Katana
L20: Enlightened
gab es auch schon negative previews zu killzone?
und wenn ja was waren die kritikpunkte?
und wenn ja was waren die kritikpunkte?
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und wenn ja was waren die kritikpunkte?
- dass es noch nicht fertig ist
- dass es nur auf PS3 kommt
- dass sie es nicht länger spielen durften
- dass es anderen Spielen den Glanz nimmt
- dass es draußen kalt ist
Wie man also sieht, sind nicht alle dem Hype verfallen.
;-)
- dass es noch nicht fertig ist
- dass es nur auf PS3 kommt
- dass sie es nicht länger spielen durften
- dass es anderen Spielen den Glanz nimmt
- dass es draußen kalt ist
Wie man also sieht, sind nicht alle dem Hype verfallen.
;-)
Das gehört angepinntund ich dachte die einzigen kritikpunkte waren
- es sieht besser aus als erwartet
- es bietet zu wenig angriffsfläche für bashs
- die texturen sind auf snes niveau
- der hdtv auf dem man es spielen konnte ist zu teuer
- die umgebungsgeräusche waren zu laut
- die ps3 war zu leise
- die getränke waren nicht ausreichend gekühlt
- der rumbel controller war zu stark
- das spiel machte spaß
- die atmosphäre des games verfolgt einen bis in die träume
etc.
Wie geil.Das gehört angepinnt
Das einzige Negative kam mal von EGM(?), indem Killzone 2 vorgeworfen wurde, im noch nicht fertiggestellten Zustand eine (leicht) schlechtere KI als das Spiel mit dem grünen Power Ranger zu haben.
das passt besser in den WAR hier wird nur rumgebasht!
aber naja was will man von nachrichten erwarten? bei uns wurde auch final fantasy 7 als killerspiel betitelt und dann szenen von FF7DoC gezeigt um es irgendwie belegen zu können...
http://www.killzone.com/killzone/ne...lx124?newsID=AvP9Nkk_fG85JDe51xRxjqZMVjEp7Vh1Gremlins In The System
Hi there. My name is Frank. Whats yours? Er, sorry, I still need to get the hang of this blog thing. Ill be the resident programmer on our squad, and as such Im going to be pretty technical from time to time. Because I like getting technical. A lot. But not to worry, Ill try to keep things interesting for anybody curious about what it takes to get a game like Killzone 2 out the door.
Now, being paid to work on games definitely isnt the Walhalla you might think it is, but Ill tell you one thing: it aint boring. Working on a game as big as Killzone 2 we get to have problems that few people have even thought about. All new and shiny problems, just waiting to be unwrapped so they can jump on us and make our lives miserable. One of the biggest problems we have is dealing with the sheer amount of data thats going into the game. Theres about 150 people working very hard on the game right now and theyre producing an ever increasing amount of high detailed models, animations, textures, audio samples and what not. All of this data goes into the central database (we use Perforce, which is a great tool, but does have its own peculiarities).
OPM UK got an exclusive play through and interview with Guerrilla. Here's some of the interesting things they said. One thing that i'm not sure that's been mentioned is that the level they've been showing off so far is the 3rd level in the game.
On boss battles.Having landed, two things strike me instantly. The first is how detailed everything looks. Killzone 2 uses full-screen anti-aliasing to replace jagged edges with butterscotch-smooth curves. It sounds like a small thing, but the effect is massive. "It's like visual glue," says Guerrilla's managing director, Herman Hulst. "It makes the world coherent and consistent at the touch of a button."
Very satisfying, and we're promised more to come, with Steven Ter Heide citing Metal Gear Solid as an influence for its standout boss battles.The Helghast react appropriately depending on where a bullet hits them. So a headshot results in limbs-go-limp instead death, while a shot in the arm will leave them unable to return fire accurately.
Other things Guerrilla can't talk about yet; whether or not you'll be able to swap between characters [although Ter Heide does promise there will be "plenty of variety", with a grin]; what kind of vehicles will be in the game; how the multiplayer will work, and whether co-op will be included.
OPM: Can you give me an example of how the Helghast troopers behave differently in Killzone 2 compared to the original.
STH: There's a lot more going on because the world is destructible, so the AI has to know 'I was sitting behind cover, but now there's no cover any more' and then respond to that. There are physics objects flying around that they have to navigate, and they have to use the environment to their advantage as well. Things like lean-and-peek and being able to select a good position to fight from. There's a massive leap we had to make.
OPM: What do you think is the single-most important factor when it comes to making a shooting game exciting?
STH: The shooting. [Laughs] The impact that the bullets have. The fact that the weapons feel right. You're shooting for 70-80 percent of the time, so it has to be fun, exciting and rewarding. We're focusing on things like hit respond and destructibility, so that every bullet you fire has an impact in the world. That's key for us - that really vivid, visceral image of unloading your gun into a guy, and his arms are flailing...
OPM: How will you add visual variety into the game given the bleakness of Helghan?
STH: [The third level] is one setting, and the weather is particularly bad there, but it won't always be that bad. Not sunny days but plenty of vartiety.
HOME is also very interesting. There's a lot of opportunity there, and its all part of our multiplayer strategy.
Ich glaube mit dem 3 level meinen sie das altbekannte bin mir aber nciht ganz sicher^^
Hier sind die Scans...
http://argent.srv2.com/~ourspace/pickup/ps3forums/kz2_pg1.jpg (610K)
http://argent.srv2.com/~ourspace/pickup/ps3forums/kz2_pg2.jpg (480K)
http://argent.srv2.com/~ourspace/pickup/ps3forums/kz2_pg3.jpg (507K)
http://argent.srv2.com/~ourspace/pickup/ps3forums/kz2_pg4.jpg (522K)
http://argent.srv2.com/~ourspace/pickup/ps3forums/kz2_pg5.jpg (621K)
http://argent.srv2.com/~ourspace/pickup/ps3forums/kz2_pg6.jpg (647K)