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| KILLZONE 2 Official Thread; Review: OPSM US: 10/10 GamePro: 100/100 | |
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| Topic Started: Jan 31 2009, 06:51 PM (1,138 Views) | |
| NinjaSC | Jan 31 2009, 06:51 PM Post #1 |
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[PBMY]™ General | Big Boss
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![]() Killzone 2 is an upcoming science fiction first-person shooter for the PlayStation 3, currently in development by Guerrilla Games and to be published by Sony Computer Entertainment. It is the third installment in the Killzone franchise that began on the PlayStation 2 with Killzone and was continued with Killzone: Liberation on the PlayStation Portable. First announced at E3 2005 in Los Angeles, California, Killzone 2 is due for release in February 2009. Plot Story Killzone 2 follows the events of Killzone and Killzone: Liberation, and will take place entirely on the planet Helghan, the home-world of the Helghast, who invaded an Interplanetary Strategic Alliance (ISA) colony. Two years after the Helghast assault on Vekta, the ISA has launched an assault on the enemy's home world of Helghan. The ISA goal is to capture the Helghast leader, Emperor Scolar Visari, and bring the Helghast war machine to a halt. Players assume the role of Sergeant Tomas "Sev" Sevchenko, a battle-hardened veteran of the special forces unit known as "The Legion", who go on a mission to take out the Helghast threat. During the invasion of Helghan, Sev's unit is deployed behind enemy lines to assist the main invasion force. Tasked with securing the enemy capital of Pyrrhus, the team quickly discovers that the Helghast are a more formidable enemy on their home planet. Not only have they adjusted to Helghan's hostile conditions, they have also harnessed a source of power they can now use against the ISA - the very planet on which they live. A barren, unforgiving world, Helghan provides a ready defense with thick, acidic air, dust clouds, and violent surgical lightning storms. Sev discovers his squad is not just fighting enemy forces – their fiercest opponent may be the planet itself. Characters
Gameplay Campaign With Killzone 2, Guerrilla Games aims to provide the player with an immersive and cinematic gameplay experience that is grounded in reality with what they call "Hollywood Realism". The game is presented almost entirely from a first person perspective, aside from vehicular combat. Killzone 2 features a "lean and peek" cover system which allows the player to take cover behind an object and then pop out to fire at enemies. The "lean and peek" mechanic stays in first person view at all times. It has also been announced that Sev is able to pilot vehicles, such as tanks. Many classic weapons and vehicles from previous Killzone installments will be returning, such as the M82-G and the StA-52 LAR. The Sixaxis motion control feature will also be utilized in performing certain actions such as turning a valve, arming an explosive charge and sniping. Multiplayer "Warzone", the title of the multiplayer component of Killzone 2 has been developed by Guerrilla Games in conjunction with the game's single-player campaign. The multiplayer gameplay is class-based, meaning the player can choose a class of character which is specialized for a specific role to better suit the player's needs in battle. There will be 16 classes in total, in which the player can mix and match two according to their playing style, and can switch abilities upon death. It has been verified that there will be the option to use BOTS in multiplayer battles and a rumored Co-op patch is said to be available after release. Warzone plays out through dynamic matches whereby multiple game types are played in a single round. The game ships with five different game types including Assassination, Search & Retrieve, Search & Destroy, Bodycount and Capture & Hold. Up to 32 players can connect online, and group into squads of up to four players. Furthermore, two squads can group together as a faction of eight players. Killzone 2 also offers a clan system, which allows clans of up to 64 players to compete for "Valor Points", an in-game currency that clans can use to bet on tournaments. Vehicles have been confirmed to be part of the multiplayer experience and are to be patched after the game releases. Development At E3 2005, Killzone 2 was debuted with a trailer depicting soldiers landing in a hostile war-zone on Helghan and fighting Helghast forces. Critics in the media argued that the trailer shown at the trade show did not show actual gameplay footage, as its high level of visual detail has been argued to be impossible to render in real-time on the PlayStation 3 and the audio mix of the trailer was slightly delayed. SCEA's Vice President, Jack Tretton, stated that the footage of Killzone 2, that was believed to be pre-rendered, "is real gameplay everybody's seeing out there. Several days later, Phil Harrison, SCEA Europe's Vice President of Development, stated in an interview that all of the footage of PlayStation 3 games at E3 2005 were "running off video" which was "done to PS3 spec". At the Game Developers Conference in 2007, a Killzone 2 teaser was shown behind closed doors, and was never released to the public. It featured various battles, destructible environments, and lighting effects among others. Killzone 2 was shown to a panel of journalists at a special pre-E3 2007 event in Culver, California, and then the next day to the public at Sony's E3 press conference. An in-game trailer showing real-time gameplay of Killzone 2 was also released, along with several videos of extended gameplay. A number of media outlets since E3, such as the BBC, have referred to Killzone 2 as being "one of the most cinematic and immersive games ever produced on a console." At the Leipzig Games Convention in 2007, Killzone 2 was presented in playable form to the media. It was the same demo level as shown at E3 2007, although journalists were allowed to play it hands-on. At Sony's PlayStation Day 2008, the first level in Killzone 2’s single-player campaign was presented, named "Corinth River". Beta access was given to a select number of North American and European PlayStation Network subscribers. The beta consisted of three online multiplayer maps; "Blood Gracht" (small), "Radec Academy" (medium) and "Salamun Market" (large), with unlockable ranks and character classes ("badges"). Beta testers had their own statistics and have the ability to enter clan competitions. Beta access was private and thus could not be shared with other PlayStation Network accounts. Also, beta testers are tied with Sony Computer Entertainment Inc. by a non-disclosure agreement; therefore they were not allowed to reveal contents of the beta experience. A demo card, granting access to a Killzone 2 demo, was also offered to those who pre-ordered the game at GameStop, and will be available for download on February 5, 2009. Technical Information The Killzone 2 beta version was displayed in high definition 720p, locked at 30 frames per second. Michal Valient, a Senior Programmer at Guerrilla Games, presented details of their Killzone 2 game engine at a Developers Conference in July 2007. As with many other titles published by Sony Computer Entertainment, including LittleBigPlanet and inFamous, Killzone 2 uses a deferred rendering engine which enables far greater control over the game's characteristic lighting palette, while maximising processor throughput and limiting shader complexity. Other games to use similar approaches include Rockstar Games' Grand Theft Auto IV and GSC Game World's Stalker: Shadow of Chernobyl. However, this approach does create some additional problems; notably with respect to anti-aliasing and transparencies. The former was solved using a MSAA Quincunx (multisample anti-aliasing) solution, and the latter by the addition of a standard forward rendering path. Reception Killzone 2 has met with early critical acclaim. Based on 13 reviews, Killzone 2 currently holds a Metacritic score of 95 and also 96% on Game Rankings. Among early reviews as following:
Killzone 2 Superbowl Ad Official HQ |
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| NinjaSC | Jan 31 2009, 07:05 PM Post #2 |
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[PBMY]™ General | Big Boss
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Who is Alpha Team? Colonel Templar and the ISA Vekta Special Forces When the dust had settled after the Helghast invasion of Vekta was beaten back, most of the ISA Armed Forces lay in shattered ruins. Caught by surprise and subjected to months of high intensity combat, few ISA units were organized by the book when the fighting stopped. Losses were particularly high amongst Captain Templar’s old unit - the Rapid Reaction Force - which had to be disbanded. As the senior surviving RRF officer, and hero of the defense of Vekta, Captain Templar was promoted to colonel and given the task of rebuilding ISA Vekta's Special Forces. He was told to place special attention on the reliability of the men he picked - Vekta had suffered enough from traitors in her ranks. Fortunately the invasion had created a ready supply of young combat veterans with revenge against the Helghast as their primary motivation. Drawing upon his experience on Vekta against the Helghast, Colonel Templar created an organization of small squads of four to five people. Due to the small size of the units and the nature of their deployment, they were picked for their aggression, initiative and resourcefulness. Every single team member needed combat experience. Colonel Templar handpicked each of his eight team leaders, and the team leaders then worked with the colonel to fill the slots in their individual teams. Every single member of the Special Forces has been personally approved by Colonel Templar. When the first planning for Operation Archangel had been completed, the Vektan Council found Templar as the best fit for overall ground commander. He has been working on the details of the operation with Councilor Evelyn Batton and is tasked with specific responsibility for the capture of Autarch Scolar Visari for public trial and the recovery of the stolen nuclear weapon Red Dust. ![]() Master Sergeant Rico Velasquez and Alpha Team When Colonel Templar started selecting his team leaders, his first pick was old comrade Master Sergeant Rico Velasquez. The pair of them fought together during both the initial chaos of the Helghast assault on Vekta and the bitter campaign to clear their world of the last invader. Rico and Templar had first met whilst Rico was avenging the death of his ISA Regular Army squad on a group of Helghast. Templar was engaged on a special mission for the then head of the ISA Military, General Vaughton. Like many soldiers who were separated from their units, Rico found himself collected up by an officer with a need for more men and accompanied Templar for the duration of his mission. Distinguishing himself for his bravery and deadly combat skills, Rico was highly decorated at the end of the invasion, but the same anger that made him so deadly to the Helghast destroyed his ability to serve quietly in the ranks again. Worse, his direct experience of betrayal by treasonous Generals Stratson and Adams made him distrustful of the officer class in general. Rico proved insubordinate and aggressive during attempts to reintegrate him into the ISA Regular Army. When Colonel Templar made Rico the offer of his own team command, serving under the only officer he still trusted and respected, it was a simple choice for the veteran. ![]() Rico and Templar began the selection of the remaining members of Alpha Team immediately - a process that did not run according to plan. Rico's pick for second in command, Shawn Natko, an experienced soldier with an excellent combat record turned down the promotion, electing to join the team instead at his current rank in the number three slot. Templar's choice of replacement, along with the team's fourth member perished in a grenade training accident, and Alpha was pulled out of training to reform. To replace the dead second-in-command, Templar proposed a young sergeant who had impressed him with his skill and determination - Sergeant First Class Tomas Sevchenko. An army lifer, Rico initially distrusted short-timer Sev, but put his trust in Templar's instinct. Sev had joined the army as a young man, but lost his taste for soldiering and returned to civilian life. During the invasion he was one of many lapsed soldiers who came back to the military in order to fight for the freedom of their homes and families. Despite the death of his family at the hands of Helghast soldiers, and his experiences during the dark days following the initial invasion when the Helghast seemed invincible, Sev remained a focused and disciplined soldier who was promoted and placed in charge of a squad of infantry. The fourth team member was suggested by Sev as Garza - a soldier who'd worked with him during the invasion. Dante Garza was a trained sniper and a fair mechanic - both qualities that had dug Sev out of some deep holes during the fighting. Dysfunctional and sarcastic, it took some fast talking from Sev to sell the idea to Rico and Templar, but Garza proved himself in training and earned at least the benefit of the doubt. ![]() ![]() Source: http://www.killzone.com/kz/news.psml?kz_news_article=Who+is+Alpha+Team&kz_news_page=0&kz_news_date=July%202008 The Evolution of Rico During the Helghast attack on Vekta, few soldiers saw more action than Sergeant Rico Velasquez. A dependable but short-tempered ISA grunt, Rico teamed up with Templar, Luger and Hakha after his own platoon was wiped out. Together, the four heroes single-handedly put a wrench in the Helghast invasion plans. But for Rico, new developments were already on the horizon... Designed as a ‘tank’-type buddy character for the first Killzone game on PlayStation 2, Rico was modeled by senior character artist Mariska Bolman-Vos. To give him a more believable appearance, Rico – like many ISA soldiers in the game – was based on a real-life Guerrilla employee. Former Guerrilla artist Nasier Abdoel agreed to become the model for Rico, and signed a release form permitting the use of his likeness. He was photographed from several angles, allowing Mariska to accurately reproduce his facial features in 3D in Maya. She also combined the reference photographs into a texture map, which was ‘wrapped around’ the 3D model’s head. ![]() Since the real Nasier was sitting just a few desks away, obtaining proper perspectives was rarely a problem during the modeling process. “If I wanted to see whether I got something right, I’d simply look across the room or go over to his desk,” Mariska recalls. “I imagine it must have been pretty unnerving for Nasier, seeing someone stare at him every few minutes.” While the end result came extremely close, the goal was never to create a dead-on likeness of Nasier. “We wanted to take some artistic liberties for the benefit of the game,” Mariska says. “For instance, Rico is a large and imposing character, whereas Nasier is only average in height. So we bulked him up – made him taller and a bit more muscular in the game, to reinforce the impression of a walking tank.” When it came time to transport Rico to the smaller screen of the PSP (PlayStation Portable), a similar philosophy was applied. To enhance the visibility of Rico’s new low-polygon model, and to better distinguish him from enemies and player characters, artist Sytho Holwerda outfitted him with a high-contrast uniform and a shaved head. ![]() Because Killzone: Liberation takes place shortly after the events of the first Killzone, Rico’s features remained largely the same. For the Killzone 2 E3 presentation in 2007, however, a new set of reference photographs of Nasier was created. These were sent to outsourcing studio Massive Black along with the head's base geometry for the construction of a new, higher-polygon model. The design brief called for a matured, battle-worn Rico. Promoted to the rank of ISA Master Sergeant, Rico is now embedded with Alpha Team to spearhead the invasion on Helghan’s capital, Pyrrhus. “After the E3 presentation, we felt he still looked too much like a rookie in comparison to some of Alpha’s other members,” senior character artist Rudy Massar admits. “So we went back to the drawing table.” Rudy stepped in to ‘age’ Rico head model by hand, adding details to the face and making the head slightly more angular in appearance. “Giving the model another pass allowed us to use Killzone 2’s core shader to full effect,” Rudy explains. “The shader can produce highly realistic human skin, which we use in conjunction with a special normal map to put wrinkles and skin folds into Rico’s face.” ![]() ![]() ![]() “Rico’s new, close-cropped head is comprised of over 4600 polygons, whereas in Killzone 1 it consisted of only 1800 polygons,” Rudy continues. “And that included his hair. The number of blend shapes, which we use to simulate facial muscle movements during speech, has also drastically increased – from 16 in the first Killzone game to 55 in Killzone 2.” One thing is certain: Rico Velasquez has come a long way since the early days of Killzone 1. And while he may have physically aged in Killzone 2, his new model is state of the art. Source: http://www.killzone.com/kz/news.psml?kz_news_article=The+Evolution+of+Rico&kz_news_page=0&kz_news_date=July%202008 |
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| NinjaSC | Jan 31 2009, 08:15 PM Post #3 |
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[PBMY]™ General | Big Boss
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Smoke, Mirrors and Lots of Rubble Creating an immersive game environment is as much magic as science. Detailed graphics and atmospheric lighting are only part of the formula; in order to provide a tangible sense of realism, the game world also needs to react to player actions in a convincing manner. For Killzone 2's theater of war, the design brief goes one step further: the environment shouldn't just react to player actions, it should do so dramatically. To some extent, this form of 'Hollywood realism' can be achieved by adding small-but-impressive details, such as bullet holes glowing red-hot from the impact of depleted uranium shells, or bits of plaster and concrete chipping off a wall when subjected to gunfire. But sometimes, bigger really is better, and more really means more. A spectacular setpiece event, when initiated through player actions, can help strengthen the player's sense of control over the theater of war. It also serves as a reminder that the game environment is not a static, unchanging backdrop to the action, but very much a part of the action itself. ![]() The partially constructed Helghast hideout. The Corinth River mission provides an excellent example. During one of its signature moments, the player (as Sev) engages a platoon of Helghast troopers holed up in a partially constructed building across a storm drain. The odds are stacked heavily against our protagonist, until he trains his fire on the exposed fuel tank buried within the building's structure. The resulting explosion is at once expected and overwhelming. The tank ignites with a blinding flash, the impact sending billowing dust clouds in every direction. As chunks of debris rain down into the concrete canyon below, realistically colliding with each other along the way, the front of the building slowly cascades to oblivion. The collapse plays out in real-time, with a level of detail that wouldn't look out of place in a Hollywood blockbuster. ![]() The collapse and the aftermath. To achieve this stunning effect, the developers used a tool named - appropriately enough - after one of history's greatest magicians: Houdini. "The software was designed specifically for Hollywood's visual effects industry," Guerrilla Senior Artist and resident Houdini expert Ben Schrijvers says. "Previously it had little use in the games industry, but as games and movies begin to converge in terms of complexity and graphical quality, it's starting to make the jump from one creative arena into the other." First, Ben took a traditionally modeled building, created in Maya, and used Houdini to procedurally break it up into hundreds of pieces. "With the building now made of discrete parts, we were able to run a full physics simulation of the explosion and the ensuing collapse, allowing a network of workstations to work out the movements of each piece in painstaking detail," he explains. ![]() Wireframe view of the collapsing building. After that, it was just a matter of placing the resulting animations back in the game and augmenting them with real-time physics. "That's the magic of Houdini: because the physics have been pre-calculated and baked into the animation, they don't require a whole lot of processing power," Ben says. "This allows us to model much more variety in them. We can even increase the overall complexity of the scene by adding real-time physics on top." Visual effects artist Iki Ikram further enhanced the collapse with particle effects to simulate dust clouds and smaller pieces of falling debris. Using Guerrilla's in-house destructible tool, he and artist Edouard Peregrine synced up the procedurally generated animations with in-game physics and particle effects to produce one smooth, seamless-looking collapse. ![]() Houdini working its magic. "Corinth River marked the first time we combined procedural animation with advanced physics modeling and special effects to tear down a large structure," Edouard recalls. "It was sort of a test case for us, and it turned out spectacularly well. Usually, setpiece events like these are presented as pre-rendered cutscenes, which means wresting control away from the player. But in Killzone 2, you remain in full control throughout the sequence, so the sense of immersion is never broken. You could continue shooting at the building, or back away from the dust cloud, or--" "Or even look the other way," Iki interjects. "That too," Edouard laughs. "But I'm confident that once the collapse commences, you won't want to. And besides, even if you accidentally miss it, there'll be plenty of spectacular setpieces like this in the game." Source: http://www.killzone.com/kz/news.psml?kz_news_article=Smoke,+Mirrors+and+Lots+of+Rubble&kz_news_page=0&kz_news_date=August%202008 |
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| NinjaSC | Feb 6 2009, 03:27 PM Post #4 |
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[PBMY]™ General | Big Boss
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For those who have downloaded the demo already, can try this. ![]() Killzone 2 Demo Glitches: Out of Map |
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| NinjaSC | Feb 10 2009, 10:36 AM Post #5 |
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[PBMY]™ General | Big Boss
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From PlayStation.Blog:
Source: http://blog.us.playstation.com/2009/02/09/collect-intel-in-killzone-2-get-rewards-on-killzonecom/ |
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| NinjaSC | Feb 20 2009, 02:04 AM Post #6 |
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[PBMY]™ General | Big Boss
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Clan application is now OPEN! - http://community-play-beyond.net/topic/5020364/
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| NinjaSC | Feb 20 2009, 04:19 PM Post #7 |
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[PBMY]™ General | Big Boss
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Helghast in HD – Killzone 2 Ads Hit TV Posted by Scott Steinberg // VP of Product Marketing Thank you all for your support and confidence in Killzone 2. Its debut starts a relentless flood of AAA exclusives on the PlayStation 3 – a line up that I consider to be our strongest yet. And I am confident this game will inspire many of you who've been waiting for the right time to buy a PS3. It is a true testament to what "Only on PlayStation" means. We're excited the promise of Killzone 2 has been realized and has exceeded expectations due to the tireless efforts and dedication of Guerrilla Games. I can't thank the development team enough for remaining true to the vision and producing one of the most impressive games in recent memory – on any platform. The pre-order numbers only reinforce your great enthusiasm for the game and we're pleased the game reviews show the same. Source: http://blog.us.playstation.com/2009/02/19/helghast-in-hd-killzone-2-ads-hit-tv/ |
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| NinjaSC | Feb 21 2009, 01:49 AM Post #8 |
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[PBMY]™ General | Big Boss
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Exclusive Killzone 2 video The making of Killzone 2. A behind the scenes look at how Guerilla created such a powerful sense of immersion in Killzone 2. Killzone 2 - the full length TV ad Here’s the full length TV advert for Killzone 2 - on your TV screens from Monday. You’ve seen the teaser, this is the real thing. |
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| NinjaSC | Feb 23 2009, 06:28 PM Post #9 |
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[PBMY]™ General | Big Boss
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LoL. ![]() ![]() ![]() ![]() Source: http://au.playstation.com/news/2009/helgnews.jhtml |
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| NinjaSC | Feb 26 2009, 11:21 AM Post #10 |
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[PBMY]™ General | Big Boss
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Killzone 2 Breaks PS3 1st Party Pre-Order Records VGChartz today recieved confirmation in a discussion with Sony Computer Entertainment America that Killzone 2 is the highest pre-ordered first party PS3 title to date. SCEA looked at the pre-order data two weeks out from launch for Killzone 2 and measured it against the same timeframe for its other major first-party titles including LittleBigPlanet, Resistance 2 First week sales of Killzone 2 are expected to exceed previous Sony titles such as LittleBigPlanet and Resistance 2 Sauce: http://news.vgchartz.com/news.php?id=3045 |
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| PBNTbernardyong | Apr 20 2009, 05:15 PM Post #11 |
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Newbie
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Why no Killzone 2 on Xbox 360?
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| subimpact | May 7 2009, 09:46 AM Post #12 |
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Do you rike it?
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YATTA I FINALLY GOT MY KILLZONE 2 hurhurhruhurhr |
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| NinjaSC | May 7 2009, 10:46 AM Post #13 |
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[PBMY]™ General | Big Boss
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LuL.. after 2 month release..
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| PBMYK-End | May 9 2009, 12:41 AM Post #14 |
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Saya Suka KLIA <3
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LOL KZ2 trophy hunt eh sub? @Ninja...weih..aku takbelh terajang kuar la member dlm clan. Ko ada option tuh kan? aku cuma bleh bgtau nama² yg tak aktif/ yg nak kuar clan la 1) myxery (game dah jual) 2) heatblast (emo kot haha) 3) MMXZero (dah lama tgk pangkat kat rank yg sama) 4) Shenmui70 (satu calit pon haram tak dpt lg) |
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| PBMYHelghaNISM_1991 | May 11 2009, 02:39 AM Post #15 |
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Newbie
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sudah join clan PBMY sankyou2...
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