ColdStorage said:
Arachon said:
I have never played Killzone, but I heard that Killzone 2 did something interesting with a first-person cover system (not like certain other games where you pop out into 3rd person when entering cover). Could anyone who played the game shed some light?
Holding the Crouch button made you snap into cover and hug it like a teddy bear, you can then line up your shot in iron sights or shoot from the hips style, but alot of Planet Helghast is made from "Destructo Scenery", so don't use thin corrugated metal for cover since you'll get shot to shit.
The single player game is pretty much designed around the cover system, which is weird for an FPS.
Treblaine said:
Well... I am suitably impressed.
Though they MUST sort out input latency issues or the close quarters combat will not be worth it.
(also good to see a hell of a lot less brown)
There's been two patches that sort out the input lag and the "deadzone" on the analogue sticks.
Now the characters feel weighty yet responsive, you've still got that huge momentum you need to build up that makes the game feel like your character is about to trip up, but I like games like that. I'm not a big fan of Itagaki style games where the characters jump about like they are human shaped helium balloons.
Dead zone and Weight of the weapons ain't the half of it, this is what I'm talking about:
http://www.eurogamer.net/articles/digitalfoundry-lag-factor-article
That's with the latest patches and all that jazz, as it runs today.
It's called input lag, and it has nothing to do with "momentum" of in game physics, it is ALL to do which extreme buffering that consoles resort often resort to in order to get such great graphics on what are low hardware specs compared to PC.
The thing is putting all the video processing on a "delay" means the developers have far more "wiggle room" with rendering on the hardware.
That means NOTHING in the game can respond to your input faster than 150 milliseconds, no trigger pull, no jump, no adjustment to aim, every tiny input.
And before you say "but human reaction time is already 200 milliseconds" well it all adds up, that means you can't "respond" quicker than 350 milliseconds, and considering some HDTV screens can add 50-100 millisecond on top of that (edge sharpening and all that) we're talking almost half a second for you to even BEGIN to respond to a new threat which can explain why some people (with higher latency HDTVs) can find Killzone 2 utterly unbearable and others can manage.
I've seen scientific experiments demonstrating input lag over 200 milliseconds is almost impossible to compensate for, though under 200ms it is manageable. The experiment was conducted with a virtual reality flight simulator.
I played Killzone 2 on a computer monitor - which has ZERO input lag - which actually means overall lag was the same as most people experienced when they played Halo 3 on a standard HDTV. I had played KZ2 on a HDTV before though I found it very enjoyable on a zero-lag monitor, I highly recommend it.
I am used to console games having quite stodgy controls, if it is available I'd much prefer to have tight low lag controls with high framerate and fast characters. But considering some of the design decisions (hand to hand combat) and comments made by the developers specifically addressing improvements to input lag I think we are going to see some welcome improvements.
Almost all fighting and racing games sacrifice graphics, resolution and/or level size for a solid 60fps and the minimum 3-frames (50ms) input lag. A 30fps beat-em-is is a joke.
One reason I'm sure most console FPS games are generally slower paced than PC games (ever seen how fast a game of Quake Online goes?) is higher looking/movement speed exacerbates and makes more apparent input lag. NOT THAT THAT IS A PROBLEM! It's just different, for Killzone 2 you tank it through the levels, soaking in the atmosphere, and spraying lead everywhere, it works.