- Nov 18, 2005
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First, this is not fanboy-driven hype, at least not from me. Some Sony fanboys might be crazy hyping Killzone 2 as the end-all be-all of console FPS games, and hmm... while I may be here to do the same - albeit on a much lesser scale - it is merely just hype of a potentially killer game. Nobody should miss out on this, not even if it only ends being half the game I expect it to me.
And with rumors of a possible price cut around the end of Winter/beginning of Spring, I can only hope for that price cut to come a week or two prior to Killzone 2's release so this game can reach the larger audience it deserves at release. For the amount of money Guerrilla/Sony invested in this game, they deserve that much if, again, it's even half the game I'm expecting.
So onto the good stuff.
From IGN:
While screenshots can vary between looking pretty good to jaw-dropping, the beauty is seeing it in motion, especially on your own display. I got the chance to play the multiplayer beta during Phase 2 (not sure if it's over yet, haven't played it a lot because personally I don't want to.. long enough wait till the game releases anyhow, don't wanna make that any more unbearable), and even during the beta, it looks phenomenal in all its 720p glory. Even more so when considering the download was less than 300mb! So textures were definitely limited in quality.
As described in other sections of that recent hands-on, it's just pure beauty watching everything about it in motion. Not just the graphical nature, but the detail in everything. Bullet hits on characters have a great looking kinetic detail, where the body reacts to each hit, even if they stay standing you see that arm jerk back, or the left side of the body jerk back when struck on the left side of the body. Body movements definitely feel a lot slower than other recent games, even COD4, but motion feels so right, like what you'd expect.
After Killzone, which looked amazing for the PS2 but had an ample arsenal of bugs and technical hitches that really distracted from the game. But the story alone sold me to get Killzone 2 almost no matter what, but now seeing the detail and beauty that is in K2, it's readily apparent that not only did the $20m+ development costs pay off, but working tightly with Sony really allowed them to take full advantage of the PS3. How they described the use of the Cell, and what they were able to pull off, and seemingly with room to spare, is just amazing. I won't go on and say it cannot be pulled off on less complicated processors, as I have absolutely no clue. It's likely it can, and possible that it cannot. But all the post-processing and full-pass video effects done, while maintaining a stable 30fps, just really shows that prior to K2, it seems developers haven't been putting real and worthwhile effort into engine development. Hopefully K2 isn't the only game to use this engine, but there are development tools that Sony developed that Guerrilla used for this game (and were made for this game during development but specifically for Sony to have available for all developers), so looking forward to future games just with that known.
Hell, I'm just impressed that the Helghast's goggles are real light sources with dynamic lighting effects from them in the environment. That'll look amazing once there are dark interior scenes, but screenshots showing the lighting on the weapons from the goggles really sell that all on there own.
And with rumors of a possible price cut around the end of Winter/beginning of Spring, I can only hope for that price cut to come a week or two prior to Killzone 2's release so this game can reach the larger audience it deserves at release. For the amount of money Guerrilla/Sony invested in this game, they deserve that much if, again, it's even half the game I'm expecting.
So onto the good stuff.
From IGN:
According to Arjan Brussee, Development Director at Guerrilla, the development team built out a deferred rendering engine, which combines up to eight separate buffers within a section to create a final image for the screen. He demonstrated this by turning on and off the Z buffers, specular lighting, texture buffers and other layers to show off the various elements that made up the composite image, and finally showed what the entire stage would look like when combined. On top of this, Arjan pointed out, lighting and motion blur effects within the game are performed as a full screen pass to blend all of these effects together. Arjan stressed that the game's engine was so detailed that, "each pixel has velocity. It's not just a special effect, but this is used for particles, it's used for explosions, and it's used for motion blurring for character movement, which adds an extra sense of depth."
There's much more to the Killzone 2 engine than deferred rendering and screen passes; in fact, Arjan mentioned that every composite that is rendered within the game is placed solely upon the SPUs to lock in the framerate at a solid 30 FPS. During small battles, one or two SPUs will pick up a majority of the action, but during heavy firefights with large explosions and numerous characters onscreen, all six SPUs will pick up the load and balance everything accurately. Surprisingly, even within the heaviest firefight onscreen, Arjan pointed out that the largest load on each one of the SPUs didn't exceed 60%, which ensured that the framerate remained consistent throughout the game. On top of this, Arjan pointed out everything from light bloom and internal lens reflection effects to true geometric particles that fly from walls and collide with the ground realistically based on the direction of an explosion.
What's more, each light that's shown in a level, whether it's the individual lights on an ISA outfit or from the Helghast goggles, are true lights that will illuminate their environment. This means that as the Helghast move, for example, their glowing faces will actually cast beams of light that will fall on the walls and other objects around them. On one map, he indicated more than 200 individual light sources that behaved as true lights along with the other finer details, rendering and screen passes from before. Arjan also pointed out that "every single polygon within the game as a texture id, so when it's shot in the game, it responds accurately to the particular bullet." That includes ray tracing of every bullet hole, but it also includes loads of detail that might be easily missed by players as they run and gun their way through these battles like dynamically burning cloth, swelling and flowing water, and dust and smoke particles.
Apart from the visual elements and SPU usage to make the game look incredible, Guerilla has also put in a lot of work to make sure that the aural presentation is incredible as well. Mario Lavin, audio director on Killzone 2, pointed out that the action within the game will be supported by adaptive music within 7.1 surround sound. What that means is that each individual music loop within the game will respond seamlessly to the action onscreen. For example, during calmer moments, there will be a much more ambient soundtrack playing, but during firefights, there may be a driving percussion track to set the pace of the action. Lavin likened the system to the dynamic performance of a DJ, who can feel the right moments to pick up the rhythm of a track and when to slow it down.
According to Lavin, Joris De Man, the composer of Killzone 2's music, wanted to make sure that there were different themes and colors attached to each loop, because he wanted the music to affect how a player approaches the game in certain moments. On top of the music presentation, De Man and Lavin wanted to make sure that there were plenty of ambient sound effects and reverberations that made the game stand out. As a result, Mario recorded effects like wind in different arrangements to help his team present a claustrophobic or open area feeling to each area. This carried over to balancing the sound for every weapon so they sound completely different when fired in outdoor or indoor situations. When you combine this with some of the other elements, such as Brian Cox stepping into the role of Emperor Visari, the overall sound of Killzone 2 is truly engrossing
While screenshots can vary between looking pretty good to jaw-dropping, the beauty is seeing it in motion, especially on your own display. I got the chance to play the multiplayer beta during Phase 2 (not sure if it's over yet, haven't played it a lot because personally I don't want to.. long enough wait till the game releases anyhow, don't wanna make that any more unbearable), and even during the beta, it looks phenomenal in all its 720p glory. Even more so when considering the download was less than 300mb! So textures were definitely limited in quality.
As described in other sections of that recent hands-on, it's just pure beauty watching everything about it in motion. Not just the graphical nature, but the detail in everything. Bullet hits on characters have a great looking kinetic detail, where the body reacts to each hit, even if they stay standing you see that arm jerk back, or the left side of the body jerk back when struck on the left side of the body. Body movements definitely feel a lot slower than other recent games, even COD4, but motion feels so right, like what you'd expect.
After Killzone, which looked amazing for the PS2 but had an ample arsenal of bugs and technical hitches that really distracted from the game. But the story alone sold me to get Killzone 2 almost no matter what, but now seeing the detail and beauty that is in K2, it's readily apparent that not only did the $20m+ development costs pay off, but working tightly with Sony really allowed them to take full advantage of the PS3. How they described the use of the Cell, and what they were able to pull off, and seemingly with room to spare, is just amazing. I won't go on and say it cannot be pulled off on less complicated processors, as I have absolutely no clue. It's likely it can, and possible that it cannot. But all the post-processing and full-pass video effects done, while maintaining a stable 30fps, just really shows that prior to K2, it seems developers haven't been putting real and worthwhile effort into engine development. Hopefully K2 isn't the only game to use this engine, but there are development tools that Sony developed that Guerrilla used for this game (and were made for this game during development but specifically for Sony to have available for all developers), so looking forward to future games just with that known.
Hell, I'm just impressed that the Helghast's goggles are real light sources with dynamic lighting effects from them in the environment. That'll look amazing once there are dark interior scenes, but screenshots showing the lighting on the weapons from the goggles really sell that all on there own.