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Killzone 2 - Page 2

post #51 of 312
It wasn't a nitpick about the true resolution. More about what resolution it defaults to.

It was me having moved my PS3 from a 1080i TV to my regular one that'd disabled 1080p.

Also, quite a few titles dont support 1080p. Even upscaled.
post #52 of 312
Thread Starter 
Yes, my point is that really there isn't going to do be noticeable difference between 720p/1080p unless ther is a resolution difference in the source. The upscaling your TV does would probably be just as good as that done by the PS3 (the same is true of the 360 as well).
post #53 of 312
The source is actually slightly higher than 720p according to a dev interview from last year. I'll try find the link.
post #54 of 312
Thread Starter 
PS Forum's 'Ask The Dev'

Quote:
Q: Hi MotherH, you might remember that you some time ago you had one of the tech guys to explain how KZ2 support 1080i.

Unfortunately the explanation has caused the misconception that KZ2 is rendered natively as 1080i and for that reason doesn't support 1080p(unless the TV itself deinterlaces or upscale from 720p).

Even in the official KZ2 thread on NeoGaf this misconception is being presented as a fact.

So could you please ask one of the tech guys to stop the rumour by re-confirming that KZ2 support both 1080i and 1080p by rendering in 960x1080 for then to upscale to 1920x1080. And that 'interlacing' is a completely different thing which only happens when the image is sent to the TV(after it is rendered).

A: Ok, this is the deal: If Killzone 2 detects a TV that is set to 1080p or 1080i and cannot switch to 720p (our preferred resolution, for if your TV supports it), then it will render in 960x1080 and horizontally scale that to 1080i/p.

The advantage of doing this (over rendering 720p and then upscaling it to 1080i/p) is that you don't have *any* vertical scaling, and analog TV's don't even have a horizontal resolution. The result is a much clearer picture with much less artifacts for those who have a 1080i/p only set.

Killzone's adviced resolution is 720p, we just made sure that if you have a 1080i/p only set, it looks much better than the 'naive' implementation of upscaling 720p
post #55 of 312
Different article - but that seems to be the info I read.

So there is more vertical information - but at a loss of 720p's horizontal information, which is then compensated for with the upscaler?

Weird. Still, it looks fantastic.
post #56 of 312
Played through the demo this morning -- so beautiful. I actually don't mind the loss of a second primary weapon and that might be b/c I was prepared for it by reading here first.

What a fun demo -- had to do the fake EU account though b/c EB Games was out of demo cards when I pre-ordered. I, too, officially live at the US Embassy in London.
post #57 of 312
I've played with the demo on and off the past weekend - I still can't find the control scheme that fits how I want to play the game...ie, why can't it be like Gears of War - on second thought - I meant to say Rainbow Six?

Unless the other weapons, not shown off in the demo, are better suited to the cover mechanic system and are more precise (see crazy spray pattern on the assault rifle)...this won't be a day 1 purchase for me.

I'd find myself holding L2 for cover, using the analog stick to pop my head out of cover to try fire at distant those fear/resistance looking grunts, and wishing there was an elegant way to get to iron sights mode. I found myself fighting the user interface with almost every enemy encounter in the demo.

It looks all shiny and nifty, but too unwieldy for my tastes.
post #58 of 312
Quote:
Originally Posted by mongycore View Post
I've played with the demo on and off the past weekend - I still can't find the control scheme that fits how I want to play the game...ie, why can't it be like Gears of War - on second thought - I meant to say Rainbow Six?

Unless the other weapons, not shown off in the demo, are better suited to the cover mechanic system and are more precise (see crazy spray pattern on the assault rifle)...this won't be a day 1 purchase for me.

I'd find myself holding L2 for cover, using the analog stick to pop my head out of cover to try fire at distant those fear/resistance looking grunts, and wishing there was an elegant way to get to iron sights mode. I found myself fighting the user interface with almost every enemy encounter in the demo.

It looks all shiny and nifty, but too unwieldy for my tastes.
I didn't have an issue with the assualt rifle* -- in fact, I'm gonna play through again with the Helghast rifle to see the difference...

Do you spray and pray or do you burst fire?



*Hell, I got a kick out of knocking off their helmets.
post #59 of 312
I used burst fire shots, out of habit, when picking up the second rifle...1st gun is okay, but still was cumbersome trying to synchronize getting out of cover and getting into ironsights mode without getting my head shot off.

This won't be an issue if I play games on baby mode or on the difficulty level allowed in the demo - but when bumping up the difficulty level higher where the ai's targeting and damage multipliers are increased I see only controller throwing frustration happening with the game.
post #60 of 312
Quote:
Originally Posted by mongycore View Post
I used burst fire shots, out of habit, when picking up the second rifle...1st gun is okay, but still was cumbersome trying to synchronize getting out of cover and getting into ironsights mode without getting my head shot off.

This won't be an issue if I play games on baby mode or on the difficulty level allowed in the demo - but when bumping up the difficulty level higher where the ai's targeting and damage multipliers are increased I see only controller throwing frustration happening with the game.
I hear that the iron sights with the Helghast rifle are much easier to use than the ISA assault rifle's "laser?" sight thing -- true or false?
post #61 of 312
As mentioned above, ALTERNATE 2 control scheme is the way to go if you've had any COD4 or 5 experience, with some added sensitivity to the x and y axis. The default controls feel wrong.

Jared, I found the ISA assault rifle to be easier to aim, and is better for long distance bursts. The Helgast rifle is great fun at close range.
post #62 of 312
Quote:
Originally Posted by mongycore View Post
I've played with the demo on and off the past weekend - I still can't find the control scheme that fits how I want to play the game...ie, why can't it be like Gears of War - on second thought - I meant to say Rainbow Six?

Unless the other weapons, not shown off in the demo, are better suited to the cover mechanic system and are more precise (see crazy spray pattern on the assault rifle)...this won't be a day 1 purchase for me.

I'd find myself holding L2 for cover, using the analog stick to pop my head out of cover to try fire at distant those fear/resistance looking grunts, and wishing there was an elegant way to get to iron sights mode. I found myself fighting the user interface with almost every enemy encounter in the demo.

It looks all shiny and nifty, but too unwieldy for my tastes.
Yeah, so L2 for clinging to cover. Left joystick to push up and over cover. Then L1 to aim ironsights. R1 to fire.

It requires a rather peculiar rearrangement of finger placement. I found the plentiful ammunition a hint that you were supposed to enjoy giving off short bursts without ironsighting - in fact the accuracy seemed almost identical, which was rather rewarding.

That might explain the stupid "click to lock" ironsights that are defaulted, but I didn't really struggle with the controls much after the first runthrough.

The acceleration is really my only gripe and it's not major enough to put me off.
post #63 of 312
Quote:
Originally Posted by Bees?! View Post
The acceleration is really my only gripe and it's not major enough to put me off.
Do you mean the weird default y axis sensitivity? I found that cranking it up was an easy way to alleviate that.
post #64 of 312
It's not the sensitivity as such, since I played with it waaay up anyway.

It's the beginning and ending of each turning movement. It makes precision aiming on the fly something that i'll need to get used to. In theory it's much more realistic, but CoD's controls were so beautifully tuned that it makes these seem a bit sluggish. Less precise. Like there's a delay reacting to the left/right controls.

I've no gripe - it's something i'd get used to, although it does now make CoD play even more beautifully by comparison.
post #65 of 312
I'll try tuning the controls again after work. Looks like a fun game. I'm not trying to hate on the game for the sake of hating...it's just not as pick up and play as I'd like it to be.
post #66 of 312
It's not. My initial playthrough was filled with disappointment. It was about the third playthrough where i'd finally got the CoD4 controls in place, the hold-to-aim ironsights and the feel of the mechanics.

Which i'd imagine is about the length of time it took me to get used to CoD's odd choice of clicking to run and knife.
post #67 of 312
Thread Starter 
I find if I just play the RE5 demo before this the controls feel amazingly intuitive and fast.

ETA: I actually just canceled my preorder on this. Having just picked up Left 4 Dead this past weekend and not having any time to play it yet, I'm thinking it'll keep me occupied for a while so I probably don't need to buy another game.

I'm still quite interested in KZ2 but I don't think I can really justify spending $100 a month on games. Maybe later in March I'll pick KZ2 up.
post #68 of 312
I just had a go at the demo. I was somewhat underwhelmed. I'd seen the E3 trailer:
http://www.youtube.com/watch?v=Ko9xC6TMdiw

... and read reviews making comments like it "delivered on the promise" of that trailer.

Maybe I expected too much, but that trailer looked really intense warzone with lots going on. The demo was a linear experience with only 3 set pieces (blow up the bridge, the APC shootout, the warehouse shootout).

I thought "1 rifle" was a bit annoying, but I didn't really try to use the pistol. I would have liked to run around with a rifle and the missile launcher as back up. 1 rifle is realistic maybe, but not as much fun.

Grenades did work well and I liked pulling out the pin then waiting for a bit ("cooking" it?).

And yeah, using cover will take practice but it looked like there were a few technical options. I found I would peek and line up the sights, drop back into cover, then just pressing fire automatically leans out and shoots at that spot.

Finally, leaving the demo running for a bit shows a scene from later on with the squad taking on a heavily armoured dude with a gas tank on his back. It inspired me some what as it showed the main character sprinting from cover to cover and moving effectively.
post #69 of 312
post #70 of 312
The demo certainly didn't reassure me it wasn't going to be the most monotonous palette ever though.
post #71 of 312
Just as I was starting to hate the 2 rifle system in most modern FPSs, they knock me down to one. The graphics are very nice and add much to the immersion. I'm glad that the baddies are fairly intelligent too. After playing Resistance 2, almost any FPS seems better.
post #72 of 312
Thread Starter 
Man, am I the only one who actually likes R2? As for the one rifle system, I think it's a bit of a design cheat. The fact that they fill up one of your weapon slots with a crappy pistol with unlimited ammo implies to me that during playtesting they found that people kept running out of ammo so they had to have a fallback that was guaranteed to have some.

This design seems to smack of poor design. By feeling that they need to lock that one slot, they really hurt people who don't like that setup. Even Uncharted which locks you to one single handed weapon and one rifle/machine gun/whatever that bigass gun with 7 shots is. They give you a few choices for the small gun, you can go with Uzi, magnum, or Baretta so it doesn't seem as bad.

Plus, with Uncharted you are constantly running the risk of getting out of ammo but you have to plan and strategize around it but not in a way that really hurts the game. It just means you don't sit there behind cover taking pot shots all day.
post #73 of 312
The lack of being able to carry a second weapon doesn't bother me hugely, except it kinda means a lack of variety. Losing the choice in how to handle a situation.

That pistol will never get used.
post #74 of 312
The game gives you a lot of ammo for you main weapon which I like. Soldiers don't have to scrounge for ammo in real life. I actually like whipping out the pistol when I'm low on ammo and moving in close quarters.
post #75 of 312
Quote:
Originally Posted by Alex Augustine View Post
I actually like whipping out the pistol when I'm low on ammo and moving in close quarters.
I think that might have been, at least in part, the point. Killzone (1) had amazing close-quartes death sequences that, for me at least, were a blast to exploit. I would quite literally come up with ways of taking out as many people as possible with my knife instead of my rifle. I think they were trying to come up with a way to emphasize that again in KZ2.
post #76 of 312
Quote:
Originally Posted by dontEATnachos View Post
Man, am I the only one who actually likes R2?
No. I liked it. Multiplayer (competitive and co-op) is more fun than single player tho.
post #77 of 312
post #78 of 312
The graphics are are fantastic, the character models and animations, especially the death animations are just incredible.

My main gripe is the cursor acceleration, I just wish they used a conventional aiming scheme, like Halo, Gear, Cod, etc. There are other games with the cursor acceleration, such as Far Cry 2, but its far less pronounced, even then its fairly annoying.
post #79 of 312
The what?
post #80 of 312
Thread Starter 
When you turn to move, it starts slow and then quickly gains speed. It's probably supposed to be more realistic but when you switch from another FPS, it can really stick out how you can't 'twitch' and get massive camera movement.
post #81 of 312
Yea, some people see it has an initial lag in movement.

I understand the rationale, however, considering the fact we use pressure sensitive analog sticks, one should be able to choose whether to move slowly or not. With the cursor acceleration, making small movements and adjustments is unnecessarily difficult.

There also seems to be far too much recoil when one is zooming in, and not quite enough when one isn't, I might be being a little to picky on this point.

Is there any hope the final version of the game will allow one to disable to the cursor acceleration? Its certainly not going to deter me from a first day purchase, but it would be nice to have smoother responsive controls.
post #82 of 312
Managed to get my hands on the game over the weekend - didn't get in to the multiplayer as a: I wasn't sure it would work, and b: there probably wouldn't be too many people around anyway, but have loved the single-player experience thus far (I'm up to the final assault on the palace). The game is brutally brilliant - and one that I will be constantly replaying (if only to see the set pieces in action - I spend most of my time in fire fights running and hiding). The graphics are great, the sound is phenomenal, and the later levels are big slices of awesome. And that's not even mentioning the pure joy of giving a heavy trooper a one-two-three with the butt of a rifle...
post #83 of 312
Brutally brilliant?

The campaign is supremely average. If it didn't look so wonderful, no one would give a shit. There are moments -- mostly the palace assault -- that make standard FPS design and gameplay seem fresh, but that's it.

Multiplayer is another matter. There's some great shit in there.
post #84 of 312
Quote:
Originally Posted by Russ Fischer View Post
Brutally brilliant?

The campaign is supremely average. If it didn't look so wonderful, no one would give a shit. There are moments -- mostly the palace assault -- that make standard FPS design and gameplay seem fresh, but that's it.

Multiplayer is another matter. There's some great shit in there.
Shit, that sucks. How long was the campaign?
post #85 of 312
I didn't go through and find all the intel cases and Helghast shields (I think I got about 2/3 and 1/2, respectively) and my final stats page said about 6:45. So it could be eight+ hours for most people, but it ain't very long.
post #86 of 312
Jesus. I must be slower than hell because I take ten hours on games most folks seem to take six on.
post #87 of 312
I'm probably not even going to bother with the single player. It's not going to be even remotely memorable, it's a glorified tech demo.

Multiplayer's going to be where it's at. If it fails there, it's going straight back.
post #88 of 312
Quote:
Originally Posted by Russ Fischer View Post
The campaign is supremely average. If it didn't look so wonderful, no one would give a shit. There are moments -- mostly the palace assault -- that make standard FPS design and gameplay seem fresh, but that's it.
I'll admit there's no surprises, and it ticks all the generic story and game-play boxes along the way - but what it does, it does extremely well*. I found the campaign more engaging then my other PS3 FPS experiences** (ie COD:MW, Resistance etc), and loved the 'Uncharted' feeling when using the cover-lock mechanism. I have no friends so a game needs to sell me in single-player, and this one did 100%***.

* And yes, it does look good.
** And yes, my experience is limited by my support of only one console this generation. But I still enjoyed myself thoroughly.
*** But I am very much looking forward to firing up the multiplayer once the game is out.
post #89 of 312
Quote:
Originally Posted by Chun006 View Post
I found the campaign more engaging then my other PS3 FPS experiences** (ie COD:MW, Resistance etc)
That's REALLY faint praise.
post #90 of 312
You gotten your mitts on it yet El Riviello?
post #91 of 312
Every time I think about how this game conflates Nazis and Iraqis I laugh and laugh.
post #92 of 312
Thread Starter 
I just laugh every time I say the name. 'Killzone' just sounds so quintessentially videogame. Like if they were making up a fake video game for an episode of CSI.
post #93 of 312
Quote:
Originally Posted by Bees?! View Post
You gotten your mitts on it yet El Riviello?
Not yet, Mr. Bees. Russ is playing on one of those fancy dancy debug units- I have to wait for a retail copy. We'll see if Sony comes through...
post #94 of 312
They will fail you mightily, Sir.

I assume you'll be up for some rampaging when it does arrive?
post #95 of 312
Quote:
Originally Posted by Domingo View Post
Jesus. I must be slower than hell because I take ten hours on games most folks seem to take six on.
You and me both guy. I seem to take too long to get through these things. I'm still having fun, so I guess that makes it ok.
post #96 of 312
Quote:
Originally Posted by Russ Fischer View Post
Every time I think about how this game conflates Nazis and Iraqis I laugh and laugh.
Are you serious, how do they do this?
post #97 of 312
Quote:
Originally Posted by Nabster View Post
Are you serious, how do they do this?
The basic Nazi allusions in the Helghast should be blindingly obvious. But as the game goes on, the parallels to Iraq are impossible to miss -- it's a harsh, desert planet rebelling against the big bad ISA, and the military is held together by a massively powerful dictator. At the end of the game (spoiler) when Visari is killed, his dying words are about how without him, Helgan is going to tear itself apart and that the chaos is just starting. You're meant to leave the game thinking about how the whole conflict might have been misguided, and that the 'victory' was a massive fuckup.(/spoiler) Very obviously informed by the Iraq War.
post #98 of 312
Quote:
Originally Posted by Russ Fischer View Post
The basic Nazi allusions in the Helghast should be blindingly obvious. But as the game goes on, the parallels to Iraq are impossible to miss -- it's a harsh, desert planet rebelling against the big bad ISA, and the military is held together by a massively powerful dictator. At the end of the game (spoiler) when Visari is killed, his dying words are about how without him, Helgan is going to tear itself apart and that the chaos is just starting. You're meant to leave the game thinking about how the whole conflict might have been misguided, and that the 'victory' was a massive fuckup.(/spoiler) Very obviously informed by the Iraq War.
Guess I'll see it soon, hate it how we get games in the UK later.
post #99 of 312
Thread Starter 
You guys get it at the exact same time as us. Russ has a review copy and Chun managed to play a copy that snuck out early.
post #100 of 312
The server on this will say "no" to everyone on launch day.

It shall be bad.
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