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Killzone: Shadow Fall (PS4) - Page 6

post #151 of 993
Have there been any details regarding the online co-op component of this game? Will it be through the campaign? If so, we should be a list of potential launch day buyers in this thread. A focused co-op buddy list for this game.

Gear mentioned in this thread:

post #152 of 993
KZ hasn't done story COOP this Gen, so I'm guessing No on next gen which is a disappointment. Even if it was Online only (not split screen) it be nice to have.

They did say they're going to have Online COOP modes though, specifically an arena/hoard mode. thats where they're going for paid DLC though.
post #153 of 993
Thread Starter 
Multiplayer will not be rock-solid 60fps at all times, so says GG:
Quote:
Upcoming PlayStation 4 exclusive Killzone: Shadow Fall takes an interesting approach to frame rate: its single-player campaign runs at a steady 30 frames per second and outputs at a native resolution of 1080p. Multiplayer, however, is different.

Multiplayer also outputs at 1080p native, but the official line from developer Guerrilla Games is that it runs at 60 frames per second "a lot of the time" - that is, in certain situations, when there's a lot happening on screen, it drops below the 60 fps benchmark.

The Dutch developer made the revelation during a developer session at Eurogamer Expo today (you can watch it below). Afterwards, in a follow-up interview with Eurogamer, lead designer Eric Boltjes explained why.

"The reason for that is tricky," he said, in reference to the multiplayer not always running at 60 fps.

"Running 60 has become this Holy Grail. Suddenly people think if you run 60 your game is better. Technically, that's not really true. But what it does do is it makes decisions go from input to on-screen a lot easier.

"So, having a constant 60 is not actually better than having a 'lot of the time' 60. It sounds weird, but it's actually true. Because usually in the moments where we're going to drop framerate, either you're already dead or it's too late anyway."

Boltjes said Guerrilla decided to push the visual detail in Killzone, and accepted taking a hit in framerate as a result.

"I think our game, graphically, especially multiplayer, looks a lot more detailed and vibrant than a lot of the other games we are in direct competition with.

"We didn't want to make any graphical concessions. We didn't want to say, we can run at 60 constantly if we just half the resolution and take out all the destructibility and remove all the glass, for example. We didn't want to do that. We wanted to keep it really pretty and try to make it 60.

"It's just we can't go out and say we're always 60, because that's lying. We're very close. And I challenge anybody to notice, without Digital Foundry looking at it, that there are large drops."

Unlike multiplayer, Killzone: Shadow Fall's single-player campaign runs at 30 fps.

"The reason for that is graphically single-player is even a step above multiplayer," Boltjes explained. "There's even more destructibility.

"We analysed what 60 brings. 60 in multiplayer is really important because your reaction time is a lot shorter. In single-player it's actually a lot longer. It's not because our AI is stupid, but because you simply have more time to react. We said we don't need 60, and we want the graphical push."
post #154 of 993
Beat you to that by a few hours. wink.gif

http://www.avsforum.com/t/1459443/killzone-shadow-fall-ps4/120#post_23774200
Edited by PENDRAG0ON - 9/26/13 at 4:30pm
post #155 of 993
post #156 of 993
Thread Starter 
Introducing The Scout Class. Definitely my type of character in these kind of games:

Quote:
Scout players excel at catching the enemy unaware, biding their time until they see an opportunity to strike – either from very far away, or from very nearby. Armed for long-distance takedowns and clean, efficient kills, Scout players are usually difficult to spot in battle until it’s too late. Their stealth capabilities are further enhanced by the Cloak ability, which renders them all but invisible at a distance when activated. The new phase-shifting tech used for the Cloak ability does have its limits, though; it can only be used in conjunction with a combat knife, as larger weapons will disrupt the effect.

In addition to the primary Cloak ability, Scout players can choose from one of three secondary abilities:

Tactical Echo
The Tactical Echo ability lets Scout players send out a radar pulse that temporarily highlights all enemy troops and automata within range – even other Scouts using the Cloak ability. This information is then relayed to allied HUDs and radars.

Emergency Teleport
Based on the same technology that lets Spawn Beacons to teleport troops into battle, the Emergency Teleport ability allows Scout players to teleport to a random part of the map when they run into trouble. However, the teleportation device has a lengthy recharge time.

Stun Drone
The Stun Drone ability deploys a flying combat drone that waits in an area until it
detects an enemy nearby. When attacking, it flies directly at the enemy and detonates an E-Pulse that temporarily blinds and stuns them.

While Scout players are certainly capable of operating as lone wolves, truly effective Scouts will know when to use their abilities for the benefit of the team. The Tactical Echo ability in particular gives a tremendous advantage in combat, especially in situations where the opposing team is firmly entrenched or has several Scout players of its own.


Introducing The Assault Class:
Quote:
Assault players can usually be found at the forefront of battle, heading the offensive. With five punch-packing primary weapons to choose from, they can overwhelm their enemies with sheer firepower. Don’t overlook their defensive potential, either – the primary ability of the Assault Class is the Nano Shield, which allows players to deploy a temporary energy screen that block enemy attacks while letting allied projectiles through.

In addition to the primary Nano Shield ability, Assault players can choose one of three secondary abilities:

Speed Dash
The Speed Dash ability lets Assault players move faster for a short amount of time. It is very useful for seizing the initiative during mission modes where speed is of the essence, such as Search & Destroy. It can also be used to beat a hasty retreat when ammo supplies and health run low.

Stun Blast
The Stun Blast ability temporarily stuns and blinds nearby enemies, making them easier to target. It is ideal for quickly turning the tables when faced with a particularly resilient opponent, or for situations where enemies are attacking from multiple directions.

Buddy Drone
The Buddy Drone ability deploys a flying combat drone that automatically attacks nearby enemies. As such, it works as an effective counter against impending brutal melee attacks. The Buddy Drone can be customized with skins.

Assault players who master their primary and secondary abilities are formidable opponents in combat, but like all classes their abilities do have counters - a well placed E-Pulse attack can be devastating against a deployed Nano Shield or Buddy Droid. Still, it’s better to avoid direct encounters with Assault players where possible.

Edited by joeblow - 10/7/13 at 11:17am
post #157 of 993
The Lag is Gone!!!

http://www.vg247.com/2013/10/07/killzone-ps4-why-being-first-demands-excellence/

“We really pushed them to make better triggers that go up. Also stuff like the touch-pad. When I first saw it on the prototype controller I was like, ‘What the hell am I supposed to do with that? It’s not an iPhone game.’ But I’m really surprised as to how well that little thing works. I’m not promoting it, I don’t have to sell that controller, but I’m really happy with how it works in our game. Everything else works now, from response time, the dead-zones, everything is better. The lag is gone, and that makes Killzone a better game.”
post #158 of 993
So they say. Still doesn't change the fact that it's the fourth title of a series. If it was a movie, everyone would be laughing at it for having a 4 in the title. Oh, that's right, they omitted it in favor of a subtitle. How deceptive.

Time for them to make a new IP already.
post #159 of 993
Quote:
Originally Posted by blklightning View Post

So they say. Still doesn't change the fact that it's the fourth title of a series. If it was a movie, everyone would be laughing at it for having a 4 in the title. Oh, that's right, they omitted it in favor of a subtitle. How deceptive.

Time for them to make a new IP already.

Kind of like Call of Duty. I guess they should forget about that money train as well in the name of internet people's thoughts.
post #160 of 993
Quote:
Originally Posted by blklightning View Post

So they say. Still doesn't change the fact that it's the fourth title of a series. If it was a movie, everyone would be laughing at it for having a 4 in the title. Oh, that's right, they omitted it in favor of a subtitle. How deceptive.

Time for them to make a new IP already.

I didn't see GTA 5 (is it actually up to 9? 11?) getting any flack.
Edited by PENDRAG0ON - 10/7/13 at 5:20pm
post #161 of 993
Quote:
Originally Posted by blklightning View Post

So they say. Still doesn't change the fact that it's the fourth title of a series. If it was a movie, everyone would be laughing at it for having a 4 in the title. Oh, that's right, they omitted it in favor of a subtitle. How deceptive.

Time for them to make a new IP already.

Funny you mention that, as GG Boston is hard at work on a brand new PS4 IP and the main studio will be gearing up to help as soon as this one ships.

That said, I'm all for dropping numbers after 3. I mean, Resident Evil 7? Really?
post #162 of 993
Thread Starter 
Quote:
Originally Posted by blklightning View Post

If it was a movie, everyone would be laughing at it for having a 4 in the title.

I guess it's a good thing that the Playstation 4 isn't a movie.. wink.gif
post #163 of 993
But it would be 50% better than other movies!
post #164 of 993

New build shown of the forest level:
Quote:
*All lod problems have been fixed - no more pop ups!
*They have added moving mist to the level
*they have added god rays to the level.
*it has screen tearing but the frame rate is solid
*depth of field is back and they have added object based blur
*particle effects seem toned down compared to the latest multiplayer footage
post #165 of 993
That fog makes the level look much better, really adds to the atmosphere. Hopefully they fix that tearing, I can't stand tearing in any game. (It is why I avoided so many multiplats on 360, I'll take the fps hit for vsync)
post #166 of 993
Amazing how much better this looks than any other FPS on any of the consoles biggrin.gif

http://www.gametrailers.com/full-episodes/h2m36j/gt-tv-killzone-shadow-fall
post #167 of 993
GG has been just as impressive on PS3 as ND from a technical standpoint IMO. Shooters are a dime a dozen, and a genre where people find one and stick with it. But technology wise, they've always been ahead of the curve.

Sounds like the new controllers and a new rendering engine to reduce input latency has also helped them going into next gen. I was fine with the weightiness of the controls unlike others, but the actual input latency was issue.

Still not nearly as bad as GTA4 though.
post #168 of 993
http://www.pushsquare.com/news/2013/10/killzone_shadow_falls_texture_quality_has_quadrupled_since_february
Quote:

New gameplay footage revolved around the jungle environment from earlier in the year – which has been significantly overhauled since the summer – in addition to a sequence that showed the Shadow Marshal protagonist crossing through the hostile wall that divides the Vektans and the Helghast. It’s looking very atmospheric at this almost finished stage, with the Dutch developer taking the decision to make all cut-scenes fully interactive, rather than unplayable cinematics like in previous instalments.

***

One new enhancement to the campaign will allow you to carve your way through walls by planting explosives and simply gunning through them. Combined with the protagonist’s scan ability, this will allow you to sneak up on foes and take them by surprise. These kind of mechanical enhancements have been enabled by the additional power of Sony’s new system, and executive producer Angie Smets admitted that it’s part of the reason that the team were so excited to be targeting launch.

***

Most importantly, though, what has changed since February? “Since the PlayStation Meeting, the lighting has improved, the frame rate has improved, there have been a lot of changes to character animation and streaming, and texture quality is now about four times higher than it was back then, so it’s come a long way.” Perhaps the most exciting thing is that you’ll be able to see it all for yourself in less than a month...


post #169 of 993
Thread Starter 
Dynamic destruction and improved texture quality since the launch reveal. Sounds great to me.
post #170 of 993
Dedicated servers are confirmed now.

The game has also gone Gold!

https://twitter.com/StevenTerHeide1/status/392198644822450176
post #171 of 993
biggrin.gif

This link might be better.
http://blog.us.playstation.com/2013/10/22/killzone-shadow-fall-on-ps4-new-story-trailer/



Edited by freemeat - 10/22/13 at 9:47am
post #172 of 993
Quote:
Originally Posted by PENDRAG0ON View Post

Dedicated servers are confirmed now.

The game has also gone Gold!

https://twitter.com/StevenTerHeide1/status/392198644822450176

They said it weird yet again from what I read, instead of just a "YES" that would remove all doubt. What we do know is there will be no host advantage. But I did read something that made it sound like the server is only directing data and not doing the server side calcs normal for a dedicated server.

But apparently it's the same as how they did it in KZ2, which was vastly superior to KZ3's p2p and matchmaking client setup.
post #173 of 993
Quote:
Originally Posted by PENDRAG0ON View Post

That fog makes the level look much better, really adds to the atmosphere. Hopefully they fix that tearing, I can't stand tearing in any game. (It is why I avoided so many multiplats on 360, I'll take the fps hit for vsync)

Turok on N64 had more fog smile.gif
post #174 of 993
Quote:
Originally Posted by curtlots View Post

Turok on N64 had more fog smile.gif

Hah, that game has ultimate fog!
Edited by freemeat - 10/22/13 at 10:45am
post #175 of 993
Silent Hill 2 laughs at Turok
post #176 of 993
post #177 of 993
post #178 of 993
Here is some new MP footage:

http://www.youtube.com/watch?v=o7ocDUQzos8

Looks great.
post #179 of 993
Thread Starter 
That is one purty game, no doubt. smile.gif
post #180 of 993
KZSF Box Art:

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