PS3 Killzone (PS3) - NUR Killzone!

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Ich denke nicht, dass einige Stellen aus Jucks und Tollerei fett gedruckt sind. Oder erwartest du, dass jemand das ins Deutsche übersetzt ?
 
hab so das gefühl das der mp alle ablösen wird anstatt cod4 steht dann jetzt überall bei meinen freunnden killzone 2

r2 is für mich wie half life deathmatch :lol:
 
grafik sieht großartig aus. der rest stimmt bestimmt auch, wüsste auf jeden fall nicht warum am gameplay usw. was nicht stimmen sollte;-)
für mich auf jeden fall ein release kauf:-)
 
mhhh warum es nicht stimmen koennte ? Weil es einfach schlecht umgesetzt ist ... aber da glaube ich auch nicht dran :D Das is KZ2 das wird einfach ne Bombe :):):)
 
Grafisch schon beeidnruckend aber de Animationen kommen nichtmal ansatzweise an den Rendetrailer ran.
 
Grafisch schon beeidnruckend aber de Animationen kommen nichtmal ansatzweise an den Rendetrailer ran.
haste das jetzt anhand der bilder gesehen?
gerade die animationen stechen heraus.. schon allein, wie die gegner unterschiedlich auf waffeneinschüsse reagieren ist genial..
 
haste das jetzt anhand der bilder gesehen?
gerade die animationen stechen heraus.. schon allein, wie die gegner unterschiedlich auf waffeneinschüsse reagieren ist genial..

Nein du verstehtst mich falsch. Die Animationen sind verglichen mit den meisten Spielen gut. Aber die Besonderheiten des E3 2005 Rendettrailer waren die unglaublichen Animationen und der flüssige Ablauf. Das ist leider komplett verschwunden.
 
lolzone hat nen eigenen thread? :yeah2:

Was willst du mit solchen Kommentaren erreichen?

Und Killzone 2 hat auch einige gescriptete Szenen, ja. Dafür hat das Spiel aber größere Arealen, eine Physik, die man auch als solche bezeichnen kann und eine KI...die bis jetzt aber noch nicht so toll aussieht. Noch hat Guerilla Games aber genügend Zeit und die KI gehört momenten zu DEN Aspekten des Spieles, die überarbeitet werden.

Was die Animationen angeht, finde ich, stechen die nicht nur heraus. Sie zeigen auch schon das, was der Rendertrailer ankündigte. Ich finde schon, dass Killzone 2 den technischen Erwartungen gerecht wird.
 
Nein du verstehtst mich falsch. Die Animationen sind verglichen mit den meisten Spielen gut. Aber die Besonderheiten des E3 2005 Rendettrailer waren die unglaublichen Animationen und der flüssige Ablauf. Das ist leider komplett verschwunden.

liegt aber auch daran weil der render sehr spektakulär inszeniert ist da er auch nie stehen bleibt und sich umsieht so wie es ja beim echten gameplay passiert...
und der blick rückt halt auch immer genau die aktion in vordergrund... selbst wenn es technisch möglich wäre den render in echtzeit darzustellen würde es nie so spektakulär aussehen wenn man es selber spielt (außer es ist ein rail shooter)
 
http://www.e3coverage.com/E32008/e32008_killzone2.html

Guys this new video is really quite good. In the first section it shows some promising AI. The AI attempts to flank the player when he takes position behind a raised piece of cover. Then when the player kills this guy, a second AI attempts to flank the player. Secondly when the player attempts to shoot a Helghast over cover, the Helghast sprints to a piece of cover which makes it hard for the player to shoot him. The Helghast manages to sprint really fast and gives a sense of ergency. This has really impressed me and i hope GG can build on that.

Another positive is the developer says that Killzone 2 multiplayer will definitely be at Liepzig in a Hands On form. So prepare yourselfs guys, multiplayer impressions incoming from Liepzig, possibly accompanied by a handful of videos.
 
Wenn sie es sich nicht versauen mit den 2 konkurierenden Messen. Könnt alles was die sich an Relevanz in der Branche erarbeitet haben in den letzten Jahren auf einen Schlag vernichten und eine andere Messe im Ausland übernimmt die Rolle(wie früher die in London, weis nicht mehr wie die hieß)
 
Wenn sie es sich nicht versauen mit den 2 konkurierenden Messen. Könnt alles was die sich an Relevanz in der Branche erarbeitet haben in den letzten Jahren auf einen Schlag vernichten und eine andere Messe im Ausland übernimmt die Rolle(wie früher die in London, weis nicht mehr wie die hieß)
Hieß ECTS und die GC hat sie erfolgreich ablösen können.
http://www.e3coverage.com/E32008/e3...tely be at Liepzig in a Hands On form[/QUOTE]
ich hoffe auf ne Open-Beta für den MP noch im jahre 08.
 
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gamepro.de
 
Hohe Erwartungen
http://uk.ps3.ign.com/articles/895/895354p1.html

Killzone 2 is surely one of the most anticipated titles on the horizon for PS3, but the question is – can the team deliver on the hype?

Shades of Grey


The visual tone of Killzone 2 is very muted. This isn't a game with lush tropical jungles or fairy kingdoms with rainbow highways (well, not that we know of) – it's a bad-ass war sim that takes place in gutted environments and through grim concrete bunkers. As a result, this is a game that can come across as a little on the grey side at first. While that may not be to everybody's taste, we love the realistic colour palette. Not only does it create an oppressive mood, it's allowed the development team to very effectively utilise the colour that is in the game.
When you see the red eyes of a Helghast soldier as he takes cover, or the red blaze from an incoming rocket, for instance, they really stand out. Colour in this world is very much symbolic, so if you see a tank with blue lights, you know that it's on your side. The muted approach to the visual design also allows for excellent use of contrast. That rocket we mentioned, for instance, may be blazing red at the tip, but it leaves a thick, jet black smoke trail that really stands out in the environment… all of which leads us nicely into our next point…


Art Direction

Killzone 2's visual design is definitely one of its strongest elements. The Helghast helmets, with their striking red goggles, are nothing short of iconic, as are the infantry transport vehicles. The environments have quite distinctive architecture; full of imposing concrete bunkers and industrial warehouses that reflect the military focus of the world, while the effects of war are also clearly visible in the destruction of the player's surroundings.

Of course, it doesn't hurt that the game's tech is pretty special, but even so, the way it's been implemented in most areas is excellent. The explosions and smoke trails in this game, for instance, have real character, so when there's a pitched battle being fought and rockets are flying around and explosions are going off, the jet black trails of smoke crisscrossing the area and spikes of smoke blasted out from explosions just look cool, plain and simple.
Special mention also needs to go to the cutscenes, as they're pretty special. Delivered using the in-game engine, the transition from gameplay to cutscene is really smooth, and they're used sparingly enough (from what we've seen) to retain punch. The demo's opening cutscene, in particular, recalls the original announcement 'target footage', with a number of infantry transport craft bringing troops into battle under heavy AA fire. Explosions rock the air all around as the player's craft swoops in, taking out a nearby shuttle, and almost taking out yours, which ends up skidding off the water as it comes in to land. The camera switches to a first person bumpy cam as the soldiers hold on for dear life while it bounces across the ground. Moments like those make the conflict feel huge and dynamic. We like.

Destructible Environments… Sometimes

Killzone 2 can do some pretty nifty destructible terrain when it wants to. One section we played (and which you can see in the LiveWire Demo from E3) was essentially a Helghast shooting gallery. You hop behind a gun emplacement facing a building that's had the front wall sheared away to reveal the floors inside. Helghast run out on multiple storeys to try and take you down, but they're no match for the awesome power of your heavy weaponry. Not only do you mow the Helghast down, you mow the barricades they try to hide behind, you chunk out cement from the walls, and eventually you bring huge sections of the structure to the ground. It's awesome, but sadly not reflective of the wider game, where most structures are impenetrable.


Take Cover!

The cover system in Killzone 2 works pretty seamlessly. Simply hit and hold L1 when you're near the edge of a wall, a crate or something similar, and you'll take cover behind it. You can then aim from behind cover and use the left analogue stick to pop up or out to shoot. Nothing radical, but given how easily you can be killed in the game, it's very valuable, and an integral part of any modern shooter.


Kick-Ass Animations


Look, you probably already know how excellent the animations in Killzone 2 are, but we're going to say it one more time anyway. Watching these guys getting knocked back by the spray from an automatic weapon, moving from position to position as they try and flank you, or getting blasted across the map thanks to a rocket at the feet, it's all super smooth. The only caveat right now is that transitions between animations can jolt a touch, but the game's still a long way off, so we're sure that will be polished up.

Another thing we really like about the way the Helghast soldiers move is that they really seem to have some weight in their motions – as if that armour really is heavy. It's refreshing to face enemies that move in such a realistic way. We should also mention that the weighty feel to the Helghast animations also transfers to the feel of the player character – he's slow, but appropriately so (and with a low run that's activated by clicking in the left stick), as well as the weapons, which feel suitably chunky.


Turn That Valve!



We're all sick of turning bloody valves (that's 'bloody' as in 'not another sodding valve', as opposed to a valve that's covered in blood) in videogames to open doors or magically become stronger (Lara Croft we're looking at you), but Killzone 2 puts a new spin on it. And it's all thanks to the wonders of Six-Axis motion control. Yes, in Killzone 2, when you turn a valve, you use L1 and R1 to grip the valve, then physically turn the controller to turn it. Rinse and repeat and voila! Valve open. No, we're not sold either.


Killpath?


The first game – as a friend of mine once said – was more a killpath than a killzone, and Killzone 2 isn't moving too far away from that, just doing it in a much more grandiose, and (hopefully) interesting way. This is very much going to be a linear shooter in the style of Call of Duty, as from what we've seen there'll be basically one path through the game, with progression tightly scripted. Of course, that's not necessarily a bad thing – it worked a treat for CoD, after all – and while there are plenty of buildings that only have one path through them (weird that), there are also sections where the game opens right out. You might find yourself in a large scale battlefield, for instance, where you're able to take any number of approaches… hopping in a tank and blasting the crap out of the Helghast forces being the stronger option. It's still linear – there's only one way into or out of the scenario, but you've got choice within it. Making a game linear in the pursuit of intensity and cinematic punch can definitely work, so let's hope Killzone 2 can pull it off.

Killzone 2 is currently shooting for an early 2009 release, so it's going to be very interesting to see how it develops. With such a solid foundation – in both single player and multiplayer, this may be one game that does live up to the hype.
 
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