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TheMISCMan48

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#1 TheMISCMan48
Member since 2010 • 315 Posts

Im going to lol if this game comes out, Lemmings will have their "SEE SEE WE GOT JUST AS GOOD GRAPHIX TOO!" **** fit,then another PS3 exclusive will come out and look better then anything weve seen this gen and everyone will be like "Oh, nevermind."

XboximusPrime

No they wont.http://www.youtube.com/watch?v=a_t3A7YgFbk&hd=1

They wont even get to have that fix, because Gears 2 will already be surpassed before it launches. This gamecomes out 2 months before Gears, and this is still PRE-ALPHA footage :lol: It will STILL get better than this. Thats got to be a kick in the balls.

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#2 TheMISCMan48
Member since 2010 • 315 Posts

So I read all of that and he basically confirmed jungle and outer space levels, that's the most interesting thing I got out of that.

one more thing...Not sure if serious with this quote..

Espada12

Did you read all 4 posts? Oh, and I couldnt tell if he was serious either lol.

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#3 TheMISCMan48
Member since 2010 • 315 Posts

And part 4. the rest of them:

1 .How do the KZ3 maps differ from the KZ2 ones? Are they bigger? Smaller? Or around the same size?

2. In terms of map design, what choices did you take into consideration for Killzone 3 and its introduction to new gameplay elements like brutal melee and mechs?

3. What's your favorite new element in Killzone 3 multiplayer?


1. There will still be a mix as before.

2. Mechs obviously need quite a bit of space and people need to be able to move around without running in their line of fire constantly, so MP1 has both open roads and more under-ground routes to traverse. A map with jetpacks tends to have additional vertical elements to it. So maps are designed with the features in mind.

3. Brutal Melee at the moment. Its adding a whole new personal touch to the affair. Very satisfying and people tend to work for it harder even when they might have an open shot.

Are both the attacker and the victim invulnerable during the brutal melée sequence?

i.e. Can an outsider kill the victim before the brutal melée finishes (stealing the kill) or can someone kill the attacker before they completely kill the victim?

The victim is pretty much dead when it starts, but you can kill the killer and it is possible to prevent them as a third person. Takes quite narley timing though.

Will there be a ping indicator?

Possibly

When can we expect a beta of the multiplayer or single player, like kz2 had?

More news on that soon. Its Sony internal for the time being.

1. Move players will be playing with regular DS3 player in MP, or will there be a separate mode for Move players?

2. Will the load times be lessed (via an optional install maybe) when loading new MP maps?

3. How long has the MP been in private beta?

4. Will the rockets be EMP rockets (able to take out bots/mechs but won't harm humans)?

5. Are we able to spawn on any squad member, not just the leader?


1. TBC through Beta and Playtesting.

2. No plans currently for an install. Will need to see closer to release.

3. Not much longer than it took people to sniff it out:smileytongue:

4. No plan for that currently.

5. Spawn-system has changed completely.

Will custom soundtracks return?

Currently I can't think of a reason why not.

Will the PS Move have exclusive Melee moves inthe Single Player Campaign?

Good question and as much as I like the idea, I don't think we can do it. Never say never though.

I have a question in regards to the points. Will there be kill assists and special kills?

Something we are still looking at. I would not take the scoring displayed as gospel yet. Can still change up to release.

Sowillthere be an option to selectively disable any vehicle, for those who prefer to play without them?

Maybe

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#4 TheMISCMan48
Member since 2010 • 315 Posts

Questions part 3:

Will the same composer that did the awesome music for Killzone 2 be making a return for Killzone 3?

We are working with Joris de Man again, yes. in fact I think he's visiting us this week.

On the recent Cinematic Deaths article it says "if the player keeps firing on the jetpack's fuel tank it will eventually rupture and ignite, propelling the screaming trooper skyward in a ball of flame" but looking at the E3 build it seems they still die that way even if you just hit their body. But I can't tell where all the shots land, so can you clarify how it really works?

Chances are he'll do it anyway, but it is fairly easy to hit the Jetpack itself. Can sometimes result in some quite extraordinary crashes.

Will the weapons still have recoil and bullet spread?

Yes, but it varies from weapon to weapon, from zoomed to not zoomed, from crouched to not crouched. Its still Killzone.

Will the environments be completly destructive? Like can i take down a bulding buy firing on it enough?

That's not really how we use destructibility. We try and make it more as a visual story-telling aspect of our games than a free for all. There will be more destructibility in KZ3 generally however.

What's your favourite new feature in KZ3?

The Jetpack I would say. It just worked so well from early on and only got better from there on. Quite proud of how it turned out.

is there goin to be System link (LAN) in Killzone 3?

No plans for it currently.

Will the characters in Killzone 3 show more emotion in their faces than in Killzone 2? It's the one thing that bothered me about the campaign. It seemed like they were just staring at you with blank faces while moving their mouths.

There should be improvements in facial mocapping and animations, yes.

Seb, You guys briefly went over the AI on how they have improved skillfully and strategically, can you go in a little bit more detail about that?

I think it would be best to cover that in a seperate feature onwww.killzone.comor so. Everything is getting an overhaul in terms of performance and playability and its not as easy as giving a bullet-point list on improvements, but I will suggest that we try and provide that for you guys in form of a article or feature on the website.

How do the crosshairs work in 3D?

We detect depth so that crosshairs are placed on the object you are pointing on. Gets more complicated when you are half aiming at something.

Will we see the return of special weapons like the bolt gun, electricity gun, flamethrower etc?

No spoilers, but expect a lot of weapons to return from Killzone 2.

How are you going to celebrate your 10k post mark?


By posting the secret behind the 'h'.

Is the STA-52 still mostly the same, and if not, what's been tweaked?

Its changed quite a lot. Wait and see

One thing that bugs me in most FPS's is that when the player looks down there aren't any feet or legs there. You just see the ground and it makes me feel like I'm basically floating arms. Since now your legs are actually used in the game and seen does it mean whenever a player looks down he/she will actually see them?

Yup the player can see his legs now and that is one of the features that came from fan requests.

Will there be more gameplay elements using the six-axis?

Comparable to Killzone 2 in that regard.

Have you played the jungle and outer space levels in the campaign yourself? And are they as visually stunning and beautiful as the Frozen Shores-level?


Yes I play these levels almost daily and some parts of the game are of course not quite at the same polished state as Frozen Shores. If they were we could probably go on holiday now already. Unfortunately we still have a lot of hard work to do for the rest of this year, but I am sure it will all look awesome in the end.

I remember reading/hearing somewhere about you guys trying to get the crosshair in a good depth while playing in 3d. Will that be adjustable in the settings, or is going to be set at where GG decides it should be?

Currently no plans for making it adjustable. Not sure why it would need to be if we make it work properly.

How many new guns can we expect to see? Any new pistols at least?

Not saying how many, but there are new pistols as well as new heavy weapons.

What do helghast eat?

Hot dogs. According to the props sitting about in Blood Meridian anyway.

Have you guys ever used an idea that was suggested on forums? For something big in the game? ....Like has the community ever come up with something you deemed worthy to actually try out and end up liking?

Yes. Especially around Beta time, feedback becomes very important in terms of balancing maps and weapons. But we generally keep an ear to the ground to see what kind of features people want and what they did not like so much in Killzone 2 and try and improve on those things.

Will killzone 3 story line only be in snowy places? Or there will be other? Becuse i heard a rumor about jungle and more.

There will be more than Snowy environments, yes. We've only shown a couple of sections from a single level so far.

so does the sta52 now come with a scope as standard or is it a unlock, and sam question about the sta14, is the scope a unlock?

Standard.

what does the 2 stars next to the sabdisguisemean?

Thats upgrades.


Ok so now that KZ3 MP was shown can you give some details about the beta? But heres some of my questions. Will the vehicles be at each teams base? Or they are going to be in a special place? Like they Flamethrower in KZ2 DLC. And how will the kill combatscenes work at MP? I saw a lil bit lag when you attempted to break someones neck but thats probaly gonna get fixed.

Beta dates are yet to be announced. Currently it is being tested Sony internally.

In that map you see in the trailer, each base has 2 exos.

If you mean the brutal melee, currently the victims camera goes third person to show him getting killed. Wouldn't look so good in first person.

Is there still a warzone with each game mode in a single game? That was one of my favorite parts of KZ2.

Yes we still have that. And much more!

Seb, I heard theres going to be matchmaking now. Is this true?

And can we still make games like there was in kz2, as well as have a matchmaking system?

Yes the whole thing has been revamped completely. When you are in the menus you don't see much of Killzone 2.

Has anything changed with clans? Will we be able to use the clans we had from KZ2 and keep our stats?

Unlikely. The whole gameplay flow and game creation has changed drastically as has most of the MP. I would be surprised if we manage to somehow salvage that information. Then again, it is always best to start with a clean slate in my opinion.

  1. When you say scopes are standard.. do you mean each weapon has a specific scope? Or is our speculation correct in that you can customize the weapons to a degree?
  2. We've noticed a few things missing from the HUD. In particular the health bar and objective info (player score, objective score, kills listing etc.) is this just because it's a trailer?
  3. Vehicles, can we expect them (be it jetpack or exo) to be on all maps or is it just a few?
  4. The blog said something on matchmaking, could you elaborate? Has it been a complete change from KZ2 or is it a refinement of KZ2?
  5. Gamemodes, I'm sure we'll here more about with the journalists but was there any new ones shown/hidden in the trailer?
  6. The levels shown in the trailer, could you compare them in size to a map from KZ2?
  7. We noticed some changes to the ****s, I think a specific question would be is there a lot more flexibility in how you play each ****now? Meaning that say if I'm a medic, I can fit a little more then one specific role (more so then KZ2 at least)?

1. We've simply updated a lot of the weapons visually and functionally from Killzone 2.

2. Partially, but we're also hiding parts of the HUD more. Displaying objectives only when we have to or when the player wants to see them with Dpad Up. Is to clean up the screen a little and help with immersion.

3. Each map is different.

4. Complete changes all round. More on that later.

5. More on that soon.

6. Killzone 2 maps were various sizes, so would consider this one on the slightly larger side. Comparable to MP1 in KZ2 I'd say especially with the multiple floors all round.

7. More on ****s soon.

Will all those features like jetpacks and other be on all maps? Or its gonna be on some map or several maps?

No not all. It would start getting a little jumbled if we had all on all.

1. You said that the map shown in the trailer has 2 Exos for each team. Will the Helghast have their own or it will be the same as the ISA one ? If it's the same, would be nice if you guys could do one for the Helghast, just like each faction has their own tanks...
2. Can you tell us if there will be any player-controllable flying vehicles ? What about aquatic vehicles ?
3. Any new ****s or just added new abilities to the existing ****s ?
4. Can engineers fix vehicles before they're destroyed ?
5. Am I correct saying that there will be maps with no vehicles, others with tanks only, others mixed(Mechs/tanks), etc.. ?
6. Can the WASP be removed from its place like in SP ?
7. If the revive still in, will it "reload" faster to be used more often?
8. Can we crawl while mortally wounded ?
9. The player count for MP still 32 players ?

1. Its the same base model, but lights change when occupied.

2. No spoilers.

3. Its all change there. More will be trickling out over the days and months to come.

4. Currently no. May change however.

5. It will be a mix, yes.

6. Currently no.

7. Depending on the Medics rank.

8. No.

9. No: 24

Please note, this is all based on the implementation of the demo people are playing at Gamescom. Everything can change by release.

Are environmental hazards making a come back (like southern hills, bullet train) personally this is a very unique feature that should make a come back, its one of the reasons southern hills is my all time favourite map.

Not in the map we've shown.


Seb, one thing that was bad in Killzone 2 was spawn camping, what did you guys do to change this? Is FF on default now? Will spawning for both teams be randomed ? Does Tactician still have spawn grenades?

Spawning system has been overhauled completely, but completely avoiding spawn-camping 100% will probably never be possible if a faction pushes hard and fast enough. We do of course keep spawn-campingstrongly in mind when making and balancing maps.

Question in some of the screens the Exos have a wide sance and the top parts are pulled in, and in others they are standing upright. Does this have to do with going under covered areas?

I think thats just related to what pose they were in while the shot was taken. They can't really duck.

When they mean squad rewards does that mean that squads' abilities will stack or enhance other squadmates?

Thats the idea. More on that soon

Is is 100% true that KZ3 MP will have all those things you she showed in the trailer? Becuse KZ2 showed us tanks in the MP. But when the game was released there was no tanks.

Thats not quite right. We showed tanks in MP only in a Sony internal trailer which we released publically after Killzone 2 came out.

can you remove the points popping up? having it in the middle of the screen is annoying...

How the points are displayed is not final. Everything can change

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#5 TheMISCMan48
Member since 2010 • 315 Posts

questions part 2

Aside from the wasp and the mini-gun on the intruder, are there any other new weapons?

Yes.

In the gameplay footage we see Sev sliding to a crate then jumping over it, so here's the question: What are the limitations on sliding? Can it be done on any surface? Can it be done to any cover? Do you need an object to slide to?

Current implementation is you can slide at any time. While sprinting you hit crouch and it will slide forward and if by the end of the slide you find a Lean & Peak point you'll snap to it.

Seb, i'll give u alot of money if you send me the current E3 demo on disc. Not all of us can goto E3

It wouldn't run on a regular PS3 anyway. You need a special debugging station for it.

Why did you change Sevs hair? I liked it before the blotchy afro.

Its hard to keep the 'do in such hostile environments.

Is there any aim assist in this game? Please say no...

We're still working on the controls. Too early to say either way

The WASP is supposed to have secondary fire, so will other weapons have secondary fire? Specifically, will the M82 and StA-52 have secondary fire again?

Currently no.

How do you feel about Killzone 3 releasing Febuary again? On one side you miss out on the busiest sales period of the year (Q4) but on the other you don't have to compete with all the titles that are crammed into the holiday season. Did GG have much say with this or was it mainly down to Sony and marketing?

Its all good.

What has been the hardest aspect about making Killzone 3 for the team?


If its too easy, your not being ambitious enough and unfortunately none of it is easy. Everyone will have their own areas which they will consider the toughest in retrospect, but we're not there yet. Still a long way before release and I am sure a lot of tough problems to work through.

Did you visit any locations for research or inspiration for the game? What other games did you use for inspiration?

We sent our Art Director to the North Pole withnothing but a camera and a case of energy drinks to find out what snow looks like.

God of War 3 and Uncharted 2 have inspired a lot of us to raise our game.

Hey Seb, kind of a stupid question but was Sev named after you?

I am not sure to be honest. Someone here said it was so, but they might have been pulling my leg. I hope not!

Will the sixaxi steady aim for the sniper return? That was cool!

Current implementation: Yes

Another question, is the games single player and multiplayer being worked on separately? Or is it the same team that is doing both.
How did it work in Killzone 2?

We have a dedicated design and code department within the team that handles all things MP. Works the same as it did on KZ2 and they share Code, Art and any other resources with the people working on Campaign mode.

1. How will Move work with the game? Is it easier to use than the Dualshock 3? How would you give it a weighted feeling?

2. Does the game include all the weapons that were in KZ2 plus new ones, or did you leave some out?

1. We'll be discussing Move later this year.

2. No spoilers. Only talking about whats been shown so far.

I have a question about hip fire is it as accurate as k2? because tbh it was crazy accurate in k2 and made sights aiming down sights redundant because IMOtheres nothing like aiming down your sights and get a satisfying headshot which was pretty impossible with k2 controls...

hmm, tough question. Not sure to be honest as we've been tweaking and changing for so long since KZ2 and will continue to do so up to release. Will be interesting to do a side by side comparisson again to see how much has changed. In short: Not sure.

How does melee work? Does the game automatically choose what move to do and whether it is lethal or not? Can the enemy block a melee attack?


Current implementation might be quite different from what you see on release, but right now it is button-prompted with R1 when to hit to do a combo. fail and it wont be lethal and the HGH will recover. Its quite simple right now, but subject to change.

In Killzone 2 there was a level of gore no doubt. Shotguns , Snipers and the STA-14 blew off heads in the game. Are we going to see more "human destructibility" than was in Killzone 2?

I don't think we'll be pushing it much further.

don't know if this was mentioned, the crosshair in killzone 2 was too opaque, will u include the option to increase itstransparency?

Honest answer: Don't know. Too early to ask

From your experience, would you say that flying the jet pack is easy or difficult? And is aiming and shooting any easier or harder while wearing the jet pack?

I have played with it for many months, so it is second nature to me now, flying around with it, so I have had to see with playtesters and journalists and it seems they 'get it'. So far we have not identified any need to change it any more. Everyone seems very happy with it the way it is implemented now. But to get to this point tooka lot of work, tweaking and playtesting.


I have a more "community based" question, When you guys say "we listen to the forums for feedback,etc" Which forums are you guys referring to? These forums? Or the Killzone.com Forums? Or More or Less both of them?

Well I come here. And we have people watching the EU Playstation forums and Killzone.com, but when we do something we'll see how people react to it on the 'other' forums too. If there is an interesting thread I'll forward it to the dev responsible for that part to see how people feel about it.

Have you been doing any work on the hit response system? And if you can mention it, what specifics have you tried to improve on? One thing in KZ2 that happened a lot was the "spinning death" where the enemy would turn around, fall down, and die. Will we see new death animations in KZ3?

Yes, also being improved in both variants and responsiveness.

will the delayed deaths be fixed? it was there in the beta and retail release.

Mostly it would have been lag, but will try and improve on everything

We've heard you guys mention that your bringing a lot of holllywood talent in for KZ3. Does this apply just to story writing, or are you guys bringing in voice actors and stuff too?

We're looking to improve onall aspects

We were hoping if you could ask in there the ability to take "screenshots" at the end of the game of the scoreboard and save it on your PS3 Hard Drive.

I don't think it is on the list. Seems like something we'd possibly implement quite late. I'll have to check.

I remember reading that GG wanted to implement a more efficient particle engine into KZ2 but didn't have enough time. Is KZ3 going to be using this more efficient particle engine?

Also, health bar. Yay or nay?

We have made a lot of optimizations to get more out of it, so kind of.

Currently nay. But the whole health, hit-direction system is being reworked.

Will there be an option to mute Rico?


Hopefully you wont have to this time round. He's been through a lot since KZ2 and has come out of it a 'changed person'.

is the wind system going be more dynamic and more natural its seems like in almost all the maps those in Sp and MP its was blowing in one way only but i could be wrong since i onyl noticed when i got there and before the action starts???

You mean the effects of the wind? We're trying to raise our game in the environmental fx department also, so that should encompass this, yes.

Will Killzone 3 have the same grphics engine used in Killzone 2?

Yes, butwe have been working on itsince before KZ2was released. Improvements all round.


i havent played KZ2 in awhile, but i remember that footsteps were ONLY heard while walking on rails & stairs, but footsteps are not heard anywhere else. Will this be changed in KZ3?

That might have been related to minor bugs that we never got round to fixing. All material types, wood, metal, water, etc have their own distinct ID when you shoot it orwalk on it. If it was missing somewhere it was a bug. But yes, something we hope not to repeat.

When did GG come up with the idea of doing 3D? Is there apossibility that we'll be able to play Killzone 2 3D in the near future?

We've been working on the tech for a good long while actually. Not sure if it can be called an 'idea' it was more a natural progression for us.

When you transfering 2D stuff to 3D .... to you need some adjustment?

For instance you have an effect, you have a weapon, or an level outlay...suddenly you realize that this does not work in 3D (due to whatever reason) - do you change this stuff then in 3D, do you change it even in the 2D version??

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#6 TheMISCMan48
Member since 2010 • 315 Posts

Here are all the answered developer questions from the "Ask a Dev" thread, on the Killzone 3 board at the playstation forums for anyone who cares. Maybe this will kill some of the "lolz, all graffix no gaemplay!" nonsense.

http://boardsus.playstation.com/t5/Killzone-3/All-the-DEV-Questions-and-Answers/td-p/46077810

Here are almost all the questions and answers from theASK A DEVthread. Thought it would be better if it had its own thread so it doesn't get lost easily. I'll keep updating it with new questions and answers. All questions answered by motherh666. Please do not ask questions here, this is for those that can't be bothered going through the 90+ pages of the question on the original thread.


How did working in 3D affect the camera, gameplay, HUD, design etc. Has it been a really big challenge for the team to learn how to make it look really good in 3D while still keeping 2D in mind?

Playing in 3D is quite a new experience, it affects the users experience quite a lot, but the 2D experience will be king. 2D will not suffer in order to make 3D bad-ass.


Will Jetpacks cause the HUD to go 3rd person or still 1st person while maintaining flight?


Okay, I'll answer a couple, but I'll have to wait till E3 when i might be able to open up a little more. If I ignore a question, its probably because I 'can't ' or 'won't' answer it, rather than having missed it. Jetpack is fully in 1st person. The HUD elements are mostly on the jetpack itself.


Have vehicles been confirmed for multiplayer?


No one is talking Multiplayer yet. Later in the year.


It seems that everyone and their dog are asking about the controls, but as of yet we (as far as I know) have seen no definitive answers. What are they like? Hopefully not different. Are there more weapons in KZ3 than KZ2? Care to give an estimate on the overall number?

In one word: Better. Won't go into detail as there is still a lot of time before shipping, but look at what the hands-on reviews are saying and it seems people are digging the current implementation. We'll keep looking at them for a long time yet, but I think it is too early for people who have not tried them to cry noob.

Will Demetri Goritsas, Mickey O'Connor, and Charles Everett reprise their roles as Sev, Narville, and Rico?

Cast will be announced in due course.

Will clans from KZ2 be able to move over to KZ3 while keeping their stats? Out of the announced features, which one do you think is the most game changing?

We'll be talking multiplayer later in the year. I'll leave that for you guys to decide.

I want to know exactly what you guys meant when you said "we want the gameplay to cater to all audiences" I agree that in k2 it was difficult to aim for people who were use to twitch shooters but to what extent are you making it easier?

Also are you doing anything to improve the hit detection I mean with the assault rifles it was a hassle to get the bullets to go where you wanted them to go they would scatter all over the place like a shotgun even if I burst fire also are you encouraging people to actually aim this time around? I mean crouching and using hip fire is very unrealistic IMO and I think it will be funner if aiming down your sights were the primary way to go.
And for the love of god add more guns to MP. Also are there any plans to add customization to MP in any way? or even SP that would be fresh...


Hit-detection is important to get right, Online and off and we'll be talking about imporved accessibility over time. Not talking MP yet, but we'll make sure no stone is left untruned and unpolished.

I heard the enviroments are much bigger than KZ2's, which is how I like it, but one thing I didn't really like about KZ2 was the little half a second pauses while it saved or loaded in the next section. How does KZ3 do it? Same or None? I prefer the open world sort of thing.

The loading/streaming hiccups will be resolved.


Will the story play a bigger role in KZ3 than in KZ2, or will it play out more in the background again?


Story and dialogue are areas we needed and will improve upon greatly from Killzone 2.

How about destructability of enviroments? Is there any info on that? It's great to blow holes in walls/tress/people?


Its not BCII, but we will have more than KZ2.

Will there be a lot more weapons in KZ3 than KZ2, and on that note what does the W.A.S.P. stand for?


There will be more yes. We'll just let you come up with the answer for the W.A.S.P. question yourselves for now.

Is Sev still a midget in Killzone 3, or will we be looking at our squad mates' face instead of their chests?

Still working on that. We'll get him some platforms.

Can you give us an idea for how long single player is going to be? The first one was too short.

Too early to say, we're still making it after all.

Whats the most thing you think the fans will appreciate and like in killzone 3? also the most thing you have worked on improving in terms of gameplay.

No stone is being left unturned and polished. All aspects of the game will be given a once-over. Controls, story and gameplay and environment variety being the big items right now as well as a lot more we are not talking about yet.

Are there many (more than KZ2?) bosses in single player?

No spoilers from me. Ever.

Seb, what's it like being an awesome dev? Huh? huh?

Your eyes would bleed out of your skull, your hair catch fire and your head turn into a screaming firy red skull if you only saw the wonders I see.


Are the jetpacks exclusively HG, or will there be an ISA version? Also, we've been given a rough idea of the progression of locales in the campaign- snow, sea, jungles, etc and ending in space. Will we be returning to Vetka at all in the SP?


1: Player can use it, so its shared really.
2: No spoilers from me.


Can you give any info on who the new antagonist will be? wait antagonist means bad guy right?

No spoilers from me.

Was the sound really changed for the M82? or does it now depend if you're in a building or out in the open?

Yes, all weapon sounds are being polished. Anything we take over from KZ2 will be scrutinized carefully.

Will players be able to customize the button layout?

To be decided. Controls will be very high up in our list of things to concentrate on and we've made a lot of progress already.

Mr. Seb, Will you be able to perform Melee's while in a jetpack?

Under discussion

When your placing a C4 on a door, are using a turret or something like that, if you get shot blood wont appear on the screen but it will go to black and white. Can you make it so that blood WILL appear on the screen when you get shot because its hard to tell if your getting shot or not until the screen goes black and white.


The old effect doesn't work too well in 3D either so we'll have to replace it. Is on the list

The most asked question imo is about the controls. Will they be the same or not as killzone 2...
I read the information about the single player and i read more "responsive" gameplay. How do we have to see this statement ??


We're constantly working to improve our controls and I am sure this will continue for a while yet. So far response to improved controls has been very good.

Will we ever get any more Killzone avatars? Maybe with the Playstation plus service?

I can't talk about other Sony products or services.

I watched the 15 min Gamespot dev walkthrough where they mentioned the want to improve on their code from KZ2 (because of other titles such as GoWIII and Uncharted 2). I was wondering if they could discuss some of the improvements they've made to the KZ3 engine? Graphically and gameplay wise. Or maybe they have a link to an article that discusses this topic?

I wont go into technical specifics. Thats not really what i deal with, but we're constantly seeing how much power and memory we can gain through optimizations and new tech to get more things on screen, be it AI, weapons, destruction etc, without affecting performance.

Will there be multiple paths you can take to tackle a level? Maybe even quasi sandbox type of approach to your goals?

Not everywhere all the time. Sand-box does not equal more fun. Sometimes an encounter works best when approached from a specific angle. But if you look at the jetpack gameplay we've shown, there are multiple ways of attacking the rigs and the encounters adapt to suit that. Go low, go high, left or right, we'll leave it up to you.

What are you doing to improve onthe voice overs which were a big complain in the last game? In the E3 demo, they were better, but I'd like to know more about this topic.


We're getting script-writers involved a lot earlier in the process this time and will make sure that the quality is a lot higher from the start and performed by the best talent we can get our hands on. You can see the improvement already in the gameplay demo, but that still includes place-holder actors and dialogue, including voices from guys in the studio.


Why is Sev wearing a t-shirt in an Arctic environment? Looks ridiculous. Seriously, they are riding on an Intruder in an Arctic environment. It would be freezing cold. At least give him long sleeves. It's the little attention to details like that that seperate the good games from the great.


Maybe there is a good explaination for his predicament. We're after all not telling you the whole story of the level, just individual encounters.

What's the challenge been like moving from QA lead to Producer for this project? More sleepless nights? Less tedious work? What specifically do you try to oversee.

Its a completely new kettle of fish. My focus is more narrow now, concentrating on Single player levels and features, but I am also involved right from the start of a creation and seeing it through to completion. Its quite different, with its own set of worries and wins, but I still get to put my QA hat on now and again and do a bit of complaining.

Jetpack awesomeness aside; how forced is the jetpack on the player? Will there be times in the story where using the jetpack is optional? Or is it exclusive to certain missions/levels in the single player?

In the gameplay demo you saw the jetpack is indispensable. You need to jump great distances from ice-bergs to rigs which you would not be able to do on-foot, so we force it on you here. We toyed with making it a droppable object, but people would accidentally drop it into the ocean and get trapped on a rig, stopping progression.

In an interview earlier Hulst mentioned that everyone was hating on Rico and because of that you made him a more active member of the team. He also said that Rico will be able to revive us in the game. Does that mean that death will not automatically mean a game over screen?


If Rico or another buddy is around, close enough and not being completely pinned down, he'll try and help you out. He wont always manage this, but it will limit the times you die and have to respawn at the previous checkpoint, keeping you in the action.

Pro-Hig or Anti-HIg? Come on man you got to let us know.

I need to be unbiased, otherwise I can't do my job properly

1. Are the voice actors going to be the same as KZ2? I hope so...

2. Do you still perform certain actions (like placing a bomb) by moving the SIXAXIS controller?

3. Can we expect a longer SP campaign?

1. TBC

2. Yes.

3. TBC. We're still making it after all. It'll be grander!


So as far as the game animation goes. Are you guys doing a lot of mocap? Did you guys get a lot of influence from the way Uncharted did it's story pieces? I would assume that things like the melees are keyed still. Just curious as to how the performances are being done.

Yup, still doing a lot of mocap, using fancier gear than on KZ2. Meleeis mixed.

Hey sub, will there be destructible enviroments or anything like that?

If you look at the gameplay trailers it should give you an idea of the level of destructibility

more comming. Too long for one post.

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#7 TheMISCMan48
Member since 2010 • 315 Posts

[QUOTE="wirey87"][QUOTE="shroofnayef"] Again, Infamous 2 runs in 60 FPS and looks much better graphicallyshroofnayef

except RDR has a lot of heavy stuff for the system to handle, while infamous 2 is a copy and paste free roaming game.

...? Care to explain what you mean? Anyways, like I said, I2 has to render much more at any given time (Building, cars, dozens of pedestrians, etc), and it runs at 60 FPS while having a very impressive physics and environmental destruction system, while also having a much higher graphical fidelity than RDR

^This. TONS of environmental destruction. Not only does the city get torn up, but you can also pick the cars up and throw them.
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#8 TheMISCMan48
Member since 2010 • 315 Posts

The single player was good, but all you did is literally go here, kill these guys, go there, kill these guys, get in an exo skeleton suit, then fight raditz, game over

It was complicated just to get people to join the same game as you on your friends list, smfhxsalvioutlawx

This gets said about killzone 2 alot, but people never realize, Gears 1 and 2 are EXACTLY the same way. Actually, Ive only played gears 2, but id imagine gears 1 was even worse at it.

http://www.hiphopgamershow.com/new/sony-killzone-3-welcomes-the-challenge-of-gears-3-"we-love-epic-games"-very-deep-interview-must-see/

That is a 30 minute video interview HipHopGamer did with a developer @ E3. Skip to 10:23 if you want to hear how the game joining and community feel is going to be improved with their new matchmaking and party system.

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#9 TheMISCMan48
Member since 2010 • 315 Posts
[QUOTE="TheMISCMan48"]

Im really not sure how people dont see a massive difference in the 2 videos :?

1. The draw distance is INCREDIBLY better, Killzone 2 had a terrible draw distance

2. Killzone 3 has the most high resolution textures I have ever seen on consoles. Hell, its almost on Crysis level (texture resolution, please dont hang me hermits, I know my place :P ) Every single texture in the Killzone 3 video is perfect and flawless. Even when he goes up close to the crates, the walls, whatever, there is not a single low res texture on any object. Killzone 2 however was FILLED with low res textures everywhere

3. There is not a single jaggie on any object. The game uses the same MLAA from God of War 3.

4. MUCH higher polygon models. In KZ2 there are low res rocks and cement blocks with few polygons, where as KZ3 everything is more detailed. Details in things like doors and crates are fully modeled in KZ3, whereas KZ2, you would have textures as the details on a door or crate.

5. The lighting is much better.

6. The motion blur is far superior to KZ2. You cant even tell there is motion blur. That is the way motion blur should be. It should be so good that you dont even notice it. In Killzone 2 you get that "blur effect" that ruins the experience, while KZ3 is crystal clear.

7. The artistic design is 100 times better. Killzone 2 only had 2 colors, Brown, and more brown. and some gray in there too. And the game was too dark in some levels to even see what was happening.

8. Little details like blood splatter, the stream when you throw a grenade, etc look alot better.

Thats all I can think of for now.

johny300
Im with everything you said and what bothers me the most that the low textures were everywhere and in kz3 it looks perfect.

And just think.......This is STILL the "Pre-Alpha" build of the game. The game has at least 2 more graphical leaps to make before before release.
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#10 TheMISCMan48
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[QUOTE="shroofnayef"][QUOTE="TheMISCMan48"]

Im really not sure how people dont see a massive difference in the 2 videos :?

1. The draw distance is INCREDIBLY better, Killzone 2 had a terrible draw distance

2. Killzone 3 has the most high resolution textures I have ever seen on consoles. Hell, its almost on Crysis level (texture resolution, please dont hang me hermits, I know my place :P ) Every single texture in the Killzone 3 video is perfect and flawless. Even when he goes up close to the crates, the walls, whatever, there is not a single low res texture on any object. Killzone 2 however was FILLED with low res textures everywhere

3. There is not a single jaggie on any object. The game uses the same MLAA from God of War 3.

4. MUCH higher polygon models. In KZ2 there are low res rocks and cement blocks with few polygons, where as KZ3 everything is more detailed. Details in things like doors and crates are fully modeled in KZ3, whereas KZ2, you would have textures as the details on a door or crate.

5. The lighting is much better.

6. The motion blur is far superior to KZ2. You cant even tell there is motion blur. That is the way motion blur should be. It should be so good that you dont even notice it. In Killzone 2 you get that "blur effect" that ruins the experience, while KZ3 is crystal clear.

7. The artistic design is 100 times better. Killzone 2 only had 2 colors, Brown, and more brown. and some gray in there too. And the game was too dark in some levels to even see what was happening.

8. Little details like blood splatter, the stream when you throw a grenade, etc look alot better.

Thats all I can think of for now.

They already had blood splatters and lighting streams from grenades in KZ2, Kz2 wasnt filled with low res textures, and the texturing in the game is only beaten by U2 and most parts of GOW3 (obviously KZ3 as well). KZ2 didnt have terrible draw distance, just no whwere near KZ3. Artistic design=/=colors (The game was incredibly artistic in level design and map layout, espicially in creating atmosphere as well.

The blood splatters in KZ3 are improved and much more pretty than KZ2. They added so many fine details to KZ3 its not even funny. In the video in my topic post, when he shoots the machine gun build into the jetpack for more than a few seconds, the tip heats up realisticly and turns red, like heated metal. :D