Killzone 2

  • Welcome to "The New" Wrestling Smarks Forum!

    I see that you are not currently registered on our forum. It only takes a second, and you can even login with your Facebook! If you would like to register now, pease click here: Register

    Once registered please introduce yourself in our introduction thread which can be found here: Introduction Board


Kassidy

Active Member
Joined
Mar 25, 2007
Messages
1,779
Reaction score
11
Points
38
Age
36
Location
Connecticut
E3 2008: Killzone 2 Progress Report
How does this game just keep getting better?


July 15, 2008 - The last time I got my hands on Killzone 2, it was during Sony's judges event in Los Angeles and I took Sev up against a ton of Helghast attempting to overtake our convoy. I crash landed, pulled off some sick headshots, fired a rocket launcher, and used Sixaxis to twist a wheel to open a door. All in all, it was a good demo. When I picked up the controller in Sony's Los Angeles Convention Center this afternoon, I was a bit letdown to find out that I'd just be continuing the level I stopped in a few months ago.

Little did I know my socks were about to be knocked off.

The level picks up with Sev and Alpha Team trying to get the convoy through the Corinth River, a hotbed of blown-out buildings and Helghast troops. I did the usual stuff -- marveled at how freaking good the sight and stock of my assault rifle looked, took out some enemies in close quarters, and giggled as I pinged helmets off baddies -- but then an airborne drop ship called an Intruder pulled up alongside Sev and his boys. The driver made small talk and thanked us for our support back there.

The craft then pulled out ahead of us and was shot down by a Helghast ambush.


killzone-2-20080715064042809-000.jpg



We surged forth to the only bit of cover available -- a lone outpost on the roof of a nearby building -- and took in the situation. An unknown number of foes were holed up in the side of a bombed out office building. The entire side of the maybe-20-story structure was gone so it was like looking into an ice cube tray filled with warriors hiding behind cover. I made my way from the outpost -- click L3 to run -- and took cover -- L1, baby -- along the edge of the roof. I inched closer to a turret, grabbed the device, and unleashed hell on the building.

The muzzle of the gun began to glow orange as the gun neared its overheating threshold, but I managed to clip a few well-placed red barrels in the rickety structure that set off a chain reaction that brought the building down on top of the baddies. Although I expected the barrels to cause and explosion, the building's demise was a welcome surprise as well as a sight to behold and experience -- the controller rumbled as the neighboring tower went down and slowly the gray fog of dust and concrete slowly rose into the air.

I moved the team forward, and eventually came into what would become the greatest Killzone 2 battle I have ever played. It began like any other checkpoint -- I led Sev straight into a Helghast manning a turret, while using the cover the best I could to peek over and around, and popped the villain in the head. The crew followed me from the elevated catwalk to the ground, which was littered with mounds of smoldering debris, parts of busted buildings, and plenty of areas to hide behind, and the Helghast onslaught began. The first soldier rounded the corner and I managed to take him down with a few rounds to the chest. As I approached the body, I saw the next wave of troops moving on my position. A few dozen yards from my squadmates, I turned and ran to reunite with the crowd. I jumped into a trench and turned around to see our tank moving into position.

Before metal monster could take out the enemy forces, Helghast troops from the catwalks and building ledges above began firing off RPGs and machinegun fire. The tank took on the upper-most bad guys, and I focused on the grunts on the ground. I leapt out of the trench, ran up on the first three guys and unloaded my weapons. The flash of my muzzle, the bodies slowly becoming bullet-ridden, the helmets flying into the air -- it was awesome.


killzone-2-20080715064042216-000.jpg



Then, I saw the other five Helghast guys making a beeline for me. With my gun spent, I hurled a grenade and tried to grab some cover beside the tank. About this time, an RPG got lucky and took out my comrades running the vehicle, and a button prompt popped up on my screen to allow me to take control.

I did.

Now, the tank probably moves exactly like you think. The left stick moves the tank while the right stick changes your point of view. R1 fires your missiles and R2 fires your machine gun. Those are the honest controls, but they don't do the gameplay justice. Once in this tank, a slew of enemies poured onto the catwalk in front of and above me. I drew a bead on the baddies, clicked the right stick to zoom, and pushed down the trigger. The bullets flew across the screen in those long, arching orange shots you've seen in war flicks and made contact. The enemies went limp, threw their arms around, and slumped on the railing and floor.

Some of the survivors took up turrets and RPGs, but when I pulled out of the zoom, I found an enemy tank pulling into the level. I fired off my two missiles in the chute, but one clipped some debris and exploded while the other one missed the mark by a step. As I reloaded the weapon, I rolled the tank the best I could to avoid any direct hits. Still the other tank got a few missiles off and one hit me while the other hit a barren hill and let off a cloud of black smoke. Reloaded, I took aim just as the other tank pulled through the smoke. I got off two direct hits, and I honestly had to stop and stare at the scene on screen -- my troops were battling the enemies in the foreground, in the middle of the frame were two tanks surrounded by black smoke and fiery red explosions, and in the background gray smoke wafted as Helghast forces fired from elevated positions.

It was a thing of beauty, but our demo ended there.

I realize that I'm in the enviable position of getting to paid to play top-shelf games time after time, but sometimes, no matter how good a game is, it can get stale. You get to a point where you don't feel wowed anymore and just want to be done with it. That hasn't happened here. Every time I play it, Killzone 2 finds a different way to ensure that I won't shut up about it.

Come quicker, February 2009.



[YT]BQID8GN6BTA[/YT]


[YT]DEN18p3ERFE[/YT]​
 

Nation

Guest
I can't fucking wait for this game. This is definitely one of the major reasons to buy a PS3.
 

Nation

Guest
August 20, 2008 - Here at the German Games Convention in Leipzig, I've already had the chance to go hands-on with some hotly-anticipated games, but many PS3 owners have had their eyes glued on Killzone 2 ever since the first controversial trailer hit the Internet(z). Now that we know Guerilla Games' next project looks as good as the trailer, it's all about finding out how the game plays, so I stopped by Sony's booth to check out the latest with Killzone 2.

Unfortunately -- just like with Resistance 2 -- the demo running on the show floor is just about the same demo that Greg discussed at this year's E3, so gamers who missed his in-depth article should definitely check it out. The level on display was the Corinth River and the mission tasked you with traversing a series of warehouses and storerooms while the Helghast -- the now iconic glowing-eyed soldiers of Vekta -- did their best to stop you (that means shooting at you with all sorts of firepower).

Although the level is the same as the E3 showing, the QA manager at Guerilla Games was on hand to tell me that a few minor tweaks have been made to make this the far superior build. He mentioned that the AI is being improved, the controls are slicker and everything is spruced up and optimized, making it look and run even better than before. While I didn't see it as much as Greg did at E3, I have to agree that Killzone is still looking incredible and really demonstrates the power of the system admirably.

What I found myself enjoying the most -- even though it takes some getting used to -- is the weight that the weapons have in your hands. While I can't pinpoint the exact factor that lends to this sensation, the guns have a certain drag or roughness that works extremely well not only in terms of the game mechanics but also with the rugged, gritty tone of the Killzone world. Obviously there's some twitch gameplay involved, but your actions in Killzone 2 feel more deliberate and I enjoyed that change.

Once again, the demo featured the recognizable rifle and a smaller handgun, which is surprisingly fun to use (especially when trying to pick off Helghast soldiers at a distance with skillful shots). But again, this is content that we've talked about before, so I didn't have much else to see.

Fortunately, more Killzone 2 content might hit the German Games Convention in the next few days, so check back with us soon and we'll keep you posted on any additions to the Killzone roster.

There's a few new videos up and some new pics.

Sorry for the double post. Feel free to merge them or delete my first post.
 

Nation

Guest
August 22, 2008 - It was announced here at the German Games Convention that the multiplayer component of Killzone 2 will in fact have bots. During a private demonstration of the game, a representative mentioned that AI bots were being officially unveiled just for Leipzig.

The bots will serve a number of helpful uses, including acting as a good practice target during offline play, extra characters for online matches and providing you with a human-like companion. Although we didn't have the chance to see the bots in action, they're just another reason we're really looking forward to the game come next year.



August 22, 2008 - Although there's a fair amount of new content here at the German Games Convention this year, the majority of the titles on display are showing off old builds and demos that we've seen either at E3 or earlier. However, during a private Killzone 2 presentation I had the opportunity to get some hands-on time with the multiplayer of Guerilla Games' hotly-anticipated shooter. And although you can only play so many rounds in fifteen to twenty minutes, it was a great experience and certainly increases my excitement for the game's release early next year.

Before we were actually given hands-on time with Killzone 2, most of the presentation was informational and discussed all the features of the online infrastructure. As far as I can tell, these details were already well-documented by Greg during E3 last month, though the biggest announcement to come out of the presentation was the inclusion of AI bots that can be used throughout the various multiplayer modes. So if you're interested in learning about all the intricacies of Killzone 2 online, make sure to check out our previous coverage.

Otherwise, we were handed controllers right after the presentation and a game was promptly set up with folks back at Guerrilla Studios participating as well. We had two matches to enjoy so I started things off by spawning as an Engineer. Killzone 2's multiplayer is class-based and the character designs for each class are very stylish, especially on the side of the Helghast. Players will be able to use classes like the Tactician, Assault, Scout and Medic. The Engineer's role, as you might imagine, is to construct sentry turrets and maintain the devices with his repair skill, all while holding back enemies with a powerful shotgun that works wonders in -- of course -- close-range combat.

Both maps we played on were generally closed off and confined, though that's not to say that space was limited. Rather, most of the play space was simply interconnected rooms and hallways, with occasional larger open areas speckled throughout. One of the first things I noticed with these maps is that they're incredibly layered in terms of the diversity of platform elevation, window and balcony size as well as lighting schemes. There are some great places in the maps where combat is playing out in every direction at multiple heights and the whole experience feels very rich and strategy-oriented.

Once I found myself being annihilated one too many times as an Engineer, I changed it up and selected the Tactician class on the side of the ISA. Although the Tactician's skill set is for advanced use only (they can actually deploy spawn points for their teammates in order to change the flow and direction of battle), I was more drawn to the Tactician's nifty machine gun which served me well over the following moments.

Lastly, I tested out the Assault class. While these soldiers are clearly much slower than the normal classes, they come equipped with power explosive weapons like a grenade launcher or an RPG. The explosions in Killzone 2 are pretty satisfying and launching a well-aimed rocket into an opposing soldier and watching their body fly through the air in the midst of fire and smoke is truly classic.

Fighting against the Helghast is actually very cool in Killzone 2 online because you can see their eyes in the dark and through dense smoke. It adds to the idea that these two opposing sides are really locked in a conflict. But regardless of what side you're on, Killzone 2 is a lot of fun online and clearly offers a tremendously rich experience to PS3 owners. I was truthfully shocked at how close the multiplayer portion of the game looks like the incredibly vivid single-player we've seen so much of before. Every little detail seems reflected in the multiplayer. My only complaint is the framerate, which definitely suffers during moments of intense action, but I can only imagine that these issues will be remedied by the time the game hits store shelves. The folks at Guerilla still have several months left and code optimization is a priority for them right now, so gamers shouldn't be concerned.

Overall, Killzone 2 was a blast -- even in my sleep-deprived state. I can't wait to see more.

I can't fucking wait for it.
 

Nation

Guest
Killzone 2 Multiplayer Classes Revealed
'Cloaked' sniper screen shows off Guerilla's unique mix-and-match badge system.
by Alex Simmons, IGN UK
UK, September 1, 2008 - The first screenshot of the cloak suit from Killzone 2 has just plopped from Sony's loins and it's starting to get us excited about the forthcoming multiplayer beta. The pic shows a group of Helghast troops running along a darkened corridor – no surprise there – but the solider nearest the camera appears to be dissolving. It's the first time we've seen the game's active camo suit in action and players who choose the Scout class in the beta (and indeed the final game) have this cloak suit at their disposal, meaning they're incredibly difficult to spot in the middle of a firefight.

Here's how it works: with the camo suit equipped, players who remain motionless are practically impossible to see, appearing only as a visual glitch much like the Predator suit in the classic '80s movie. When you move the effect lessens somewhat depending on your speed, although you'll still be partially concealed if you walk slowly through the shadows, as displayed in the screen below.

killzone-2-20080901052325267-000.jpg


The Scout also has a secondary ability that enables them to tag all on-screen enemies with a hidden marker, broadcasting their coordinates to team-mates.

Sony has also lifted the lid on the other classes that will appear in the Beta, which is currently in internal testing and is scheduled to go live over the PSN later this year. First up is the Rifleman, who's the default troop type in the game. They start with a variety of primary and secondary weapons, including grenades, and bigger and better guns can be unlocked as you progress through the ranks. Then there's the Engineer, whose primary skill is the ability to set up an automated turret that targets the enemy, plus they can repair ammunition dumps, mounted guns and turrets that have been damaged in battle.

Although not a natural first choice to Beta players, the Medic can revive downed team-mates if they get to their bloodied bodies quickly enough, plus they can throw health packs which can be collected by other players. The Assault trooper is the heavy weapons guy and it kitted out with thick armour that can take twice as much punishment as a regular Kevlar vest. His secondary ability is a temporary speed boost that enables him to get stuck into a firefight in double-quick time, or run in the opposite direction if you're low on health.

The Tactician is the captain of the group and can drop coloured smoke grenades throughout a level, which serve as spawn points for the rest of the team. This skill proves essential on the bigger maps in the Beta as it allows for a steady flow of friendly troops on the front line. Tacticians can request air support too, calling in a sentry bot that fly low and tear through the enemy.

Finally there's the Saboteur, who can infiltrate the opposition by assuming the guise of a random enemy player and is also equipped with sticky proximity-activated C4 charges – perfect for lobbing near the enemy spawn point once you've crept through their ranks!

Here's the really interesting bit though - the classes in Killzone 2 aren't as rigid as those in other games, so if you choose to play as a Scout you're not necessarily limited to just those skills. Instead you're free to mix and match to some extent, taking a class's primary ability and mixing it with another's secondary. So, for example, if you choose to be a Scout but take the engineer's secondary skill it's possible to slowly sneak over to the enemy base without being seen, thanks to the cloak suit, and then place a sentry gun that makes mincemeat of the bad guys as soon as they appear.

Since both ISA and Heghast factions will have the same class types and abilities available to them, albeit with slight variations in the specific weapons and gear set-ups, it's pretty much an even playing field. However, with so much scope for playing around with the skills there really is every incentive to be as creative as you can, to get that much-needed advantage over the enemy.

We'll be bringing you an in-depth preview of the Killzone 2 multiplayer beta in the coming weeks so be sure to keep your field radio tuned to IGN.