible from oblique angles (most likely) or at the very least be far more subtle

or if it's extremely intense

b) have a much longer visible light cone volume dropoff.

The light as it is now just comes out in a very bright cone and then suddenly stops. I'm sure there are performance reasons that it can't be extended further, but it would look far more natural if the actual light cone were more subtle. As it is now it looks like an effect that is there to draw attention to itself as a new graphical effect.
 
At 5:50 an enemy flanked the player after he deploys his energy shield. I'm glad I saw that, because up until now there hasn't been any indication (to me at least, maybe I've missed it in a previous video) as to whether the AI would be anywhere as good as it was in K2/3.

Will the shield be stationary or mobile? I'm not too sure that if the player moves back the shield will move accordingly or if the player advances the shield will move further ahead to keep defending. I think it'd be cool if the shield followed the players line of sight, but others may feel that that's cheap.
 
When not aiming down sights, the energy railgun definitely has a ton of recoil. It does seem like it's over powered. Still, I can't wait to wreck people in multiplayer with this. This thing slays and just rips people apart based on that 6 minute multiplayer footage that came out some time ago
 
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