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NonBorn
11-07-2007, 20:53
http://i144.photobucket.com/albums/r170/Jesus_nm/KZ.jpghttp://www.threespeech.com/blog/wp-content/uploads/2007/01/Killzone%202%20Logo.jpg




Όλα όσα γράφονται σε αυτό το post έχουν γραφτεί πιθανόν και σε άλλα κομμάτια του forum, ο σκοπός του thread είναι να συγκεντρώσει όλα αυτά τα στοιχεία που έχουν βγει ως τώρα για το Killzone 2 και να σας τα παρουσιάσει.
Συμβουλή: Θα χρειαστείτε αρκετό bandwith για αυτό το thread... :rofl:


Σημαντικές πληροφορίες

Want to see the game for yourself? Head to the PlayStation Network at 3pm PST on Wednesday and you'll find a brand-spanking-new trailer waiting there for you.
The opening was once again fantastic, but we couldn't help but sit there and think, "When are we finally going to see some in-game footage?" The only thing was that we had been looking at in-game footage. As soon as our soldier hits the ground and his gun comes into view, very much like what we saw with the opening to Resistance, we couldn't help but think, "Holy hell, all of that was in-game?"
You're able to lean around the sides of cover or corners to take out enemies, and you can blind fire around and over it (with your soldier holding his weapon sideways as it kicks bullets into uncertain territory). It didn't kick you out to a third-person view.
Guerilla rep noted that the game's level of detail would not have been possible without Blu-ray.
As for multiplayer, the only details that we saw were part of a short PowerPoint presentation at the end, but Guerilla promises an "extensive multiplayer component."
Indeed, it's quickly apparent that Guerilla has come much closer to the original trailer than most anyone thought possible. It's not 100% identical to be sure, but there are times (quite often) when it's really, really damn close.
If you would like a number to go with that, try 2GB. That's how big the single level was on disc.


O Seb Downie ( QA Manager - Guerrilla Games) δίνει απαντήσεις...
Λίγο πριν την Ε3 (Προς το παρόν το μόνο που έχουμε δει είναι η πρώτη πρώτη photo!!)

EdgeUK wrote:

Here we go...analysis paralysis!
1. Can you coment on what sort of build this is..like pre-alpha or beta?
2. Will there be opportunities for improvements for things like self-shadowing and shadow aliasing etc...?
If I am going of topic/thread just bang me into the right place...
Thanks

motherh wrote:
1. Pre-pre alpha.
2. Please wait to see more content before judging it.

Raziel123 wrote:
first of all, thanks for answering our questions.
im gonna make a few more, you probably can't comment on them but i'll try anyway.
1. will we get anything else today or only the next days?
2. is the helghast covered in snow on that pic?
3. where's the crosshair or whatever for aiming your gun?
4. what's your personal opinion, comparing the 05 trailer with how the game looks right now?

motherh wrote:
1. There will be more released as E3 gets under way.
2. No, its light.
3. Switched off for the purpose of the screenshot.
4. Wait and see for yourself as more content is release.

SoMeOnE!!! wrote:
motherh you are awesome, i've never seen someone involved with such a major IP so close to the community answering every question.
also one quick question.
How do you think the press and gaming audienc will react to killzone 2 and how it looks?
a) OMG
b) HOLY CRAP
c) IM IN A DREAM!

motherh wrote:
“d) All of the above.

”Yes that room is pretty dark to begin with. And the light source is from the muzzle-flash. It looks a lot better in movement. As for the rest, no comment at this stag”Ολόκληρη την συζήτηση και όλες τις απαντήσεις που τέθηκαν στον Seb Downie στο official forum του PS3 μπορείτε να τη βρείτε εδώ: UnOfficial Ask the Dev team non-Killzone related questions (http://boardsus.playstation.com/playstation/board/message?board.id=messhall&thread.id=4780&view=by_date_ascending&page=1)




Photos από το in-game trailer του παιχνιδιού (HD quality)

http://ps3media.ign.com/ps3/image/article/803/803246/killzone-2-20070711011951519.jpghttp://ps3media.ign.com/ps3/image/article/803/803699/killzone-2-20070711045637807.jpg
http://ps3media.ign.com/ps3/image/article/803/803246/killzone-2-20070711011955113.jpg
http://ps3media.ign.com/ps3/image/article/803/803246/killzone-2-20070711011951519.jpg
http://ps3media.ign.com/ps3/image/article/803/803246/killzone-2-20070711011953660.jpg



Official Press Release: (http://www.killzoneunit.com/kz/?p=752)

HE ULTIMATE FIRST-PERSON SHOOTER EMERGES, INTRODUCING PLAYERS TO AN INTENSE ‘THEATER OF WAR’ WITH KILLZONE™ 2 FOR PLAYSTATION®3
Highly Anticipated Follow-Up to the Top-Selling Killzone™ Delivers Next-Gen Gameplay, Stunning High Definition Graphics, and Ultra-Realistic CombatSANTA MONICA, Calif., July 11, 2007 – Sony Computer Entertainment America Inc. announced the 2008 release of Killzone™ 2, available exclusively for the PLAYSTATION®3 (PS3™) computer entertainment system. Developed by Guerrilla Games, a wholly owned subsidiary of Sony Computer Entertainment, Killzone 2 throws players back into the midst of a hostile and dramatic ongoing battle between the ISA and Helghast army. Following events and action from the original Killzone for PlayStation®2, Killzone 2 sets a new standard for next-gen gaming by delivering intense warfare with incredibly lifelike character animations, highly detailed and destructible environments, realistic physics, and advanced levels of artificial intelligence (A.I.).

Unveiled for the first time Tuesday evening at an exclusive media event in Santa Monica, the Killzone 2 demo awed guests with action-packed sequences full of detail and game variety, sure to draw players right into the heart of battle. Once again set in an extreme post-modern war, Killzone 2 utilizes the power of PLAYSTATION 3 to deliver a striking graphical style that showcases a gritty realism unique to the Killzone franchise.
“There have rightly been high expectations for Killzone 2 since we shared the vision for the title back in 2005,” said Phil Harrison, president, Sony Computer Entertainment Worldwide Studios. “Guerrilla have worked hard to focus the power of PLAYSTATION 3 to realize their true vision for the game. With incredible action, drama-fueled gameplay sequences, and a vast array of weapons and vehicles, Killzone 2 defines a new benchmark of our industry.”
SCEA – Killzone 2 Announced for PLAYSTATION 3
Two years after the Helghast assault on Vekta, the ISA is bringing the fight to the enemy’s home world of Helghan. Taking the role of Sev, the battle-hardened veteran of the special forces unit known as the Legion, players will embark upon a mission to the planet Helghan to capture the Helghast leader, Emperor Visari, and bring the enemy’s war machine to a halt. For Sev and his squad, the invasion of Helghan is just the beginning. Tasked with securing Pyrrhus, the Capital City, the team quickly discovers that the Helghast are a formidable enemy on their home planet. Not only have they adjusted to the planet’s hostile conditions, they have also harnessed a source of power from the environment that can be used against the ISA. Sev and his team soon discover the fight is greater than simply addressing the enemy forces; the Legion must also learn how to handle the effects of the fierce enemy planet.
With an extensive, story-driven single-player mode and thrilling multiplayer mode, Killzone 2 offers a host of new elements that caters to both hardcore and casual gamers alike. The game features highly atmospheric environments that respond accurately to weapon fire as players storm through the world of Helghan. The harsh climate and conditions of Helghan are also a factor, forcing players to adapt new tactics to survive. Proprietary tools and technology such as deferred rendering techniques are implemented to create advanced effects, such as ultra-vivid and detailed character animations and environments. Advanced cinematic effects are used to provide unprecedented visuals, including motion blur, internal lens reflections, and depth-based color grading that will let players experience gameplay that is sharp, detailed, and vibrant. Additionally, Killzone 2 supports 7.1 surround with location-specific audio, providing players the opportunity to experience sound and music that are not only dynamic but in context to indoor and outdoor locations.




Killzone Previews
Killzone Unit - Official Press Release (http://www.killzoneunit.com/kz/?p=752)
IGN - Quick Preview (http://au.ps3.ign.com/articles/803/803256p1.html)
IGN Impressions (http://ps3.ign.com/articles/803/803129p3.html)
IGN (http://ps3.ign.com/articles/803/803129p1.html)
1up (http://www.1up.com/do/previewPage?cId=3160994)
Kotaku (http://kotaku.com/gaming/e307/killzone-2-impressions-277070.php)
Kotaku Impressions (http://kotaku.com/gaming/e307/killzone-2-impressions-277070.php)
IGN - Q & A (http://ps3.ign.com/articles/803/803249p1.html)
Inside the Developers Studio (http://blog.us.playstation.com/2007/07/10/inside-the-developers-studio-hermen-hulst/#more-131)



Gameplay gifs

http://i9.tinypic.com/53gh06a.gif http://i16.tinypic.com/4knruc3.gif

http://i10.tinypic.com/6c49k4y.gif http://i12.tinypic.com/6c7aw51.gif http://i14.tinypic.com/6f4svw5.gif

Best lighting, motion blur, blood and death animations ever created in a game !!! (even crysis cant match killzone on those areas)
http://i8.tinypic.com/4qgegk1.gif

Unbelievable Shadows and incredible Weather effects !!!!
http://i8.tinypic.com/62416dl.gif

Great Physics engine and particle effects !!! great light beams (better than crysis) !!!
http://i14.tinypic.com/4mm9sgn.gif
file:///C:/DOCUME%7E1/NonBorn/LOCALS%7E1/Temp/moz-screenshot-1.jpg

Killzone developer δηλώνει στο Neogaf...

Killzone developer talks on Neogaf and confirms that the trailer is pre-pre alpha.The game features highly atmospheric environments that respond accurately to weapon fire as players storm through the world of Helghan. The harsh climate and conditions of Helghan are also a factor, forcing players to adapt new tactics to survive.


Don’t forget one thing: This game is PRE-pre-alpha! So, not PRE-Alpha, PRE-PRE! So, please don’t start some “Hey, can you see that texture poppin’ up! PLEASE, stop it, ok?
There will be much more details, effects and so on. Give us some time.
Half of the animations are still NOT in the game so, it will look MUCH MUCH better in the final game. Yes, we said it: The animations are matching the target render. Maybe it looks even better in the final game.
Is there already a video out? I get no info here, because the conference is killing us (with joy). If so, enjoy it! If not, playstation storewill have it. You have to see it in HD to believe it.And finally: mckmas8808, Bad_Boy, Busty, I said it, and we delivered!
So, wait for the conference for more info.
You saw NOTHING yet!

bye
(oh and, …. did I say “KILLZONEwillSHOCK”)
Sorry, I could not resist.



Believe the hype. Eyes-on with the PS3's biggest enigma reveals all
Sony & GG κάνανε το "θαύμα" τους

Perhaps more than any other game at this point, Killzone 2 has been built up in the minds of Sony-watchers as the lynchpin of the PS3's success. This is almost entirely thanks to the infamous, stunning trailer that was shown during Sony's 2005 E3 press conference, which wowed fans senseless until they found it was just a pre-rendered video of what its developers thought it might look like. Now that GamesRadar seen it played, however, no amount of Sony spin can hide the truth. And the truth is that Sony wasn't lying: Killzone 2, the game, looks shockingly close to Killzone 2, the trailer. And while it doesn't have quite the same level of polish, it makes up for it by being even crazier and bloodier than the early, imaginary look implied.

Πηγή: http://www.gamesradar.com/us/ps3/game/previews/article.jsp?articleId=200707110115562023&sectionId=1001&releaseId=20061114121621749053

Με λίγα λόγια... Όλοι πείστηκαν για το τι είχε δείξει η Sony το 2005 και για το τι βγήκε το 2007... Για να ανέβει λίγο το κλίμα...

Ε3 2005: Sony shows the Future... nobody believe them!
E3 2007: Sony shows Killzone 2.... what i call the Prestige!!!


Trailers

6443 21490

21600 21610

1. To trailer που μεταδόθηκε το πρωί της Τετάρτης στο internet. Download σε HD από το PSN ή από εδώ (http://www.mybtfile.com/torrent/39048526/).

2. Extended Version HD (ΚΑΝΟΝΙΚΟ GAMEPLAY)
MegaUpload
http://www.megaupload.com/?d=J0YVOCKT
Rapidshare
http://rapidshare.com/files/42491851...part1.rar.html (http://rapidshare.com/files/42491851/killzone2_e3-full_ps3_hd.part1.rar.html)
http://rapidshare.com/files/42491916...part2.rar.html (http://rapidshare.com/files/42491916/killzone2_e3-full_ps3_hd.part2.rar.html)
http://rapidshare.com/files/42489199...part3.rar.html (http://rapidshare.com/files/42489199/killzone2_e3-full_ps3_hd.part3.rar.html)
Torrent
http://www.ps3forums.com/attachment....4&d=1184251644 (http://www.ps3forums.com/attachment.php?attachmentid=1164&d=1184251644)

Video Intormation
Format: WMV9
Resolution: 1280 x 720 (720p)
Bitrate: 7,21 Mbps
Length: 04:35
Size: 221MB





Σύγκριση του video που παρουσιάστηκε στην E3 του 2005 και αυτού στην σημερινή E3.
(Τα όπλα φαίνονται καλύτερα στην έκδοση από το ingame που πήραμε σήμερα ή εγώ βλέπω ότι θέλω?:rofl:)

http://generationdreamteam.free.fr/afrika/killzone2/KillZone2compa.jpg



First Killzone 2 Hands-On + Expanded Details
4x full screen Anti-Aliasing από τα SPU's και την RSX!!!



After two years of intense skepticism (see our next post for a more thorough airing of the backstory), Tuesday night's first showings of Sony Computer Entertainment and Guerrilla Games' Killzone 2 to journalists have generally produced extremely positive reactions. But having cleared that first high hurdle, the next question everyone wants to know is: how does it play? We were fortunate enough to be the first to play Killzone outside of the folks at SCE and Guerrilla, so allow us to give you our hands-on impressions of Killzone 2's gameplay elements; our close-up look at the game's visuals, along with some exclusive first details on the title's design choices and story elements, will follow shortly.
Once our intruder landing vehicle hit the ground, it was time to go to work on what we were informed was the third level of Killzone 2. We immediately took refuge behind a berm, hit L1 to drop into a crouch, shouldered our standard-issue ISA assault rifle and started shooting at our Helghast opponents. Pushing in R3 on the right analog stick gave us the iron sight view through the assault rifle's scope--which, when we informed our Sony and Guerrilla hosts was the aspect of the demo which had most impressed us, gave them a bit of pause, followed by minor hilarity, until we explained ourselves further. It's not that there aren't several other impressive aspects of the game. It's just that the focus blur on the outside of the rifle scope, the scope's green tint and curved glass feel, and the green laser dot that indicates where your bursts of ammo should land--all combine for a wonderfully immersive view of the game that sucked us in both as spectators and active participants.

As we cautiously picked our way through the ground combat's opening moments, game director Mathijs de Jonge gave us the first official explanation of the game's cover system, which many of our observant peers picked up on during the Tuesday evening previews. You can always simply crouch behind obstacles, as you would in any other shooter, but Guerrilla has added something extra. When you hit L2 near cover, the game puts you into cover mode. Once you're in cover, you can use the left analog stick to pop up, lean left or lean right to take precise aim at your Helghan enemies. Alternatively, you can blindfire by simply pulling the trigger (R2) on your weapon. You're completely safe behind non-erodable cover as long as the enemy is on the same plane as you; if they've got the high ground, they can hit you if they have the right angle. We didn't ask Guerrilla directly whether the use of cover would be all-but-mandatory, as with Gears of War, or optional; regardless, it adds a tactical element to the game that fits seamlessly with the Killzone mythos. Overall, the cover mechanic works extremely well, without ever having to switch the gamer into a third-person view as does Ubisoft's Rainbow Six Vegas, and we won't be surprised when we see a number of Guerrilla's peers paying homage to borrowing stealing this idea after they get their hands on it.

We also appreciated Guerrilla's decision to go with a minimal amount of screen clutter. Right now, all you'll see onscreen is the aiming reticule and an ammo counter. Don't expect to see the ammo counter in the final product, however. Guerrilla wants to eliminate the HUD entirely by putting the ammo readout on the weapons themselves, as certain other games do with some of their weapons. (One thing we missed from the first Killzone was the visual countdown system that let you see how long your grenade had been "cooked" before you threw it--right now, hitting R1 just throws the grenades with a not-particularly-interesting animation--so we're crossing our fingers hoping that they'll bring the Killzone 1 grenades back.) The health system is similar to games like King Kong and Gears of War: you can take a few shots without any problem, but once you start taking a significant amount of damage, the screen shifts to a striking black and white filter, warning you to take cover. It's simple, it's distinctive, and it works.

The other moment worth highlighting from our hands-on time was our confrontation with the level's mini-boss, an armored Helghan heavy gunner who shares a passing resemblance--and an equally high intimidation factor--with the Big Daddy enemies in Irrational Games' BioShock. Like the mini-bosses of old, there's a trick to killing him, which is to shoot the energy pack on his back until it explodes. You can try to flank him while your AI-controlled squadmate Rico engages him from the front, or you can shoot his visor, which causes him to turn around, briefly exposing his energy pack to the rat-tat-tat of your assault rifle. We couldn't kill him to save our lives, but it was a pulse-quickening enough firefight that we gave it a good ten or so consecutive attempts before finally asking de Jonge to take care of him so that we could continue on with the demo. Unfortunately, we weren't able to get much further than that before our hands-on time came to an end.

If we have a single reservation right now, it's about the level of recoil that Guerrilla has implemented on the weapons. We know that Guerrilla has months to go before they have to bear down and properly tune the game; still, we found ourselves babying the aiming reticule in order to compensate for the amount of drift from each burst of fire. We know from the time that we've spent with the folks from Guerrilla in the past that they're interested in a sense of heightened realism when it comes to their weapons--that's why there aren't any laser guns or energy blades--and we're certainly willing to attribute this to our poor aim or easily panicked demeanor when confronted by waves of armed Helghast. But we suspect that Halo-weaned masses will want to be able to hold down their triggers just a wee bit longer before the reticule starts rising. Nevertheless, we were thoroughly impressed with our single-player hands-on time with Killzone, particularly the first-person cover mechanic, which we provides an excellent tactical option for more deliberate gamers like ourselves, who prefer to hang back rather than rush ahead. If the company continues to design enemy encounters around the optional use of cover, it bodes well for Killzone 2's future depth and replayability.
Εxpanded Details


Has any young franchise ever labored under so many freighted expectations? Long before Guerrilla Games' completed Killzone in 2004, back when word was slowly was starting to leak about a mysterious first-person shooter from Sony Computer Entertainment Europe named Kin, that same grapevine carried word that Sony was calling this shooter its "Halo killer." Sony credibly denied this, saying that the frenzy was being whipped up instead by gossipy game journalists, yet the damn-near-impossible-to-live-up-to label stuck, as much from the desires of shooter-bereft PlayStation 2 owners as from the derision of Halo fanatics. And while the end result had several compelling attributes--its riveting opening movie; its muted, blown out color palette; its painterly art direction; and its deliberate evocation of major wars and conflicts of the twentieth century within a futuristic setting--the first Killzone was ultimately much too ambitious for the PS2 to handle, resulting in one of the best mediocre games we've ever had fun playing.
Next, when Killzone 2's mind-blowing E3 2005 trailer turned out to be a computer-generated movie, the hearts of all but the stoutest of Sony fanboys hardened, with many predicting that Guerrilla would never be able to live up to its own hype. In the wake of that perceived betrayal, neither 2006's well-received PSP installment (Killzone: Liberation) nor an intriguingly promising but not-quite-there-yet technical demonstration of Killzone 2 multiplayer's physics system did much to sway journalists' opinion. But through it all, SCE and Guerrilla kept pushing for what they firmly believed they were capable of achieving. And when the "Killzone 2: Mission Accomplished" slide came up at the end of the 20-minute demo, followed by loud, sustained applause from the skeptical crowd of journalists, the gesture transformed itself from a "F--- you" to a statement of fact: for the moment, Guerrilla's promise had been realized.

When we arrived at SCE's Santa Monica studios for our world exclusive first hands-on session (see here for our report), we were escorted into a conference room to sit down with Guerrilla managing director Hermen Hulst, producer Steven ter Heide, and game director Mathijs de Jonge. We began with another playthrough of the level with de Jonge at the controls and ter Heide manning a keyboard plugged into the PS3 development kit, periodically slowing down or pausing the action so that we could discuss a particular detail.

First, Hulst wanted to show us not only that everything from the level's introductory cinematic to the actual ground combat was in-engine, but also to note the amount of detail in the level. So we paused the game with the intruder landing vehicle still airborne so that de Jonge could move the camera through the clouds and all the way down to the city square below--seamlessly. There were no tricks, the entire level was there, already loaded into memory so that we could eventually enjoy a seamless transition from the cinematic to live gameplay. As we zoomed back out to the clouds to resume the demo, we asked de Jonge about the three tower-like ships hovering above the cloud cover at the beginning of both the trailer and the demo. He informed us that those were the Vektan cruisers, from which the ISA is launching its invasion of Helghan. He added that the game itself will begin in media res, with the invasion of Helghan already in progress. The majority of the Helghan citizenry will have already fled their homes--a convenient explanation for the generally empty cityscapes many shooters generally feature, de Jonge acknowledged--but the game's opening will provide further details on that particular story element.

As he pointed out the game's Mohawk-sporting main character--stressing that there are more polygons in a single character model in Killzone 2 than in an entire level from Killzone 1--it finally clicked that we would no longer be playing as Jan Templar, the hero of both Killzone and Killzone: Liberation. The new lead's name is Sev, a veteran of the Legion, which are the ISA's equivalent of Special Forces. Only Rico returns from the first two games for a major role. Hakha is nowhere to be found, but Lugar will make a small appearance, while Evelyn from Liberation will serve as you point of contact on the cruiser. Gamers will periodically return to one of the cruisers between missions, which will serve as a hub of sorts.

When de Jonge hit the ground and began playing the game, Hulst said that they added the brief checkpoint-style pause at that point specifically for the demo so that journalists could see for themselves that the game is real. The final game will have a seamless transition from cinematics to combat. As de Jong continued to lay waste to the Helghast, Hulst and ter Heide explained the game's extensive post-processing system, which allows for a more subtle film grain effect than the one in the first game, along with blur and depth of field. What was most striking was when they turned the post-processing effects off: the level looked almost completely different, as if it were taking place in the mid-afternoon. It's clear that while Guerilla's painterly art style is still very much in effect, it's not just the PS3 that makes the planet of Helghan look different from that of Vecta; the designers have art directed them differently as well.

When ter Heide turned the post-processing effects back on, we finally understood the uneasy feeling that the level evoked within us; their careful real-time calibration of the game's light, shadow and color--"we replace the sunnier colors with darker, grittier colors," says ter Heide--combined with the art direction and level design to create the oppressive gloom that they wanted. "The planet is meant to be hostile," said de Jonge. "The desaturated colors suit it." We hope that SCE and Guerrilla eventually release some video footage showing the difference that their post-processing effects make, because you have to see it to believe it. And from what sources in the know tell us, it's a similar special sauce that has Activision and Infinity Ward's Call of Duty 4: Modern Warfare looking similarly hot.

The cover system that we praised in our hands-on post was coded by the same programmer who handled the cover mechanics in the PSP game Killzone: Liberation, showing that the franchise's detour to handhelds provided some additional benefits. They switched to a third-person perspective (that's just a developer trick; the final game will be first-person only) so that we could see all of the cover animations, by way of explaining that the cover system was designed by first animating Sev from a third-person view, then tweaking the look of it from a first-person perspective. "We expected it to be complicated," said Hulst, "but our programmer took care of it pretty quickly."

One of the things that made us believe in Guerrilla's potential, even when it hadn't yet been fully realized, was the company's attention to detail. Looking up above, we see cables that look like power lines or telephone lines, swaying in the wind. (There's practically not a jagged line to be found on the power lines, or any other lines, for that matter; we're told it's because Killzone 2 is using the Cell's SPUs and the RSX graphics chip to achieve 4x full-screen anti-aliasing.) There's a glow decal that happens when bullets make contact; right now it's applied to all weapons, but they're planning to dial it back and only have it apply to certain weapons. Even the tracer fire seems specific to Killzone 2, as if it has a slight upward arc the further it gets from the muzzle. When you kill a Helghast, a red pool of blood not only forms to indicate that he's dead, but it also turns yellowish over time. The dramatic light and shadow in the previous screenshot of the Helghast vaulting over a rail, which has been the subject of much chatter online, comes from the game's multiple dynamic lights. There's even a complete Helghan alphabet, seen on signage throughout the level, which was created by the game's concept designers. And while we don't think it will replace Klingon anytime soon, it's still evidence of how much specificity the people at Guerrilla want to bring to the Killzone universe now that the console they're working on finally matches their ambition.

From the time that we've spent with the folks at Guerrilla following Tuesday night's media preview and yesterday's exclusive hands-on session, the impression that we've gotten is that they're proud of their achievement, while recognizing that they still have many miles to go. But what Guerrilla managing director Hulst, ter Heide and de Jonge seemed happiest about is the excitement that the extraordinarily positive reaction has created among the rest of the team back home. We're happy that they're happy, but we'll be even happier when they finish the game--so that we can judge the finished product for ourselves. Πηγή: http://blog.newsweek.com/blogs/level...-hands-on. (http://blog.newsweek.com/blogs/levelup/archive/2007/07/12/world-exclusive-first-killzone-2-hands-on.aspx)aspx (http://blog.newsweek.com/blogs/levelup/archive/2007/07/12/world-exclusive-first-killzone-2-hands-on.aspx)


Killzone Official Site (http://www.killzone.com/killzone/showSplash.jspa;jsessionid=DkfYZuxbAmOdmc3rK9JNbA* *.cetclx125)
Guerrilla Official Site (http://www.guerrilla-games.com/)

Exoskeletor
12-07-2007, 02:16
Exeis malosh me ta sources man?

NonBorn
12-07-2007, 02:20
Πιστεύω ότι ότι sources χρειάζεσαι τα έχεις... Για ποιο θες source?

Edit: Μόνο το τελευταίο νομίζω ήταν χωρίς πηγή και αυτό το έκανα edit. Με τόσο πανικό σήμερα ξέχασα και εγώ κάτι, συγνώμη... :)

Exoskeletor
12-07-2007, 02:28
Re man gonatise o browser apo ta gif :D
A re sony, pos mas kseskises etsi. Taxipalmia apo thn porosh eixa

NonBorn
12-07-2007, 02:32
Συμβουλή: Θα χρειαστείτε αρκετό bandwith για αυτό το thread... :rofl:

Εγώ προειδοποίησα .... :p

DarkUSS
12-07-2007, 05:15
Ένα μεγάλο μπράβο στον NonBorn για το post! Βρίσκεις ότι θέλεις άνετα...

DarkUSS
12-07-2007, 05:33
BTW, σε μερικές εικόνες στη σύγκριση δεν καταλαβαίνεις ποιό είναι το CG και ποιό το in-game αν δεν το ξέρεις από πριν.

PS. Ωραίο το καινούριο banner παιδιά!