Im folgenden Video siehst du, wie du consolewars als Web-App auf dem Startbildschirm deines Smartphones installieren kannst.
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Na ja...Frage...Antwort darauf: Darf darüber nicht sprechen
WOW -.-
Aha dann wäre der "Text" aber nicht so "lang";-)
Ja du meinst bestimmt diese interessanten Fragen da, die darf er noch nicht beantworten, right?;-)
Freu mich schon sehr auf das Spiel, obwohl egal wie gut es ist es von den Boxlern gebasht werden wird![]()
klingt so als stünde das spiel am 2. januar 08 im laden1UP: You guys are aiming for a spring release?
Heide: We're aiming for a 2008 release. That is the politically correct term. [laughs]
1UP: What's the biggest flaw in the first Killzone that you're fixing?
Heide: I think the most eye catching thing was performance. We had very high ambitions for the game and I think a lot of people commented on performance drops and that's something we have to address when building a new engine from scratch.
es sieht imo einfach fantastisch aus!
aber wie läuft das mit den texturen ab? die entwickler haben doch auf der GC wieder gesagt das das streamen noch nicht im game eingebaut ist...
Denke mir auch das die bisher schwachen Texturen damit zusammenhängen. Ich glaube bei Uncharted werden die Texturen auch gestreamed.
es sieht imo einfach fantastisch aus!
aber wie läuft das mit den texturen ab? die entwickler haben doch auf der GC wieder gesagt das das streamen noch nicht im game eingebaut ist...
Der Videolink da, auf der Seite steht das KZ2 am 1. Februar 2008 kommt?![]()
Heide: This is one level of the game. This level isn't final yet; this is [a] work in progress. Things like streaming system still has to go in. But, this is an appropriate reflection of what the game's going to be.
Believe the hype; Killzone 2 is the best looking game we've ever seen. Stunning facial animation, huge detailed environments and no loading screens what so ever - and the PS3 makes it look as easy as snapping a photo of Pete Doherty looking rough.
But how does it actually play? This question has gone unanswered since those naughty chaps a Guerilla swindled us with CGI over a year ago - until now...
We managed to get our hands on the SixAxis controller at Sony's Games Convention booth and play the stunning PS3 shooter for the very first time. The level we played was the third mission in; a chaotic and intense invasion of the Helgast homeworld - it looks bloody good.
This is the same demo from E3 earlier last month. You've probably seen the videos; it kicks off with a cut-scene near-identical to that of the CGI trailer from last year's E3 - and amazingly, it looks almost as gorgeous in real-time. The facial animation on each character is on par with Half-Life 2 and the scale and detail of the dark, gritty environment is just ridiculous.
Lightning - properly rendered in 3D - shakes the sky. Clouds and smoke travel with the wind, explosions whisk floating embers into the air and groups of tiny moths dance on dusty light bulbs - these are all little touches that make Killzone 2 the PS3's real technical masterpiece.
In feel, it plays similarly to the original Killzone; R2 fires your weapon, X is the action button and so forth. The cinematic flair however has gone through the roof; subtle focus blur on your weapon and nearby objects adds to the realism greatly, and the HUD is near non-existent; ammo count only appearing when you fire your weapon and visual colour-bending cues indicating your health.
The most exciting feature of the PS3 Killzone however is the new first-person cover system, which works a lot like Gears of War but without taking you out of the experience. Holding L2 latches you on to walls similar to Epic's shooter, then the left stick allows you to pop out with your gun and fire off a few shots. You can even blind fire with the R2 fire button; it's works very well and is even more visceral than the stuff in Gears.
Some of the encounters we experienced in our demo whiffed of that "cover shooter" gameplay as well; in one seen we darted easily from box to pillar with the sprint button, trying to flank around the side of a chaingun-toting mini-boss and shoot him in the back. It works flawlessly in first person, and should add some much needed variety to the Killzone formula.
Thankfully the real meat (that's the shooting) is an enjoyable venture as well. A combination of animation and physics make the Helgast satisfying to shoot; properly rendered blood splatters out realistically while Guerilla's excellent motion capture work creates some great looking death routines, complete with flailing arms and dives to the floor.
The rocket launcher - again looking near identical to the one seen in the CGI trailer - too is a rather satisfying blasting experience - though it desperately needs to support the heavily-rumoured rumble SixAxis to feel as lethal as the RPGs in other console shooters.
The AI seems to be a bit of hit and miss at this point; they're not afraid of jumping behind cover - and indeed hold their ground aggressively - but half the time they strut around like slow guerillas getting shot in the face - and while we're at it the player's own walking speed could do with an increase as well. That said, we expect a demo without god mode turned on might be a more faithful example the AI's behaviour...
It looks amazingly next-gen, but to play Killzone at the moment feels very similar to its PS2 predecessor. We'll reserve judgement though; the cover system has been implemented perfectly and works fantastically in Killzone 2's many stand offs, and if Guerilla's word is to be believed there are still plenty of surprises on the way...
http://uk.gamespot.com/ps3/action/killzone2/news.html?sid=6177525LEIPZIG, Germany--Buzz has been growing for Guerilla's upcoming Killzone 2 ever since its famous trailer was shown in 2005 at the Electronic Entertainment Expo. That buzz has continued to grow given the game's fantastic showing at this year's E3. Today at the 2007 Games Conference in Leipzig, Guerilla developers gave us a tour of a good chunk of the first level, which was initially demoed back in July during E3. In addition, we got our first chance to play the game, and we're happy to report, it plays just as nicely as it looks.
If you've been paying attention to Killzone 2, you know the level in question begins with a thrilling opening scene that features your character and a bunch of badass military types being dropped into a hot zone. All the while, a huge weapon known as an "arc" fires deadly lightning bolts into the sky, taking out dropships left and right. Once your compatriots hit the ground, it's a battle to the first checkpoint, where one of your superior officers tells you that the first order of business is to infiltrate and take down the arc that's doing damage to your dropships.
The backstory behind this scene is that your character is a member of the Legion, a special forces unit called in to assist in the invasion of the Helghan capital city. The arc weapon is one developed by the Helghast forces, which have developed ways to control the weather. As Guerilla developers explained, weather will play a big part in Killzone 2's gameplay because the Helghast have developed methods of harnessing the power of the weather for use to its advantage. We tried to find out if other types of weather would be a part of the gameplay, such as heavy rain or snow, but Guerilla developers said they weren't ready to make any further announcements about that just yet.
During the demo, we actually got to experience this invasion level twice. The first time, the Guerilla developers took the controls, and the second time, the developers periodically paused the game to point out important details of the game's visuals. During the dropship scene, developers panned the camera around to show off the stunningly rendered, fully 3D area that comprises the level. Nearly as impressive as the architecture, however, was the lighting and environmental effects. These effects gave that opening scene a truly grim and gritty feel. Guerilla developers were also keen to point out the generous amount of post-processing, which adds ambience to the environments. When you add loads of special effects, such as motion blur and full-screen antialiasing, coupled with sophisticated lighting effects that allow everything in the world to cast a shadow, you have a remarkable-looking game to enjoy.
About midway through the demo level, we were introduced to boss enemies, affectionately known as "heavies," monstrous armored soldiers wielding massive chain guns. To beat them, you'll have to fire your weapon first at their head, which spins the heavies around so you can blast away at their vulnerable spots: gas tanks attached to their backs.
After the developers dealt with the heavies, they handed off the controls to us, and we got to check the game out for the first time ourselves. The game's controls are easy to use from the get-go. You move with the left stick, fire with the R2 button, chuck grenades with the R1 button, and switch weapons with the square button. The game is almost completely free of a heads-up display. The only time you see anything other than the environment onscreen is when you walk over a defeated enemy's weapon and are given the option to switch it out with your current weapon by pressing the X button. The lack of a HUD also means no artificial health bars. If you take too much damage, the screen begins to change contrast and color. If you're really close to the end, it will change to black and white. At that point, you better find some cover quick.
Speaking of cover, Killzone 2 has a new cover system, referred to internally as "lean and peek." When you come to an object you can hide behind, you simply press the L2 button to "lock" your character to it. From there, you can peek to the left or right by moving the analog stick accordingly and take a shot or simply blind fire over or around your hiding spot by pressing the fire button. If you've got a nice spot of cover, you can even press the R3 button to zoom in on your opponent, draw a bead, and drop him before he even knows what hit him. If our hands-on time with the game was any indication, you'll have plenty of opportunities to use the system because the snaking pathways through the game levels will offer you plenty of spots to hide behind objects for cover. However, not all cover is reliable because some of the more powerful weapons can rip right through some cover, such as cement blocks, which provide less cover the longer you're hidden behind them.
In addition to the lean and peek cover system, the nice variety of weapons in the game should make things interesting regardless of how you choose to play it. Indeed, Guerilla developers made a point of saying that they're designing the game to suit a variety of different play styles, from the tactical stop-and-pop to the full-bore run-and-gun style. We personally preferred the latter, especially after picking up a rocket-propelled grenade launcher that dealt a devastating amount of damage when it found its target. The Helghast enemies you'll be picking off by the dozen in the game will feature an improved hit-response system that will more accurately register the location of bullets hitting them and let their bodies react accordingly. Bottom line: bad guys die better in Killzone 2--and that's a good thing.
In fact, physics seem to be a big focus this time around. For example, if you shoot a can of compressed gas, the leaking fumes will propel the can down a hallway. It's all part of the extended effort the development team is making toward creating a believable and immersive world for Killzone 2. And, so far, it seems to be paying off in droves. When you combine the authentic physics, the gorgeous graphics with full Dolby 7.1 surround sound, and the advanced audio effects that will cause a cavernous hall to sound significantly different from a small room, you've got a game that's set to be a treat for the eyes and ears.
While we could have sat there all afternoon and played the game, our hands-on time with Killzone 2 had to end sooner or later. Now we're looking forward to the next time we can play this highly anticipated shooter. The game is currently on track for release in 2008, and we'll be bringing you much more information on it in the coming months, so stay tuned.