Killzone 2 showing straight after MS E3 Keynote, July 10th

CoD4: Modern Warfare just won best graphics at gametrailers, and I have to say I agree.
 
I'd disagree. I think it should get number 2. I mean technically speaking the game isn't as amazing as people are making out, it definitely looks awesome especially in daylight, but Killzone is so detailed you'd mistake it for CG.

Strictly imo.
 
I agree, Killzone is the most immersive game I've ever seen, because it's so well stylized. It really feels like you're there, and I haven't even played it yet. Still, COD4 is nothing to scoff at. Really though, Crysis is the best looking game out there, if you're able to run it at its highest levels, which really, nobody can...
 
So where were those scans from, cuz I really want to know.
 
Scans?

Anyway have some artwork.

5256c5v.jpg


It follows to reason that after the weather controllers within the citya re brought down... the storm will stop.
 
The one that had something about a vid that compared Killzone 2 and Gears.
 
For those of you being like "lol Cod4 won all those awards" for a lot of awards the criteria is the game must be playable.

I'd Like To Thank the Academy: Hermen Hulst on Killzone 2 Winning the Game Critics Awards' Special Commendation for Graphics

By N'Gai Croal Friday, August 03, 2007 2:00 PM

Killzone-2-screenshot-2.aspx

After the results of the Game Critics Awards were announced earlier this week, we reached out to several winners for their reactions and some updates about their games in progress. The winner of the Special Commendation for Graphics was Killzone 2 from Guerrilla Games. We emailed some questions to Hermen Hulst, managing director of Guerrilla Games: Here's what he wrote back:

What was your reaction to winning the Special Commendation for Graphics?


The Special Commendation is quite an honor as we weren't playable at the show, which I understood to be a requirement. I am particularly pleased that the team nevertheless got the recognition from the jury.

Expectations for and skepticism about Killzone 2 were so high after the E3 2005 trailer. How confident were you going into E3 that your demo would deliver the goods. What was it like watching the reactions of first group of journalists at the Killzone 2 preview event, and when did you realize that you'd gotten them hooked on the demo?

The vision that we set for the game through the E3 2005 trailer was purposefully ambitious yet achievable. But even though we always believed we could live up to our own benchmark, after a while it becomes hard to judge your own stuff. For me it was clear that our game was going to make quite an impact when we demoed the game to [Playstation studio chief] Phil Harrison and some of the marketing folks a few weeks before E3 and their first response was "Wow...what a rush!"

The game looked great at E3. How much work is left to be done before launch, and when can we expect to hear some details about multiplayer?

At E3 we wanted to show that we can live up to the promise of the original trailer. As for the second part of the question, we plan to follow up with more information on the game as additional details become available.

http://blog.newsweek.com/blogs/leve...g-the-academy-hermen-hulst-on-killzone-2.aspx

State of Play: Killzone 2 hands on
Killzone 2
Killzone is set in a futuristic dystopian world

Killzone 2 has always been about delivering on a promise. When the first trailer for the game emerged two years ago the sounds of jaws dropping to the floor reverberated around the industry.

Soon after, only the gnashing of grinding teeth was heard when it emerged that the trailer was not being run on PlayStation 3 hardware.

Two years on and Amsterdam-based Guerrilla games is working at turning the naysayers into believers. The game is Sony's Exocet missile at the heart of Xbox 360 owners; a rocket designed to convince doubters that the PlayStation 3 has the explosive power to blow away its rivals.

The first hints that Guerrilla has something very special up its sleeve have begun to emerge.

Sat down in front of a playable level it is immediately clear that Killzone 2 will be one of the most cinematic and immersive games ever produced on a console.

The raw processing power of the PlayStation 3 has been harnessed to create a level of detail seen only in a handful of games on high-end PCs.

The dynamic lighting, animation, high-definition environments and details, such as plaster flying off walls and pillars caught in crossfire, create a sense of place and reality that takes games to a new level of realism.

Cinematic scene

The level starts with a cinematic scene of airborne troop carriers swooping out of the sky and into the battlefield.

When the cutscene ends Killzone 2 moves seamlessly into the in-game action; smoke drifts across the street, lightning flashes realistically in the night sky, sparks of bullet ricochets fill the night and a soldier on fire staggers across your path.

Killzone 2 is an archetypal shooter - a futuristic action title that draws on the symbolism of World War II to create a sense of familiarity.

The game mechanics of the level I saw are not particularly innovative - it is a classic run and shoot adventure, mixing different weapon types and simple tasks to good effect.

The first Killzone title suffered from a number of glitches and bugs, poor AI and a strangely awkward control interface.

This time around, the game's control scheme is solid, the AI of the enemy troops looks on course to be first rate, while there is still some work to be done on specific combat areas, such as throwing grenades.

The violence is intense and the title is destined for an 18 certificate. It could also spark further debate over the use of photo-real violence in videogames.

The one level I played had been in development for the last six months, and with such hyper-real detail it is easy to see why the game is not due for release until 2008.

The developers behind the game I spoke to exuded a tangible confidence when talking about the game; Guerrilla and Sony know they have a special title on their hands.

The high watermark for realism and immersion in videogames could soon be about to be lifted.

http://news.bbc.co.uk/1/hi/technology/6929484.stm
 
I still don't get why they're acting like they met the graphical bar of the E3 2005 trailer when they clearly didn't.
 
They clearly reached a level within that ballpark which in and of itself is far beyond what any game has accomplished yet save for Crysis which is running off like a 4gig top of the line PC. Ergo people are saying, 'good on you'. Polygons and wrinkles aside the game looks better then the E3 trailer, at least in my opinion, strictly because of aesthetics, it's not sterile like the CG trailer was.
 
They clearly reached a level within that ballpark which in and of itself is far beyond what any game has accomplished yet save for Crysis which is running off like a 4gig top of the line PC. Ergo people are saying, 'good on you'. Polygons and wrinkles aside the game looks better then the E3 trailer, at least in my opinion, strictly because of aesthetics, it's not sterile like the CG trailer was.

The textures are still God awful. Did they say they were going to fix that?


Weren't there some people who said Alan Wake looks better than Crysis?
 
See I don't have a problem with the textures, it would be cool to see them sharper (I havea feelling they will be) but instead of having repeating textures, they have those lower res textures in a huge variety and abundance. If it was just repeating textures ad nausem it would look XBox ish, but they really do create an overall detailed image, but Killzone is a ways out yet, and I'd bet my bottom dollar that they textures will be improved, just like in every other game. Look at how the textures and polygon count took a noticable bump up in Lair about a month from release, or Uncharted (best walls ever).

Looks better and performs at the level of are different things. Alan Wake won't be panning around the scenery like in the PC demo because that would make the Xbox 360 chug. Alan Wake is all about creating what looks like a realistic environment as cheaply as possibly (look at the 2D bitmap Shell layers used for trees) whilst using amazing lighting, and it works amazingly well, but it's not technically comparable to Crysis.
 
Who are these "Ergo people" or Ergonians?
Ah, the fabled Ergos, an ancient and mighty civilization. They were always at war with the Vis A Vis tribe until the chosen one united them both to form one unified, pompous civilation that later became the French. Here are artists' renderings of the fabled leader:

architect.jpg


kfc.gif



[/boredom]
 
Ah, the fabled Ergos, an ancient and mighty civilization. They were always at war with the Vis A Vis tribe until the chosen one united them both to form one unified, pompous civilation that later became the French. Here are artists' renderings of the fabled leader:

architect.jpg


kfc.gif



[/boredom]

I thought....they were a myth :huh:
Like the Atlanteans :csad:
 
Its been such a slow news day. We need some levity every now and then. And I am going to admit this right here and now:

*stands up*

I am an Atlantean.

*lone tear streaming down cheek*
 
Looks better and performs at the level of are different things. Alan Wake won't be panning around the scenery like in the PC demo because that would make the Xbox 360 chug. Alan Wake is all about creating what looks like a realistic environment as cheaply as possibly (look at the 2D bitmap Shell layers used for trees) whilst using amazing lighting, and it works amazingly well, but it's not technically comparable to Crysis.
Wrong. We've already been over that though.
 

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