Well the gif is moving pretty fast, but the OWL actually shoots the rope out forward above him and then the player grabs onto it.
My problem was more that you can't just zipline down like that just using your hands, even if you are wearing gloves.
Well the gif is moving pretty fast, but the OWL actually shoots the rope out forward above him and then the player grabs onto it.
Not that i know of, sadly.Is there any more information about this new AA method SCEWWS are working on?
I don't know about that. Have you seen Driveclub's early gameplay videos? They were laced with jaggies.Gameplay videos always look jaggy free, or least more jaggy free than they are in reality. I'm trying to keep my expectations in check.
that gamereactor preview is a damn good read; got me more hyped than the screenshots
WOW i came back and was greeted by gifs, this is next gen fucking hell. As for the feb reveal i think the finished product looks even better, look at the atmosphere between the two pics one is drab lacking lighting, the other from these shots looks dripping with atmosphere with incredable lighting. GG are the new naughty gods, and this is a launch title i just cant get my head around that thought.
http://24.media.tumblr.com/6a6514606cdf80392242b80ce9d7c8d3/tumblr_mn0nbkIaNP1s3ve0mo1_500.gif[IMG][/QUOTE]
Get used to it, even...
Yeah, disgustingly so. But i thtought that was before the AA that they said they were going to use.I don't know about that. Have you seen Driveclub's early gameplay videos? They were laced with jaggies.
Woah now.
Let's not go crazy here.
Much despair, such sadness. :/Get used to it, even...
Woah now.
Let's not go crazy here.
After having spent three hours with two of the ten chapters of the campaign, it's perfectly clear what ter Heide is speaking of. The environments are larger than in Killzone 2 and there are always multiple paths to choose from. Alleys, ventilation shafts, secret doors and stair cases, all contribute towards a more well thought out and dynamic world.
http://www.gamereactor.eu/articles/96034/A+new+Killzone+for+a+new+generation/"In singleplayer we prioritised wide open, inviting and, most importantly, varied environments over locking the framerate to 60 frames per second," says van der Leeuw. " For multiplayer it's far more important with 60 frames per second since it's about maximum precision at levels that approach a sport."
Hardly, except they will cause shimmering lines on buildings and stuff (curved and diagonal lines) . But i think the characters and guns will mostly look clean as fuck.
Sadly i see no use of that AA they have been working on with Sony.
Well the gif is moving pretty fast, but the OWL actually shoots the rope out forward above him and then the player grabs onto it.
It think that looks awesome, the only thing I don't like is how he just grabs it with his hands. Kinda wished he had some kind of "futuristic sky hook" ala Bioshock Infinite, but its nitpicky stuff.
Gameplay videos always look jaggy free, or least more jaggy free than they are in reality. I'm trying to keep my expectations in check.
Killzone 2 used QXAAIIRC, KZ3 used this technique whereas KZ2 didn't?
I remember seeing screenshots of KZ3 and being amazed, yet when I played the game, their was this shimmering shit all over the place. Stupidly, I got extremely OCD over the whole thing - especially when there was reviews saying how much better this new technique was and that there wasn't any jaggies ffs! Much preferred the AA technique in KZ2 (but in fairness that game was overall dark so maybe it was easier to do?) - here's hoping the shimmering isn't too bad. Having said that, just looked at some screenshots from Gamersyde and pics of the stairs look pretty shitty....
I'm a believer that although games do improve graphically over a console's life, I sometimes think it's more to do with 'prioritizing resources' rather than touching into stuff they didn't have time at launch to do - I suppose 'give & take'. I reckon I see this in a lot of games. If they can however keep this quality with improved effects, physics and an improved AA technique (one I think is actually better to my eyes at least lol!), then I'm gonna be very happy!
Small niggle but I really wish it wasn't a rope projected out and rather some new invention such as a magnetic light beam or something (not too bright though, perhaps something with a very very slight glow to it). Seems strange a rope can go out in a perfect strange line and also when you use it, especially on short distances, the end doesn't appear to be attached but in mid air iirc.
Holy fuck at those screens.
Easily the most impressive launch title. By far. On any console. Bar none. Etc. The scale combined with the polish and atmosphere... I almost can't believe I'm gonna get to play this on my tv in less than four weeks.
GG are the new naughty gods.
IIRC, KZ3 used this technique whereas KZ2 didn't?
I remember seeing screenshots of KZ3 and being amazed, yet when I played the game, their was this shimmering shit all over the place. Stupidly, I got extremely OCD over the whole thing - especially when there was reviews saying how much better this new technique was and that there wasn't any jaggies ffs! Much preferred the AA technique in KZ2 (but in fairness that game was overall dark so maybe it was easier to do?) - here's hoping the shimmering isn't too bad. Having said that, just looked at some screenshots from Gamersyde and pics of the stairs look pretty shitty....
I'm a believer that although games do improve graphically over a console's life, I sometimes think it's more to do with 'prioritizing resources' rather than touching into stuff they didn't have time at launch to do - I suppose 'give & take'. I reckon I see this in a lot of games. If they can however keep this quality with improved effects, physics and an improved AA technique (one I think is actually better to my eyes at least lol!), then I'm gonna be very happy!
Small niggle but I really wish it wasn't a rope projected out and rather some new invention such as a magnetic light beam or something (not too bright though, perhaps something with a very very slight glow to it). Seems strange a rope can go out in a perfect strange line and also when you use it, especially on short distances, the end doesn't appear to be attached but in mid air iirc.
You better believe it.
My problem was more that you can't just zipline down like that just using your hands, even if you are wearing gloves.
I love the how there are dust particles being highlighted by the OWL's flashlight right at the start. Overall, the lighting really makes the atmosphere feel so thick you could cut through it with a knife. Kinda has an underwatery feeling.
My problem was more that you can't just zipline down like that just using your hands, even if you are wearing gloves.
http://abload.de/img/ak3uyg.gif[IMG]
That's the best breaking glass I've seen since Resitance: Fall of Man. Launch title pattern?
I would love to find a gif of it to demonstrate, but I can't find one...[/QUOTE]
The smoke clipping through the shotgun is bugging me more than it should.
Jim Sterling is at it again but Yosh takes it in his stride. I don't know why some of you like this guy. He's a complete idiot:
https://twitter.com/yosp/status/393342424400920576
Jim Sterling is at it again but Yosh takes it in his stride. I don't know why some of you like this guy. He's a complete idiot:
https://twitter.com/yosp/status/393342424400920576
He's calling everything Fuckpuff.
Kellogg's cereal, Killzone, Pokemon, etc.
I think its some kind of in-joke.
Jigglypuff the Pokemon.What does fuckpuff mean?