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  • GOTTA CATCH 'EM ALL
    in other news: server upgrades and additional moderators coming soon (delayed a few days)

    File : 1280084184.jpg-(226 KB, 1920x1080, 1272604516431.jpg)
    226 KB Civilized KILLZONE 2 & 3 Discussion (CoDards GTFO) KillzOWNED !hEpdoZ.tHU 07/25/10(Sun)14:56 No.68251XXX  
    It was finally settled, IN AN INTERVIEW with Herman Hulst what the deal with Killzone 2's controls were. Whether it was input delay, ramping, heaviness, or the lack of auto-aim was pretty much finally settled:

    http://www.killzone.com/kz/news.psml Here's from that interview:

    >>"For the most part, the unique sense of weight in Killzone 2 comes directly from the first-person animations, not from the control scheme," Mathijs explains. "The speed of movement and the way the camera bobs up and down are consistent with the view of a person carrying around heavy equipment."

    >>"...We’ve recalibrated the dead zone to be more responsive and significantly reduced the input lag, resulting in far better accuracy. Best of all, we've managed to retain that sense of weight that set Killzone 2 apart from other shooters. I can't wait for people to try it out."

    Digital Foundry best summed up the one problem with Killzone 2's controls:

    >>"...The simple act of firing a pistol [in KZ2] (something you wouldn't expect to have much heft or inertia) took 150ms from button press to muzzle-flash on-screen. In more challenging scenes, with the game dropping frames, latency was even higher. In comparison, most other first-person shooters running at 30FPS tend to weigh in around 100ms to 133ms max, while 60FPS titles like Call of Duty 4: Modern Warfare can achieve a very respectable 66ms response in optimum conditions.

    So in the whole interview, GG explains how they are working to shrink the input delay, increase accuracy, and make deadzones on the analog sticks smaller.

    Lets discuss this, and Killzone 2's controls.
    >> KillzOWNED !hEpdoZ.tHU 07/25/10(Sun)14:57 No.68251XXX
    BTW, I'm gonna keep this pretty bumped.
    >> Anonymous 07/25/10(Sun)14:58 No.68252XXX
    Some people think too much on this. Every single FPS has good controls.
    >> KillzOWNED !hEpdoZ.tHU 07/25/10(Sun)14:59 No.68252XXX
    Personally, I really, REALLY like the way Killzone 2 controls. If feels natural to me. Admittedly this came after a lot of play, but now other shooters feel weird and wrong to me.
    >> KillzOWNED !hEpdoZ.tHU 07/25/10(Sun)15:00 No.68252XXX
    >>68252064
    Thats not necessarily true. Have you ever played BLACK? At least for me on the PS2 version, the cursor moved so incredibly slow left to right it made the game nearly unplayable. But I was playing on an 80GB ps3 so that could have been it...
    >> Anonymous 07/25/10(Sun)15:01 No.68252XXX
    I enjoy KillZone Liberation on my PSP a whole bunch.

    My KZ1 disk is all shitted up and I want to play it but it won't even load.

    KZ2 is pretty cool.

    Halo Reach - ZOMG JETPACKS ARE SO STUPID WE DON'T NEED THEM RIGHT PS3BROS? WE HAVE OTHER AWESOME STUFF
    KZ3 - HOLY SHIT PS3BROS IN KZ3 WE GET TO USE FUCKING JETPACKS XFAGS DON'T HAVE ANYTHING THAT COOL EVER
    >> Anonymous 07/25/10(Sun)15:02 No.68252XXX
    >>68252254
    I played the demo. Wasn't a problem to me. Perhaps I've been playing so long I can adjust to every FPS controls.
    >> WOLFSHIEM !!tuOwy1ct2dy 07/25/10(Sun)15:03 No.68252XXX
    >>68252404
    >thinking that discussion happened with jetpacks
    >> KillzOWNED !hEpdoZ.tHU 07/25/10(Sun)15:06 No.68252XXX
    >>68252064
    >>68252254
    But anyway, Killzone 2's controls were different enough that they actually changed the nature of the online multiplayer. Not so much the campaign, which on easy and normal could be played just like CoD, and in which case the input lag for bringing up the sites could mess people up.

    But online it was DIFFERENT. The ramping (not slower) controls made for the possibility of mini strafing shooting duels rather than instantly over encounters. I daresay the input lag might be the reason camping is so laughably inefficient online, but I give more credit for that to the brilliant map design.

    It also made team play a lot more important, because they could save your ass, and it slowed the gameplay enough to discourage lone wolfs and promote teamwork.
    >> Anonymous 07/25/10(Sun)15:08 No.68252XXX
    >>68251902
    I can adapt to the new controls, hopefully that won't be problem.
    >> KillzOWNED !hEpdoZ.tHU 07/25/10(Sun)15:09 No.68253XXX
    Most Killzone fans are worried sick that GG will try to turn Killzone 3 into a run and gun shooter in an attempt to grab more marketshare like Insomniac did with Resistance 2. And its highly possible, because the gaming media are all Codheads who don't like the weighty feel or the slow gameplay, so they broadcast the complaints of the quitters, fags, and shitty players while the Killzone FANS are still playing the game online every day.
    >> Anonymous 07/25/10(Sun)15:09 No.68253XXX
    Looks like the Mohawk hairstyle
    >> Anonymous 07/25/10(Sun)15:10 No.68253XXX
    >>68253110
    ... is the new fashion for the video game industry.
    >> KillzOWNED !hEpdoZ.tHU 07/25/10(Sun)15:15 No.68253XXX
    Its worrying because reports are so WILDLY inconsistent. Here's what different places said:

    http://kotaku.com/5593728/killzone-3-looks-great-plays-different-adds-yoshi-makes-reach-look-amateur
    >>Killzone 3 plays faster than Killzone 2. It is still a first-person futuristic war shooter with a cover system, but development studio Guerilla Games is raising your character's turning speed and increasing the accuracy of the game's weapons.

    Digital Foundry said this:
    >>E3 demo of Killzone 3 at the event and while clearly a proper analysis wasn't possible within the confines of SCEE's press lounge, there was definitely a sense of an additional crispness to the controls.

    But its Fucking HULST that is scaring the shit out of all of us though.
    >> Anonymous 07/25/10(Sun)15:17 No.68253XXX
    >>68252404
    >Halo Reach - ZOMG JETPACKS ARE SO STUPID WE DON'T NEED THEM RIGHT PS3BROS? WE HAVE OTHER AWESOME STUFF


    Quit makin' shit up, faggot.
    >> KillzOWNED !hEpdoZ.tHU 07/25/10(Sun)15:21 No.68254XXX
    Here's some of the shit out of Hulst's mouth:

    >“the heavy sensation of Killzone 2 is absolutely gone; instead this feels much closer to standard run-and-gun responsiveness.”

    >"I'm confident that when Killzone 3 comes out, we're going to have a set of controls that will really appreciate the vast majority of audiences."

    But then the game director Mathijs says this:

    >>"...We’ve recalibrated the dead zone to be more responsive and significantly reduced the input lag, resulting in far better accuracy. Best of all, we've managed to retain that sense of weight that set Killzone 2 apart from other shooters. I can't wait for people to try it out."
    >> Anonymous 07/25/10(Sun)15:23 No.68254XXX
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    Putting aside the stupid fucking retarded console war for a second...
    I enjoyed Killzone on PSP and PS2, is it worth getting a PS3 to play KZ2 and KZ3?
    >> Anonymous 07/25/10(Sun)15:25 No.68254XXX
    >>68252404
    actually it was more like:

    >Halofags: ZOMG REACH HAS JETPACKS THIS IS FUCKING REVOLUTIONARY!!!

    >Rest of the world: shut the fuck up, jetpacks were in TRIBES like 12 years ago or something

    Then jetpacks were shown in Killzone 3

    >Halofags: Hah! you fuckers copying reach! Now fucking what, you were saying a week ago JETPACKS SUCK NOW FUCK YOU!

    >Ps3fags: First of all fuck you we never gave a shit about your jetpacks, that was in your head. Second these jetpack troopers were in Killzone Liberation. They even have the same design. So STFU.
    >> Anonymous 07/25/10(Sun)15:27 No.68254XXX
    >>68254329
    getting a PS3 for one or two games? No. Not at all worth it.

    Now if you tried some of the other great PS3 games, then yes I would say it would be worth it.


    Getting a 360 just for Halo is not worth it, those are not gamers. Casuals
    >> Anonymous 07/25/10(Sun)15:28 No.68254XXX
    >>68254329
    Yeah, definitely. It really is a fantastic FPS with a thriving community in what is arguably the best console online FPS experience.

    The simplest way to put it is actually, TF2, Grimdark edition. They really are similar, and IMO, equally excellent. But on consoles, KZ2 is king of Quality.
    >> Anonymous 07/25/10(Sun)15:28 No.68254XXX
    The controls in KZ2 were (sadly) my smallest problem with the game.
    The shitty storytelling, boring levels and weapons and of course the dislikable characters are what made me really hate the game
    >> KillzOWNED !hEpdoZ.tHU 07/25/10(Sun)15:31 No.68255XXX
    >>68254329
    You know I'm gonna say of course. But it really is amazing. Its really different, but once you get used to it you can never go back. My favorite analogy is a game like MW2 is like Bud Lite. Lots of people say they like it, but they really just don't know any better. By comparison, Killzone 2 is like a bottle of 35 year old scotch. Its tough, and it will put hair on your chest, but once you start to like it you never go back.
    >> Anonymous 07/25/10(Sun)15:32 No.68255XXX
    I really hope they bring back some of the more quality story telling elements from KZ1.
    >> Anonymous 07/25/10(Sun)15:33 No.68255XXX
    The only way they will help input delay is if they lower the graphics so the game doesn't run at a constant 15-20fps.
    >> KillzOWNED !hEpdoZ.tHU 07/25/10(Sun)15:35 No.68255XXX
    >>68254724
    How far did you get?

    And as for the story, did you read this?
    http://www.killzone.com/kz/storyline.psml

    The story is a lot more complicated than Killzone 2 is able to tell. The Killzone universe and story is a SERIES, and they don't give a recap of anything because average gamers don't want a lot of cutscenes in their FPS.

    Imagine of MGS4 was only allowed less than 20 minutes of cutscene time in the entire game.

    Imagine playing
    >> Anonymous 07/25/10(Sun)15:35 No.68255XXX
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    >>68255015
    Yeah, you've convinced me. Heres what i'll do.
    I can pick up a PS3 for 80 euros, ill get that, get KZ2, Demon's Souls and Little Big Planet, then I'll get Halo: Reach, and sit back and enjoy the best of both worlds, like a cultured fellow.
    >> KillzOWNED !hEpdoZ.tHU 07/25/10(Sun)15:36 No.68255XXX
    >>68255148
    Multiple computer analysis have been done on youtube as well as sites like Lens of Truth. The Killzone 2 framerate NEVER drops below 24 and even then its usually during cutscenes and is covered by motion blur.

    The game runs fantastically smooth 98% of the time. You haven't played it, so stop lying.
    >> Anonymous 07/25/10(Sun)15:38 No.68255XXX
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    Well it beats a shitty Halo thread, whatever.....
    >> KillzOWNED !hEpdoZ.tHU 07/25/10(Sun)15:38 No.68255XXX
    >>68255380
    When you make your PSN name, add me and I'd be happy to help getting you started on raping n00bs in Killzone 2, if you like.

    My PSN is Magemasher13

    send me a FR if you want to play some killzone.
    >> WOLFSHIEM !!tuOwy1ct2dy 07/25/10(Sun)15:39 No.68255XXX
    Killzone 2 had a horrible issue with crowds.
    A 32 player game in Radec Academy was stupid because it was never made for that amount of people.
    Only medium sized games are actually balanced and fun.
    >> Anonymous 07/25/10(Sun)15:42 No.68255XXX
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    >>68255644
    heh, ok, thanks

    ill send you one when i get the PS3, then i'll pisspeople off by asking where i can get the spartan laser
    >> Anonymous 07/25/10(Sun)15:43 No.68256XXX
    >>68255645
    32 players took some getting used to. Eventually you fall into a rhythm with the game and suddenly it really stops being hectic. Thats when most people learn that by being a good tactician you have the most control over the chaos and choose to either harness it and become tacticians or flow with it and choose a different class.
    >> Anonymous 07/25/10(Sun)15:45 No.68256XXX
    >>68255306
    Oh, and to sum up the story of Kilzone 1, L, and 2:

    Killzone 2 ended with Rico shooting Visari's body double (unbeknown by

    Sev or Rico) and walking onto the steps of the palace to see a massive fleet of

    Helghan reinforcements coming to wipe out the remaining ISA invaders that were

    unlucky enough not to have been vaporized by the nuclear weapons Radec

    recieved from the ISA traitor General Stratson in Killzone: Liberation where the

    ISA had to clear out the remaining Hig soldiers after the events of Killzone 1

    where General Adams betrayed the ISA and let the Higs in in the first place.

    Leaving them, and probably the rest of Helghan, thinking there is a power

    vacuum. [/spoilers][/viral] nobody gives a shit about the story anyway

    This is where Killzone 3 starts.
    >> Anonymous 07/25/10(Sun)15:45 No.68256XXX
    >>68255306

    Played it until one of my team mates died (don't remember his name though)

    And no I didn't read the story. I don't care about huge and ambitious stories if the developers are too lazy or too stupid to actually put it into the fucking game.

    >average gamers don't want a lot of cutscenes in their FPS

    Average gamers also don't want shitty controls and that didn't seem to bother Guerilla so...
    >> Anonymous 07/25/10(Sun)15:46 No.68256XXX
    >>68256193

    read

    >>68256169
    >> WOLFSHIEM !!tuOwy1ct2dy 07/25/10(Sun)15:48 No.68256XXX
    >>68256045
    >guy puts spawn next to objective
    >guy on your team put spawn next to their spawn
    Nah, it's still fucked up.
    >> Anonymous 07/25/10(Sun)15:53 No.68256XXX
    What struck me about Killzone 2 as I played through it was HOW MUCH it changed over the course of the game.

    The beginning levels of the game were mostly corridor shooting with some defending and a couple mildly unique set pieces. I'll give that yes, the beginning levels were utterly average.

    But the game does actually pick up exponentially. Depends on taste, but most people say the game only really starts once you get on the train. Then the setpieces really come alive and start getting wild. After the train comes the refinery, where you fight a boss and steal his lighting gun, from there you go into space, fight off an invasion, shoot down planes and leech pods, assault a stronghold in, get this, A GIANT FUCKING MECH SUIT and then lead an incredibly memorable assault on Visari's palace.

    I can't be the first person to tell you this, but the final level of Killzone 2, the assault on Visari Palace is one of the most awesome, intense, and memorable levels in any game of this generation and a must play. If you already sold the game, rent it. If you sold your ps3, find a friend who will let you use his. Just play that level.
    >> Anonymous 07/25/10(Sun)15:54 No.68256XXX
    >>68256385
    sounds like you only played with shitty tacts
    >> WOLFSHIEM !!tuOwy1ct2dy 07/25/10(Sun)15:54 No.68256XXX
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    >>68256786
    Holy crap, you're really into this.
    >> Anonymous 07/25/10(Sun)15:55 No.68256XXX
    >>68256385
    You never ran into a tactician with boost, I take it?
    >> Anonymous 07/25/10(Sun)15:55 No.68256XXX
    >>68255488
    You didn't watch Killzone 3 being played at E3, did you?
    >> Anonymous 07/25/10(Sun)15:56 No.68257XXX
    >>68256872
    I am also very high on a combination of adderhol, vivance, and a second-gen joint.
    >> Anonymous 07/25/10(Sun)15:57 No.68257XXX
    >>68256786

    I am still surprised that some people think that there is anything special about Killzone2
    >> KillzOWNED !hEpdoZ.tHU 07/25/10(Sun)15:59 No.68257XXX
    >>68256385
    I honestly wonder how many people have been turned away from this game by shitty tacticians since its release? Good tacticians always follow 3 simple rules:

    1. Face away
    2. Make it defensible
    3. Team before your KDR

    And with good tacts come much more fun, diverse matches.
    >> Anonymous 07/25/10(Sun)15:59 No.68257XXX
    halo ripoff
    >> Anonymous 07/25/10(Sun)16:00 No.68257XXX
    >>68257134
    In a world ruled by CoD, the one dissenter is quite loud.
    >> Anonymous 07/25/10(Sun)16:01 No.68257XXX
    >>68252404
    >Implying Halo series had Jetpacks before the Killzone series.
    >> Anonymous 07/25/10(Sun)16:02 No.68257XXX
    >Multiplayer confirmed, but no details AT ALL have been given.

    Not knowing anything about the multiplayer is driving me crazy.

    Any of you guys have theories?
    >> WOLFSHIEM !!tuOwy1ct2dy 07/25/10(Sun)16:02 No.68257XXX
         File1280088158.gif-(1.69 MB, 350x193, Grenade Launcher.gif)
    1.69 MB
    >>68256857
    >>68256902
    No, I've had good games.
    Smaller games.
    The problem with the multiplayer and the reason why they work to make it better in the sequel due to all the potential it had was the fact it relied too much on people sticking together as squads. In many cases it ended up a bit of a clusterfuck if you didn't watch yourself enough and that was nearly nonexistant in 15-20 player games (like the Skirmish bot games as well. There is a reason the devs didn't allow 31 bots)
    -People doing their own thing failed.
    -Things were too unbalanced (turrets less useful than the engineer shotgun, tactician spawns can turn the game to shit in one wrong move, assaults in general, the STA52 needed to be fixed, revolvers too powerful, etc)
    -Objectives were not spread out enough so everyone raced for basically one part of the map.

    It was pretty bad. That said, I am getting Killzone 3 day one.
    >> Anonymous 07/25/10(Sun)16:03 No.68257XXX
    >>68257463

    Halo HAD jetpacks before Killzone

    Am I getting trolled here or what?
    >> Anonymous 07/25/10(Sun)16:03 No.68257XXX
    I heard that the producer had them take out ALL the swear words out of the entire script.

    I'm not sure how I feel about this.
    >> Anonymous 07/25/10(Sun)16:04 No.68257XXX
    >Killzone thread
    >minimal amounts of trolling
    feelsGREATman.jpg
    >> Anonymous 07/25/10(Sun)16:04 No.68257XXX
    >>68256786
    I felt the same way, it's like they blew their load on the final parts of the game. The assault at the end was insanely intense, never really felt anything like it in a game.
    >> WOLFSHIEM !!tuOwy1ct2dy 07/25/10(Sun)16:05 No.68257XXX
    >>68257618
    No they didn't The PSP game, Liberation, had jetpacks before Halo.
    >> Anonymous 07/25/10(Sun)16:05 No.68257XXX
    >>68257672

    The cursing felt way too forced and over the top in KZ2
    >> Anonymous 07/25/10(Sun)16:06 No.68257XXX
    >>68256786
    I know what you mean. I played the Visari Palace level at least 100 times. It was very white-knuckle, raw, balls-to-the-wall action.
    >> Anonymous 07/25/10(Sun)16:08 No.68258XXX
    You are now aware of how much more awesome these games could have been if they were simply released on PC (through Steam to prevent pirating, even) with nothing more than a mouse and keyboard to carry them to the heavens, effectively solving all of their problems that took them three games to correct
    >> Anonymous 07/25/10(Sun)16:08 No.68258XXX
    sure is below average in here
    >> Anonymous 07/25/10(Sun)16:10 No.68258XXX
    I like how the game doesn't use respawning enemies and the one part it does is one of the few games where respawning enemies makes sense, there's the whole shifting momentum. Pushing forward and then being forced back to cover and then forward slightly all the way up to the doors.
    >> KillzOWNED !hEpdoZ.tHU 07/25/10(Sun)16:11 No.68258XXX
    >>68257579
    As respectfully as possible, I'd like to adress your complaints:

    >over-reliance on squads, should have been smaller, etc (I paraphrase)
    I think forcing people to really use squads was a brilliant decision. It added an element of strategy as well as unpredictability with spawning, that would otherwise have been much more labored with only tacticians. And in skirmish mode I don't think the PS3 could handle much more than 15 bots as well as render a map like Pyrrhus Rise. But if you connected online you could have an unranked match with up to 31 bots.

    >-People doing their own thing failed.
    Thats the POINT. No man is an island, and certainly not an army.

    >-Things were too unbalanced
    I don't disagree with you, but my opinion on what wasn't balanced is different from yours, and without knowing your stats or records, I'm going to assume more knowledgeable as well.

    I'm going to do the rest in another post
    >> Anonymous 07/25/10(Sun)16:13 No.68258XXX
    I thought the online was pretty balanced overall apart from ROCKET LAUNCHER OMFG.

    That broke the game.
    >> WOLFSHIEM !!tuOwy1ct2dy 07/25/10(Sun)16:21 No.68259XXX
    >forcing people to really use squads
    They didn't though. The game worked better with squads but they never made that clear right off the bat. It took until I leveled up so I can be a squad leader before I actually knew squads existed and even then, if I wasn't playing with friends it just didn't work well.
    I really do like what they did with the proximity chat though. Game would have worked better with a BF:BC2 squad-joining system.
    >> Anonymous 07/25/10(Sun)16:22 No.68259XXX
    >faggots whining about killzone 2 controls
    they best not change them in 3
    >> WOLFSHIEM !!tuOwy1ct2dy 07/25/10(Sun)16:23 No.68259XXX
    >>68259112
    No matter how they change them, they will still have their weight to them. Don't worry.
    >> KillzOWNED !hEpdoZ.tHU 07/25/10(Sun)16:24 No.68259XXX
    >>68258294
    >>68257579
    Continuing where I left off

    >engineer shotgun more useful than turrets
    OF COURSE IT WAS. While KZ2 online is SIMILAR in style to TF2, it is very different in execution. Kills made by turrets don't get added to your official kills number, you simply get the points. Their main purpose was not to rack up kills like in TF2, but to act as deterrents and annoyances. Directing enemy traffic to other routes while damaging them so when they encountered teammates they would be at a great disadvantage.

    >tactician spawns can turn the game to shit in one wrong move

    Thats the beauty of it, though. I'm a tact all the time and the fact that my decisions directly effect the outcome makes playing so much more meaningful. It also discourages the idiots.

    >assaults in general
    They were originally meant for taking down turrets and air support. VC9 broke the balance. If you disable it and leave them only with the M80 they suddenly become VERY balanced. GG screwed them up (an a big part of the online) simply with the inclusion of the VC9. It should have been a soldier-only weapon.

    >StA-52 needed to be fixed
    It was supposed to be a halfway gun between the StA11 and M82. It had the speed and mag like the '11 (though slightly smaller and slower), but with the exact same damage, but it had the accuracy and more importantly RANGE of the M82.

    It was great for indoors and a more run and gun type gameplay. Its only real flaw is that the maximum spread on the crosshairs was inordinately large for such a small gun, which sadly did make it worse than the 82.

    >revolvers too powerful...
    And its also tedious and HARD to unlock. Plus it fires slow, reloads slow, has a misleading crosshair, and was really only meant to be able to take the guy you're dueling with down after your main guns mag runs out.

    >objectives not spread out enough
    I didn't think it was a big issue, but I'll give you this one.
    >> KillzOWNED !hEpdoZ.tHU 07/25/10(Sun)16:27 No.68259XXX
    >>68259001
    >BFBC2 squad joining system

    GOD YES. That would be IDEAL. However, only the part about joining a game with "put me in an open squad" the rest after that should be exactly the same so people can still jump around squads and stuff.
    >> Anonymous 07/25/10(Sun)16:30 No.68259XXX
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    >>68259185
    they'd better do, it was great playing an fps where you didnt feel like a well known brand of crisp
    >> Anonymous 07/25/10(Sun)16:31 No.68259XXX
    What struck me about Killzone 2 was that all the talk of gritty, meatgrindy, grim, brutal warfare leading up to the game's release was only FINALLY lived up to by the final level. The rest of the time, you and your invincible squadmate(s) took on whole divisions and changed the course of the war until a cutscene said NOPE.

    This is what you call shit pacing and terrible scenario writing. We give lots of shit to the CoD series, especially MW2, but one thing Infinity War does know how to do is present the player a completely terrible situation with awful odds, and make it feel like an uphill battle on a consistent basis. On any difficulty, KZ2 fails to do this. Every set piece is either a yawnfest (until the last level) on the lower difficulties, to exercises in frustrating cheap deaths on the highest difficulty. For all of the implied scale of the warfare in cut scenes and external to the game lore, the actual presentation did not deliver for me.

    On top of all that, we had Rico. People try to explain (make excuses for) Rico as being some sort of clever deconstruction of an FPS trope someone somewhere made up, but what he really is is fucking terrible. I simply will not buy KZ3 if he does not die somewhere in the middle of it, preferably by my hand.
    >> Anonymous 07/25/10(Sun)16:34 No.68260XXX
    >>68259838
    personally, I hope at some point in the series we get to play as the helghast, it would really advance the story and give you the perfect opportunity to kill rico
    >> Anonymous 07/25/10(Sun)16:37 No.68260XXX
    >>68260023
    Just in the middle of campaign somewhere.

    "ISA SCUM!"
    Rico's head explodes.
    >> Anonymous 07/25/10(Sun)16:37 No.68260XXX
    >>68260297
    this a 1000 times
    >> Anonymous 07/25/10(Sun)16:42 No.68260XXX
    Another thing about KZ2 is the actual sounds of the guns.

    I'm sorry, after playing BC2, every other game's sound is fucking awful. Again, GG is talking about how IMMERSIVE and DEEP KZ3 will be, but for me, it will lose half of it's impact if my assault rifle sounds like a slightly juiced up staple gun again.
    >> Anonymous 07/25/10(Sun)16:54 No.68261XXX
    The other problem with KZ2 is the fanbase.

    When it came out, the PS3 was still struggling for content. People quickly latched onto the game, claiming that it's one of the best looking games ever.

    How? The flame effects are inconsistent along side of the framerate. By choice the palette is dull but it is coupled with mostly uninspired level design. The animations for troops are jerky as fuck as the 'transitional' animations between certain routines are about as smooth as driving through San Francisco during an earthquake. The game's LoD system doesn't work properly a lot of the time, meaning you get to watch as soldiers transition between LoD models up close very clearly. Particle effects are yawn inducing compared to other FPS in general. The laundry list goes on.
    >> Anonymous 07/25/10(Sun)16:55 No.68261XXX
    >>68260722
    Ya know, I agree. I thought the KZ2 guns sounded PHENOMINAL when I first played the game, but back then their only real competition was Resistance 2 and CoD. And after playing BC2, yeah, the guns in KZ2 definitely sound muffled, compressed, and less realistic. The sound design and sound physics need some improvement in KZ3, and the demos make it seem like they got that covered already.



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