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Killzone 2 demo impressions/discuss

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Old 02-09-2009, 03:05 AM   #61
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Originally Posted by venomxr8 View Post
Any one know what build the demo is from? it be either the preview code or the final build I guess, it does say 2008 on the title screen which makes me think its the preview code.
I'm 99% positive it's the preview build that the press was playing last summer
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Old 02-09-2009, 03:10 AM   #62
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Old 02-09-2009, 07:24 AM   #63
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I was trying the demo again last night.

Man I hate how clumsy FPS are on consoles.

Can you guys track these guys!? I remember someone here posted a video of KZ2 on veteran and that guy himself looked like he couldn't track the enemies.

Frustrating when they just dance out of my reticule.
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Old 02-09-2009, 08:10 AM   #64
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Originally Posted by GLOW View Post
I'm 99% positive it's the preview build that the press was playing last summer
http://www.psu.com/Killzone-2---Dec-...--a6010-p0.php
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With the new Killzone 2 demo out now via Gamestop and review builds hitting media outlets, new visual comparisons have hit the net showcasing the subtle changes from December's preview code build to the near final version of the game.

Thanks to NeoGAF member "iceatcs," you can check out the latest visual comparison below. To see the changes from E3 2007 to the December 08 build, click here.
the demo version is not the full complete final version, even GG said that the time from the review code to the final product was like 2-3 months gap and they fixed and tweaked a few things on the final version that were not in the review build. the "preview" build however is from like oct-dec 2008 before the media got their copy of the "review code" in december 2008 right before the new year in which you can already see some difference from the preview build to the review build(jan 09). i dont believe this demo is from the final version nor review build, im 99% sure as well that it is from the preview build sometime around october.

http://gamesblog.ugo.com/index.php/g...ld_numero_dos/

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Thursday, January 15, 2009
I know everyone seems to jump down my throat whenever I mention Killzone 2, but please bear with me, as I’m a bit annoyed.

Before New Years, we received a review build of Killzone 2. The embargo on the review lifts in February, but I took my time to conquer the game’s campaign over the past couple weeks, taking notes and judging it for what would be my eventual review. After all, this is the review code, this is what I should be judging.

Yesterday we received an updated review code for the game. And this is where things get a little dodgy. When we review a game, we often play through it on a “debug” console, which allows us to play non-retail versions of games. From our perspective, the “review build” aspect implies that it’s the final version and identical to what will appear on store shelves. Apparently this was not the case, at least for the first “review build” they sent.

The one that came yesterday came along with a note that said the following:

“We realize you received a version of review code right around the holidays, however the team at SCEA wants to make sure that you are playing the most updated, cleanest version of the game for your reviews and impressions.”


I emailed SCEA to find out what exactly changed from the previous build to this build, but no response yet. Presuming I hear nothing, I’m probably going to have to play through the game again to see if anything major has changed. I know for sure that control issues I mentioned (regarding the game’s inability to let you remap all the controls or set crouch to a toggle) are still in there, but apart from that, it’s anyone’s guess.

Long story short, a “review build” is no longer a holy thing, a perfect replica of what gamers will play when they buy the title on launch day. And that’s deeply worrying, and may require us changing our review practices in the future.
so right now i believe none of us are even playing the review code .. we shall find out in 3 more weeks, i'll be keeping the demo installed until then too

@railven:
what do you mean cant track the enemies? so far i havent had a single problem with the demo, at first i got pwn but finally after playing it for the 5th time and more, i can easily kill the enemies with just a few bullets right to their head, like 80% of the time im knocking off their helmets. the enemie AI is almost life like though, they almost never take the same path so you always have to keep a keen eye out. i find nothing "clumsy" about it, maybe your just not that use to it yet, but hands down for me for sure i feel KZ2 is far from a ordinary "video game" .. remove all HUD and it feels and runs life like.
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Old 02-09-2009, 11:22 AM   #65
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You guys have already mostly said everything about the demo itself that I was thinking.

But I have to say this. I guess it's the textures, but I noticed when I got through the first part and you're pulling the guy up onto the ledge, the ground looks like one image rather than a repeated "to fit" texture. There are more rocks and pebbles on the ground in some areas than in others. Rather than them all being spaced perfectly, repeatedly apart from each other all over the ground.

The other thing I noticed was the lighting. It was amazing to see my shadow in some of these spots and see my shadow respond to what I was doing in-game. Never noticed that before in any other game.

Visually, this game is just absolutely stunning. I had high expectations and it exceeded them. As far as the controls, maybe it's because I just came off playing gears, but I didn't it to be too difficult to grasp. I did forget to reload quite often though.
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Old 02-09-2009, 01:27 PM   #66
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Quote:
Originally Posted by railven View Post
I was trying the demo again last night.

Man I hate how clumsy FPS are on consoles.

Can you guys track these guys!? I remember someone here posted a video of KZ2 on veteran and that guy himself looked like he couldn't track the enemies.

Frustrating when they just dance out of my reticule.
The controls are definitely not like most shooters where you can just pick up and play. I myself have a very hard time tracking a moving target, I have better luck predicting where they're going to be moving and having my reticule ahead of them a little bit and already moving in the same direction and then squeezing off a burst for the brief moment they're lined up. (To be perfectly honest I'm not that good tracking moving targets in other FPS on consoles either )

I think it's the combination of a slight latency in the controls and a non-linear acceleration that make's it hard to grasp at first.


BTW did anyone else let the demo sit on the "press start" screen long enough to see the in game video of a boss fight? Pretty wicked looking, especially the fire coming the burning tanks on the bosses back
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Old 02-09-2009, 05:25 PM   #67
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Aim from the hip folks, aim from the hip.

For whatever reason, it's clear that GG decided that you should shoot from the hip 99% of the time.

I couldn't do shit with the dot-sight either. Tried a few rounds going strictly from the hip and all of a sudden I'm a master sniper.

Aim slowly. Use the full throw of the analog stick. Not just full-out. It's a sensitive scheme. Also, only fire off about 3 rounds at a time.

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Old 02-09-2009, 05:29 PM   #68
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Im pretty sure aiming with the dot sight reduces the shakiness in aiming. If you just shoot from the hip your aiming goes wide, which is why your reticule spreads out after a second.
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Old 02-09-2009, 08:19 PM   #69
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i shoot from the hip whenever the enemy is close enough to me, but if i am very far away and im shooting at a enemie thats on top of a roof or something, then i take cover behind a wall, peak out and zoom in and shoot, i have no problems aiming down the sight and shooting, but it does take a little time to get use to, i remember playing in the beta and i SUCKED from shooting down the sight, it was one of my bigger complaints about it, however it feels in the demo that they improved the accuracy a little bit.

the biggest problem with aiming down the sight and firing is that the game gives you absolutely no indication of any kind that are you actually landing bullets on the enemy, unlike when you fire from the hip your cross hair turns red so at least you know you are aiming directly at the enemy. What GG needs to do(which i already gave my feedback to them after the beta) is improve the little super tiny green dot on the rifle gun and make it more visible, either make it red or make it a darker green color and then maybe change the color slightly whenever you are aiming directly at a enemy or even when you landing bullets on a enemy. im almost 99% sure this would improve the use of the zoom in. they also need to bump up the accuracy of the zoom in to near 100%. i also find the weapon gives quit a bit of recoil when aiming down the sight which in turn makes it even more difficult to use.

i also agree strongly that you cannot continuously fire, you need to fire in like 3 burst shots. also dont forget you have grenades... the freaking coolest thing is when you throw a grenade you see the fucking enemies literally run away from it and take cover. choke the grenade, hold it for a few seconds and then throw it, you'll take down like 2-3 halgast at once.

one other thing that i notice about the game that i dislike a lot is NO ENEMY GRENADE INDICATION. though i have NOT yet been killed by a enemy grenade, i have been badly injured by them, but i hate the fact that not a single indication comes up letting you know there is a enemy grenade near you that was just thrown at you.... or is there? maybe i've been playing too long with no HUD!??!
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Old 02-09-2009, 08:36 PM   #70
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one other thing that i notice about the game that i dislike a lot is NO ENEMY GRENADE INDICATION. though i have NOT yet been killed by a enemy grenade, i have been badly injured by them, but i hate the fact that not a single indication comes up letting you know there is a enemy grenade near you that was just thrown at you.... or is there? maybe i've been playing too long with no HUD!??!
I prefer it without them. The grenades have a tracer when their thrown, and they make an ascending beeping noise letting you know how close to detonation they are. If you have surround sound, that serves as the indicator.

Adds to immersion IMO.
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Old 02-10-2009, 01:31 AM   #71
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Im pretty sure aiming with the dot sight reduces the shakiness in aiming. If you just shoot from the hip your aiming goes wide, which is why your reticule spreads out after a second.
Yes it does. I tried that out on a metal cabinet. If you unload a long burst of fire from hip you'll see your bullet impacts spread out a lot, if you do it down the sight they stay in a more tightly packed cluster (they still spread if you hold down the fire button but nowhere near as much) To tell the truth I like it that way.
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Old 02-10-2009, 02:33 PM   #72
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PC World has a great review-

http://www.pcworld.com/article/15872...high_five.html
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Old 02-10-2009, 03:36 PM   #73
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thats a very odd review, they give a 90% but if you read it, they obviously disliked the campaign but phrase the multiplayer

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Perhaps all the time spent on Killzone 2's triumphant AI explains its inversely mediocre solo campaign, full of one boring objective after another. Fight from one end of a linear level to another. Push some buttons in a room. Take out an RPG team. Pilot a tank for a couple moments. Cruise the battlefield in an agile exoskeletal suit for a couple more. A game with Killzone 2's pedigree could (and should) have offered better.
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Old 02-10-2009, 05:46 PM   #74
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Hey thanks again for the RGB tip. I changed mine to limited and the logo showed up. What exactly does that setting do?

I played through it again today and really can't wait. Only 17 days till launch. I was kind of bummed out though. I sent my buddy a test with my code but it wouldn't work with his psn. So I guess the demo code only works with one psn id.

Did anyone try out this glitch?

+ YouTube Video
ERROR: If you can see this, then YouTube is down or you don't have Flash installed.
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Old 02-10-2009, 06:24 PM   #75
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Hey thanks again for the RGB tip. I changed mine to limited and the logo showed up. What exactly does that setting do?

I played through it again today and really can't wait. Only 17 days till launch. I was kind of bummed out though. I sent my buddy a test with my code but it wouldn't work with his psn. So I guess the demo code only works with one psn id.

Did anyone try out this glitch?

+ YouTube Video
ERROR: If you can see this, then YouTube is down or you don't have Flash installed.

actually according to the voucher pamphlet that ebgames gives you with the access code, it clearly states in fine print that you can share the code with up to 5 different playstation 3 units using the same account. So basically you would have had to give your friend your PSN email address and password then he would have created a new user on his PS3 and select "already have a account" under Join Playstation Network. then he would have entered your account and then he would have been able to redeem your access code and play the demo.

so basically yes the access code works "per PSN ID" but can be downloaded and installed on 5 different PS3 units.

HAHAH that video is neat, never knew you could try that.
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