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Thread: Killzone 2

  1. #21
    PS3forums Design Team Elite Proevofan's Avatar
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    First Killzone 2 Picture



    Last edited by NonBorn; 10-07-2007 at 21:33.

  2. #22
    Administrator Slay's Avatar
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    Gameplay trailer of Killzone 2 coming to PSN confirmed.
    http://www.insidegamer.nl/playstatio...2/nieuws/16247

    btw proevofan συγκρινουν καποιοι αυτη την εικονα με το εκρωμα το PDZ? μερικοι ξεχναν ευκολα φαινεται.

  3. #23
    Αssistant Member Forum GOD NonBorn's Avatar
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    Έβαλα την κανονική photo που βγήκε σήμερα το πρωί στον internet γιατί η μεγάλη ήταν απλά μεγαλωμένη αυτή με αποτέλεσμα να φαίνεται έτσι όπως φαίνεται...
    Κυκλοφορούν πολλά fake images γι αυτό το λόγο δεν έγινε post νωρίτερα η συγκεκριμένη εικόνα. Περιμένουμε νέες photos και υλικό πολύ σύντομα από την E3 για το Killzone2.

    Δείτε και αυτό για το IGN και τις photos που κυκλοφορύν:http://www.ps3forums.com/showthread.php?t=83624
    Ñǿñßöŗň™ is back on business ...

  4. #24
    PS3forums Design Team Elite Proevofan's Avatar
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    PDZ?

    nai kala ekanes nonborn!

  5. #25
    Administrator Slay's Avatar
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    Quote Originally Posted by Proevofan View Post
    PDZ?
    perfect dark zero

  6. #26

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    Καλα και που αναφερεσαι σε αυτο το παιχνιδι φιλε slay αξια του δινεις....Απλα εκτρωμα το pdz ....Οσο για το Killzone θα ξερουμε σε λιγες ωρες μην βγαζουμε γρηγορα συμπερασματα, ειναι πολλα που πρεπει να δουμε και να αναλυσουμε...οπως background, physics, κινηση, Αυριο ελπιζω να μαθουμε....

  7. #27
    Αssistant Member Forum GOD NonBorn's Avatar
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    Seb Downie - QA Manager - Guerrilla Games

    “This is from the Single player.”

    ”More screenshots will be released the coming days. Hold out till then.”



    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?



    “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”



    EdgeUK wrote:
    Here we go...analysis paralysis!

    Can you coment on what sort of build this is..like pre-alpha or beta?

    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

    “1. Pre-pre alpha.
    2. Please wait to see more content before judging it.”



    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!

    “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”


    http://boardsus.playstation.com/play...cending&page=1
    Ñǿñßöŗň™ is back on business ...

  8. #28
    PS3forums Fanatic DarkUSS's Avatar
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    Εγώ θα περιμένω να δω trailer για να κρίνω. Μια photo δεν μου λέει τίποτα! Άσε που μπορεί να είναι και κανένα κόλπο marketing, διαφορετικά γιατί να δείξουν μια photo από pre-alpha build? Δύο χρόνια, με τεράστιο budget κι ακόμα ούτε στο beta στάδιο δεν είναι?

  9. #29

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    subscribe please

  10. #30
    Administrator Slay's Avatar
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    επαθες τιποτα και γραφεις το ιδιο σε πολλα threads?

  11. #31

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    Kala olh ayth h syzhthsh gia thn photo me tous dhmiourgous se poia forum egine? na mpenoume k meis. kala asxeto alla to alan wake pou eine?

  12. #32
    Administrator Slay's Avatar
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    λογικα στο επισημο φορουμ του playstation, btw παιζει σε εμφανιση και λειτουργικοτητα να ειναι οτι ποιο ασχημο εχω δει σε φορουμ.

  13. #33

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    a kala asto tote. pote tha exoume perisotera gia killzone?

  14. #34
    Administrator Slay's Avatar
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    λογικα σε λιγες ωρες, δεν ξερω αν υπαρχει ακομα κανενας μεσα που να κανει live blogging, αν αφηνει η sony βεβαια για κατι τετοιο.

  15. #35
    Administrator Slay's Avatar
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    1. What game do you have at E3 this year?
    We are very excited to be presenting Killzone 2 this year.

    2. Describe it in five words or less.
    Killzone 2 is a Hostile Theatre of war where every hit has a dramatic impact (sorry, Killzone is just too big for five words).

    3. Tell me about the game, what’s the story?
    It’s two years later and the ISA are invading the Helghast home planet of Helghan. The goal is to capture the Helghast leader and bring the war machine to a halt.

    4. What did you do on this game that you couldn’t do on another platform?
    For us, we need a great deal of processing power to make our vision come to life. The PS3 really allows us to build Killzone 2 on a grand scale with a level of detail that is truly eye-catching, and something that we knew we could do, but needed the source of raw horsepower to make it happen. To give you an example, our character models on screen use the same amount of polygons as an entire level of Killzone on PS2.

    5. What do you think is the coolest aspect of this game?
    One cool thing to note is that we can now do many of the things we envisioned when we were creating the original Killzone. The PS3 hardware really gives us much more freedom in the development process. In my opinion though, at the end of the day, the thing I think about as a coolest aspect of the game really is the iconic Helghast image with the glowing eyes (as you can see in the screen above).


    6. If you could sit one person in front of your game for an hour, who would it be?No big names really, I would most like to see the game in the hands of our fans. We want Joe six pack to play the game and beg for more time with it than just one hour. We’re really looking forward to getting our fans’ reaction to the game.

    7. What game do you most want an hour to sit in front of yourself (besides your own)?
    Probably Resident Evil 5, I’ve always been a fan of that franchise.

    8. How many E3’s does E3 2007 mark for you?
    This is my 10th. I’m very happy to see this change in the format this year. There should be much less noise and an overall better experience for attendees.

    9. Describe the pre-2007 E3 experience in five words or less.
    Again, it’s impossible to do this in under five words. My pre-E3 experience has left me buried in our project. Now that E3 is here, it feels like I’m about to get out of a very long tunnel. It will also be nice to get re-acquainted with my wife.

    10. You are asked to make suggestions for an E3 survival kit- what three items HAVE to be included?
    For us, E3 is all about exchanging an umbrella and coat for a nice pair of shades. Our team loves to adopt the California gear: sunglasses, flip flops and a nice convertible.

    11. What advice would you have for someone who has never experienced E3?
    It is a very inspirational time for us as well as everyone who is a fan of games. E3 is where many great teams get together to show off a variety of amazing products. So my advice is to enjoy every single minute of it…it’s a great rush when you get to see some of the very best work from each of the companies involved.

    12. Describe what you anticipate from 2007’s newly formatted E3 in five words or less.
    I believe this new format for E3 will really allow for more tailored, intimate and customized experiences. A prime example is the event we did tonight for Killzone 2.

    13. What’s your favorite part about developing games for a living?
    It is definitely the people. I enjoy working with the wide range of talent we have, including extreme creative types as well as the analytic, technical members of our team. It is this collaborative process that magically comes together during each project, allowing us to bring our vision to life

    http://blog.us.playstation.com/

  16. #36
    Administrator Slay's Avatar
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    οριστε τεκνα μου οι πρωτες εντυπωσεις, εικονες και βιντεο αργοτερα

    E3 2007: Killzone 2 Impressions
    Yes, it's real

    US, July 11, 2007 - Note: Images and video coming very soon.

    Tonight, Sony Computer Entertainment finally pulled the curtains back from its highly-anticipated first-person shooter, Killzone 2. The console giant has been entirely mum on the game since its debut at E3 2005, and though it started with tremendous hype, gamers have grown more and more weary over its status as time has gone on. The issue up until now has been that as impressive as the trailer was, it was all pre-rendered, and being that no one has really heard about the game in nearly two years now (aside from an SDK demo at this year's GDC which was in no-way indicative of the actual title), gamers everywhere have simply had to speculate as to whether or not it would live up to the extremely impressive trailer. And perhaps more so, whether or not said pre-rendered footage would doom the game to become a disappointment.

    Tonight's demo opened very similarly to what we saw two years ago. Clouds canvassed the screen until a soldier's head crept into view. He and others on his "cargo" vessel converse in short and abrupt sentences about how they're on their way to certain death. The scene is extremely similar to the lead-up to the invasion on Normandy Beach - certain hell is ahead, and the soldiers can't help but hold on to their helmets and hope to make it to the war zone intact and actually have a fighting chance.

    A couple more vessels come into view, engines kicking below their flat surface while soldiers can only crouch and hold on to the thin railing. There's no protection here, nor even seats. Just as the clouds begin to part, one of the vessels is hit by incoming fire and begins plummeting to the very expansive city below. After falling for what seems like an eternity, it finally lands in a ball of flame as soldiers on the other vessels talk about how they're certain to die. Their commander tells everyone to lock and load...

    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?"

    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.

    While not featuring as much normal mapping in pro-pixel leatherization diffusion as Gears of War, it bests it in other ways. For one, there's more polygonal detail in, well, everything. Soldiers' faces looked unbelievable, and while you can pick out polygons while studying their shoulders, we must repeat that you have to study them. Streets and buildings are lined with stuff, and there's not really a better way to encompass that. Power lines, boxes, railings, window sills, trash... it's all there. While there aren't as many effects going on as we've seen in some UE3 gamers, there's unmistakably more detail to everything.

    The lighting is also smoother. While UE3 games like Gears boast realtime lighting for everything, Killzone 2's lighting scheme mixes realtime and pre-canned lighting for an extremely smooth and, frankly, extremely impressive lighting model. The art direction, what with its dark colors and overly-gritty feel, keep the game from looking "real", but that doesn't mean it isn't absolutely immersive. I will personally say that I can't remember seeing a more impressive lighting model than this. More realistic? Maybe. But more impressive? No.

    Now for the gameplay... Do you remember what it felt like to first play Call of Duty, with bullets flying everywhere and feeling like safety or even pause was nowhere to be found? That's Killzone 2 in a nutshell. The bullets only stopped when a hallway was cleared and you haven't gotten to the next corner yet. And that didn't happen very often.

    Taking place in the streets of the city, inside its alley-flanking buildings, on second- and third-story balconies and on a rooftop or two, there were always Helghast about and bullets were always in the air. One theme is clear - you'll never stay put. The demo-er rarely stopped moving, and when he did it was only to take out a single soldier. As soon as that one was dead, he was on the move again.

    A cover system looks to be in place in some fashion, though it's a little unclear as to how "deep" it is. 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 ala Rainbow Six: Vegas however, so we're not sure how much you're intended to rely on it.

    Speaking of not switching views, there were only two points in the demo where the view was not in first-person. One was at the very end of the level to show off a nice explosion, and another when the level's mini-boss appeared. When the player approached one of the alleyways, the camera pulled away and zoomed in on a massive, chaingun-wielding Helghast soldier, replete with nearly a tanks-worth of armor. He took down a number of AI soldiers before the Guerilla rep was able to stun him with some bullets to the face and then take him out by shooting some energy packs on his back. We expect the rest of the game to play out in a similar manner where most cutscenes leave you in a first-person view, while specific scenes or characters of importance are highlighted.

    The big explosion at the end that we referred to has to do with the destruction of an electrical canon, the end-goal of the level. Throughout the mission, the sky lit up repeatedly with lightning that lit up the environment. We originally thought this was solely the work of mother nature and unrelated to the battle, but once we finally got a view of the city from a few stories up we saw that some of the electricity was coming from something man-made, or Helghast-made, to be precise.

    The Helghast are capable of utilizing, and perhaps even controlling, the weather. This level has you seek out an electrical canon that first absorbs lightning, and then re-use the energy as an offensive weapon. We're not sure how much weather will play out in the rest of the game, but at the end of the demo Guerilla noted that weather will indeed play a part in actual gameplay, and that the Helghast will certainly make use of it.


    Aside from the very nice use of lighting and polygons, Killzone 2 has a few more tricks up its proverbial sleeve. The animation system looks to be blend of pre-canned and ragdoll animation. Helghast would fly back up against a wall, roll down stairs and the like, but we also witnessed one dying soldier crawl on his hands and knees for a bit while breathing his last breath, and another seemingly attempt to catch himself with his arms as the rest of his body went limp. The animation system was mind-blowing in any way, but it also fit nicely into the world.

    Physics on objects look to be what you'd expect these days. Chairs and boxes kicked, moved and would spin as you would expect, but they don't dent or deform or anything of that nature. There are destructible segments of the environment, though they look predefined and not dynamic. Planks of wood, a number of which were nicely placed for effects-value, would break and splinter when shot, but they look set up to do so. Pillars and other solid but breakable objects were similar. You can chip away at them, but don't expect to write your name in the rubble.

    Though the demo was so action-packed that it was hard to pick up on a number of details, we did notice a few more subtleties. For one, the health system works like what you'll find in a number of shooters these days - that is, there is no finite health meter, but rather if you take enough fire over a short period of time you'll perish, while taking cover and waiting it out for a bit will bring you back up to speed. Also, at one point during the demo we noticed that you're able to sprint. It's unclear how far or often you can, though your weapon is lowered and moved to your side, so we're assuming that the inability to fire is your reason for not sprinting constantly.

    The demo we lasted was the extent of an entire level and lasted over 15 minutes in length by our count, but remember that it was played by a Guerilla rep and that it'll take a newcomer a good bit longer to get through. Though there were a few pauses for loading at certain spots, Guerilla says that it'll have its streaming tech implemented by ship time and that you won't see any loads mid-level. When you see just how much stuff is here, you'll understand why this may not be an easy task.

    If you would like a number to go with that, try 2GB. That's how big the single level was on disc, to which the 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", one that will make use of Home in some fashion. Sounds good to us.

    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.

    http://uk.ps3.ign.com/articles/803/803129p1.html

    σε δυο ωρες λοιπον το trailer θα ειναι στο ps store.

  17. #37
    Cool Member Terminator's Avatar
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    Quote Originally Posted by Slay View Post
    οριστε τεκνα μου οι πρωτες εντυπωσεις, εικονες και βιντεο αργοτερα

    E3 2007: Killzone 2 Impressions
    Yes, it's real

    US, July 11, 2007 - Note: Images and video coming very soon.

    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?"

    http://uk.ps3.ign.com/articles/803/803129p1.html
    Ετσι ετσι, χαμος θα γινει σημερα, παει το store.

  18. #38
    Moderator PDS's Avatar
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    δηλαδη εμεις οι υπολοιποι δεν θα το δουμε αμεσως

  19. #39
    Cool Member Terminator's Avatar
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    Οι εικονες ανεβηκαν

    http://ps3.ign.com/articles/803/803129p1.html

    Κυριες και κυριοι, η Σονυ εκανε παλι το θαυμα της.

  20. #40

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    E olo k kapoio site gamersyde h to gametrailers tha to balei me to pou bgei

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