CYTAT(Maciomaniak @ 12 05 2008, 01:51)

Odpalając 5 minutowy gameplay z Killzone 2 na PS3, w rozdzielczości (filmik) 1280x720, straciłem chętkę na ten tytuł. Gameplay nuży, a sama oprawa to nic zachwycającego. Rany, po ujrzeniu tego dopiero na PS3 dostrzegłem, że tak naprawdę nie jest to poziom GeOW2. Ba! Nie jest to poziom Resistance 2! (a i ten nie prezentuje się zbyt okazale póki co). Brakuje choćby cieni (przy kamieniach, murkach, niektórych postaciach, elementach budynków), AA razi po oczach, a sam efekt przeładowania broni jest fajny do czasu, później zaczyna denerwować. NPC nie rzadko kiedy mają problemy z wtapianiem się w ściany, animacja często kuleje, a modele postaci i tekstury na nich to najgorszy ze wszystkich elementów oprawy Killzone 2.
Ja nie chce jeździć po tej grze, bo wiem, że to dopiero Pre-Alpha i mają jeszcze wiele czasu, dalej 3 mam kciuki za ten tytuł lecz niestety - tracę powoli nadzieję. Polecam posiadaczom PS3 pobrać owy 5 minutowy gameplay z Gamersyde w rozdzielczości 1280x720 i odpalić na konsolce.
Graficznie - najładniejszy? W mojej opinii Uncharted już prezentował się lepiej. A pomyśleć że najnowszy trailer zrobił takie ogromne wrażenie. W ogóle mam dziwne przypuszczenia iż znowu go dopieszczono odpowiednio, by wizualnie zaprezentować grę w lepszym świetle, aniżeli to co widziałem w bezpośredniej rozgrywce.
Idź już lepiej spać i nie pij tyle

Dziękuję za objawienie. Jednak KZ2 wygląda słabo. A my daliśmy się na nabrać na ten trailer. Uuu, dzięki.

Edit:
Teraz na serio. Skopiowane z innego forum, z wypowiedzi Albz74.
Relacja z obcowania z demem Killzone w Londynie. Pisana przez usera neoGAF , dziennikarza z branży, który jest bardzo wyczulony na wszystkie graficzne aspekty gier (wg niego Lair to był slideshow i w Burnout Paradise były zwolnienia grafiki) .
TTP from the GAF. This guy is usually impossibly anal and nit-picky about even the smallest details, complained about any jag in GT5P, any screen screen tear in uncharted etc. He totally disliked the first killzone, here's what he had to say about his short time with the second!
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Ok, just got back from London and I guess it's time for me to share some Killzone 2 impressions with you.
First of all, in order to actually play the game I had to wait in line for around a ###### hour. Just three kiosks + dozens of people all playing the demo from start to finish = me spending half of the even watching others playing.
By the time I got the DS3 in my hands, I already knew the demo in and out. Could almost do it all blindly.
Demo starts with a bang. Kinda like the E3 demo, you are flying with your comrades towards the war zone. The scale of the scene is amazing. No fog whatsoever hides the busy battleground 200 meters ahead of you. The amount of detail is so high I can barely discern the single elements. As you get close one of the allied flying vehicles ahead of you explodes into a cloud of flaming debris and corpses. You end up flying into it (one of the corpses actually crashes on you vehicles), resulting in a crash landing. Mr F'ing Convoy is first to jump out of the vehicle. You follow and game starts. Before going ahead I looked above me, behind me, towards the other side of the river (I guess it was a river) just to check if there was any less detail around me than there was on the path I was supposed to traverse. There were no such compromises. I could see the buildings standing tall and 3D on the other side of the river. In the sky, there was traffic: vehicles, anti air missiles and stuff.
First thing I noticed graphics wise is the CGI quality of the lighting. It was so non-gamey and realistic it felt real. It's usually easier to impress with dark settings these days, while bright ones look washed out or whatever. Not in this case.
The post-processing muscle of the engine was put to good use with subtle motion blur and the most impressive lens flare effects I've ever seen in a videogame. And when I blowed that bridge with the rocket launcher... WOW. I could see it crumble piece by piece and the dust filling the area, with sun rays raining diagonally through it. It was so realistic in its volumetric authenticity I almost coughed. But apparently that was not enough spectacle for Guerrilla. While the dust was still settling, a flying vehicle came from behind me and went right through it leaving spiralling whirlpools of dust in its trail. That was seriously awesome and a pity most players didn't notice as they where looking in a different direction when that happened. (Note for Guerrilla: add a Gears of War-like press-button X-to-see-cool-stuff-going-on-around-you functionality).
Anyway, I go ahead, graphics keep impressing. Soldiers leave footprints. Animations are smooth and realistic. Detail abound. At one point I was shooting at this Helghast hiding behind a low concrete wall. I could barely see his left shoulder from a corner. I kept shooting trying to hit every bit of Helghast I could spot until it kinda looked like he moved. Is he still alive dammit? I wonder. I look closer and I see a pool of blood expanding on the ground from behind that cover. Yeah, he's dead.
Another detail. Real time shadows. Impressive. Not pixellated anymore and are EVERYWHERE. You see an Helghast shooting from 100 meters ahead? Look closer and you'll notice the muzzle flash sending blinks of his very shadow on the wall behind him. This happens both in dark sections and in light ones. Obviously shadows look more or less dark accordingly.
Fastforward and I'm at the "Sixaxis moment" where I have to rotate a wheel in order to open a steel door. That's a pretty nice implementation of the tilt functionality. You "grab" the wheel by holding both R1 and L1, rotate the controller 45° anticlockwise, release R1 and L1 in order to center your hands on the wheel and grab it again for another 45° anticlockwise spin and you keep doing this until the door is opened. Very nice.
This said, I have a complain to make. While aiming and shooting was spot on, both responsive and with a very good feeling, the controls layout was kinda odd to me. It probably just needs getting used to it, but having the ironsight view on R3 rather than L1 (which is used for cover/crunch) gave me troubles. The good thing is you dont have to keep R3 pressed to stay in ironsight mode. It's on/off stuff. The bad thing is, while pressed behind cover (holding L1), you cannot go straight into ironsight mode by pressing R3. You have to first lean on the top or the side of the cover (meaning having to keep the L stick in the respective direction) and then press R3. This makes sense, and I'm sure I'll get used to it, but I'd have loved to be able to stick to the cover with the press of a button (a la Uncharted/Gears of War) and then pop up in ironsight view with L1. Anyway, controls are still worked on and the option screen seems to allow u to change the layout (default one was "Type A", didn't try Type B or whataver was there to choose from).
Another thing is your companions. When they get hit too much they lay on the ground unable to help you out in the firefight. You can ignore them and keep going or "revive" them by pressing Circle. At times you need them to progress (like you saw at some point in the vids) so revive is not an option but rather mandatory. The thing is reviving them is too fast and easy. You can litterally run by them and press Circle "on the fly". There is no "reviving animation" going on. Hence there is very little risk involved in reviving them. Grated, if they are out in the open it is risky to just reach them, but when they go down they usually do so behind their covers so it's very easy to just run, cure and hide again. They should at least add a brief animation
showing you injecting something in them, so that you are forced to stay exposed for a couple of seconds.
Anyway, other than these very minimal complains, I had a blast. Oh, almost forgot. Frame rate is perfect 99% of the time. Solid 30fps. There are small pauses here and there like you saw in the E3 demo, but they are going to be fixed for sure and they only happen whne game loads next section, never during action. Also noticed some LOD pop-ups on the characters. Not too bad tho. Hopefully they fix this as well. Textures where MUCH better than at E3. Very crisp and detailed.
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Originally Posted by Dever:
How was the the enemy AI? Did they pose a genuine threat?
Good question. The AI knew how to move behind covers to accommodate my movements, but they were kinda slow in doing so. I mean, no rolls and jumps a la Uncharted. They walk from cover to cover. Sometimes they run. But still easy targets for me. At one point I had a clear view over an Helghast behind cover, I shoot at him, he moves to find a better cover but before reaching it he decides to stop and reload his weapon standing still. Headshot. I said to the developer watching me playing: "reloading in the open is not a smart move".
Good thing is it appears it takes just a few hits for you to die, so you do really need to play cautiously. Also, when popping out from cover to shoot, the crosshairs moves a bit so you have to adjust you aiming while exposed. You cannot place the crosshairs on the target and simply pop out and shoot. Some collegues complained about this, but to me it felt realistic and challenging.
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Originally Posted by k79:
Awesome impressions TTP. IGN & co. could learn a lot from you
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Questions:
- Did you get any feedback from staff about AI being X% implemented/easy mode/god mode?
Nope. I assume it was still early. I even cause a bug at some point (an AI got stuck *inside* a tank it was supposed to leave) and had to restart from a checkpoint.
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Quote:
- Did you have a headset? / How are the sound effects?
Yes, headset. Sound was amazing. Just pressing the trigger was extremely rewarding.
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Quote:
- Is there a manual button config?
No idea. First game had it though.
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- Did you get feedback from staffers about the complaints as mentioned in your impressions?
They did pay attention for sure. I think I was the only one complaining while playing
Whenever I saw something I didn't like (controls, pop-ins, whatever) I paused the game to tell them. Same with the stuff I liked of course. At the end of my session they thanked me for the feedback.
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Originally Posted by Jim:
Coming from one of the most graphical-nitpickiest of all posters on this board, sounds f'ing amazing.
It is indeed. It was seriously unbelievable.
There was virtually no aliasing at all. And we were playing on 37" screens (maybe less) from like 30cm ---
Originally Posted by belvedere:
It sounds like the cover system is almost identical (in control) to R6:V, which is good for me.
Did/can you jump? How was it?
The lighting/dust filtering. This was one of the things that blew me away about the gameplay videos but I couldn't tell if it was a result of a pre-canned action event or if any smoke cloud caused by the player would yield the same results. For instance; if you throw a grenade and it blows up near those light rays, would the light react accordingly with the smoke and dust or was it pre-canned?
Thanks.
You can jump, with X, freely. I didn't try it much as there was no need to jump anywhere, but it's not like Halo where you can jump over rockets and stuff. I was told if u jump over a small obstacle (like a small wall) it does a vault animation or something like that.
About the light thing, I didn't experiment that much. I only had three grenades and tossed all of them to the Helghasts coming out of the tanks.
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Originally Posted by chubigans:
edit- ah, you did. Hows the rumble?
Great! THE SHOOTING IS GREAT! The sound, the rumble, the feeling. They nailed it.
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Originally Posted by Raist:
TTP, if you had to name one technical element that was the most impressive and makes KZ really stand out, what would it be ? Lighting ? Animation ? IQ ?
Lighting (which includes shadowing), particles (smoke, explotions etc) and anything that goes into the postprocess effects category (motion blur, depth of field etc).
Not that the polygon count, the frame rate, the texture quality, IQ or the animations weren't as impressive. It's how it rendered the "atmosphere" that really shocked me.
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Originally Posted by Jason's Ultimatum:
TTP. Did the gameplay feel different or at least the structure of the missions?
Different from what? From the first Killzone? Hmmm... I'd say it felt how Killzone should have felt. Does this make sense?
Originally Posted by Jason's Ultimatum:
I meant that did the gameplay feel refreshing or is it just another FPS with just prettier graphics?
It's definetly not like other FPS. Yeah, I'd say it feel refreshing. Oddly, it feels closer to Gears of War than your average FPS. This is due to the cover system the game relies on of course. But the shooting/action is much more spectacular and rewarding IMO.