Killzone 2 "Killzone 2 demo coming soon?"

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Yet more Killzone 2 news.

Source: CVG

Sony will unveil the flagship PS3 shooter next month, plus masses of other new games CVG has learned

The highly-anticipated PlayStation 3 sequel to Guerilla Game's Killzone is to be officially unveiled at next month's GDC, CVG has learned.

Well placed US sources have revealed to us that the flagship Sony shooter will be shown in full glory at the San Francisco event, perhaps even in the form of a playable demo.

As well as its high price point, the PS3 (like most consoles) has faced criticism for a lack of really high profile, compelling games which make it a 'must buy' and the big reveal of Killzone 2 will also form the spearhead for a raft of new PS3 game announcements at the show, which Sony hope will drive PS3 sales through the roof during the European launch and beyond in the big lead up to the all- important Christmas 2007 market.

SCE worldwide studios president Phil Harrison is also due to keynote at the event, which takes place on March 5 to 9.

Killzone 2 was previously shown in video form to an impressed audience at Sony's E3 2005 press conference, but the video was later revealed to be a pre-rendered cut-scene, and not in-game graphics.

CVG will of course bring you all further developments live from GDC next month, and hopefully get hands-on impressions with the game itself. Stay tuned.
 
Should be interesting to see how it comes out. I've heard rumors that it looks just as good as, if not better than, the CG trailer from E3 '05. Those are rumors only, of course, and I'll hold off judgment until I've actually seen it.

EDIT: Looks like we spoke too soon:

IGN
"No, Killzone won't be GDC at all," stated SCEA Manager, Ryan Bowling, in a conversation with IGN held earlier this afternoon. "The time for that game is coming and we'll have new information about it in the future, but not at GDC."

Looks like it was just a rumor that got out of hand.
 
They'll probably hold it for E3, to make something BIG about it.

E3 is canceled. :P

I have a feeling they'll do the same for Resident Evil 5, Gran Turismo 5, Metal Gear Solid 4 and Devil May Cry 4. We haven't seen much from these titles lately. Especially RE5.
 
New News

Official Playstation Magazine UK will have the FIRST ever released in game images of Killzone on PS3 plus some new official news in its next issue!!!!!

It's out March 30th which is quite soon after UK PS3 launch.....

OOOOOOOHHHHHH I'm excited! Hope this image doesn't dissapoint but seeing as its the official Sony mag they will probably show the most airbrushed images they can find..... but at least it some new news!

http://www.psu.com/node/8841

Robin
 
New News

Official Playstation Magazine UK will have the FIRST ever released in game images of Killzone on PS3 plus some new official news in its next issue!!!!!

It's out March 30th which is quite soon after UK PS3 launch.....

OOOOOOOHHHHHH I'm excited! Hope this image doesn't dissapoint but seeing as its the official Sony mag they will probably show the most airbrushed images they can find..... but at least it some new news!

http://www.psu.com/node/8841

Robin
April Fools... Guerrila Games already confirmed there won't be any Killzone photos released until E3.
 
Duċk;2608825
April Fools... Guerrila Games already confirmed there won't be any Killzone photos released until E3.

Ah! but maybe that in itself is an April Fools Joke, after all, why would an OFFICIAL magazine make such a claim, surely Sony wouldn't allow it!

The reality is that no one knows for sure.....
 
That was a stupid April Fool joke. They suck.

PSM did one so well, a few years back, they cannot do one anymore since it caused a TV news panic about X-rated video games. They actually made the evening news with their April Fool joke. lol
 
http://threespeech.com/blog/?p=454

Digging up and old one even though the info is pretty vague.

To shine some light: what Guerrila Games is doing is launching a two-and-a-half-hour Killzone 2 reveal straight after Microsoft is finished with their conference (presumably showing off Halo 3 single player).

It's pretty interesting they even have the balls to do it straight after. I wonder if they're close to the target trailer with positioning it like this...?
 
It wont take much to beat Halo 3 in the graphics since they clearly took the gameplay/network code first, graphics second approach.I dont care much at all about it looking like the 2005 trailer. I liked the first game and I'd like to see the improvements in weapon ballistics and enemy reactons to being shot. In the first game bullets fired in the same zig zag pattern of inaccuracy and Helgaust could take many shots. Took whole clips to take the later stage soldiers from roughly 50 feet.
 
It wont take much to beat Halo 3 in the graphics since they clearly took the gameplay/network code first, graphics second approach.

Not really.

IGN: That's a good point, and it's something that highlights a question of team sizes and internal emphasis. Is it a 50/50 split workforce developing the single player as opposed to multiplayer? What's the ratio?

Tyson Green: No, definitely not - it's more like 80/20. There's a handful of guys like me who work on both. So it's probably like 15 percent totally dedicated to multiplayer and maybe another 20 percent who overlap. The thing is, if you took every single multiplayer map and stitched them together into this unholy fusion of a multiplayer map, it would probably be about the same size as some of the single-player maps, right?

http://xbox360.ign.com/articles/800/800901p4.html

H3_WSJ_CHIEFNEWS.jpg


It'll be interesting to see how both games fully turn out, though. 👍
 
There's a nice Q&A with Hermen Hulst, Managing Director of Guerrilla Games, developer of KZ2 featured on the SCEA Developer's Blog:

1. What game do you have at E3 this year?
We are very excited to be presenting Killzone 2 this year.

2. Describe it in five words or less.
Killzone 2 is a Hostile Theatre of war where every hit has a dramatic impact (sorry, Killzone is just too big for five words).

3. Tell me about the game, what’s the story?
It’s two years later and the ISA are invading the Helghast home planet of Helghan. The goal is to capture the Helghast leader and bring the war machine to a halt.

4. What did you do on this game that you couldn’t do on another platform?
For us, we need a great deal of processing power to make our vision come to life. The PS3 really allows us to build Killzone 2 on a grand scale with a level of detail that is truly eye-catching, and something that we knew we could do, but needed the source of raw horsepower to make it happen. To give you an example, our character models on screen use the same amount of polygons as an entire level of Killzone on PS2.

5. What do you think is the coolest aspect of this game?
One cool thing to note is that we can now do many of the things we envisioned when we were creating the original Killzone. The PS3 hardware really gives us much more freedom in the development process. In my opinion though, at the end of the day, the thing I think about as a coolest aspect of the game really is the iconic Helghast image with the glowing eyes (as you can see in the screen above).

6. If you could sit one person in front of your game for an hour, who would it be?
No big names really, I would most like to see the game in the hands of our fans. We want Joe six pack to play the game and beg for more time with it than just one hour. We’re really looking forward to getting our fans’ reaction to the game.

7. What game do you most want an hour to sit in front of yourself (besides your own)?
Probably Resident Evil 5, I’ve always been a fan of that franchise.

8. How many E3’s does E3 2007 mark for you?
This is my 10th. I’m very happy to see this change in the format this year. There should be much less noise and an overall better experience for attendees.

9. Describe the pre-2007 E3 experience in five words or less.
Again, it’s impossible to do this in under five words. My pre-E3 experience has left me buried in our project. Now that E3 is here, it feels like I’m about to get out of a very long tunnel. It will also be nice to get re-acquainted with my wife.

10. You are asked to make suggestions for an E3 survival kit- what three items HAVE to be included?
For us, E3 is all about exchanging an umbrella and coat for a nice pair of shades. Our team loves to adopt the California gear: sunglasses, flip flops and a nice convertible.

11. What advice would you have for someone who has never experienced E3?
It is a very inspirational time for us as well as everyone who is a fan of games. E3 is where many great teams get together to show off a variety of amazing products. So my advice is to enjoy every single minute of it…it’s a great rush when you get to see some of the very best work from each of the companies involved.

12. Describe what you anticipate from 2007’s newly formatted E3 in five words or less.
I believe this new format for E3 will really allow for more tailored, intimate and customized experiences. A prime example is the event we did tonight for Killzone 2.

13. What’s your favorite part about developing games for a living?
It is definitely the people. I enjoy working with the wide range of talent we have, including extreme creative types as well as the analytic, technical members of our team. It is this collaborative process that magically comes together during each project, allowing us to bring our vision to life.

For me it was question #4 that really points out the direction gaming is headed:
4. What did you do on this game that you couldn’t do on another platform?
For us, we need a great deal of processing power to make our vision come to life. The PS3 really allows us to build Killzone 2 on a grand scale with a level of detail that is truly eye-catching, and something that we knew we could do, but needed the source of raw horsepower to make it happen. To give you an example, our character models on screen use the same amount of polygons as an entire level of Killzone on PS2.
It's not just the processing power that is needed, but to program in that many more polygons means the need for a lot more disc capacity as well. This game may very well exceed even MGS4 in disc space.





Also the following article is an interesting read regarding a first look at KZ2 from E3:

Killzone 2 Impressions
by Brian Crecente - July 11,2007
I just got back from Sony's private Killzone 2 party. It was held at a little sushi place on Ocean Avenue called Sushi Roku. The good news is that Killzone 2 was playable, the bad news is that the only ones allowed to play it were the developers.

The game presentation started with a very familiar cut scene that showed a group of men being flown in to take on the Helghast. The trailer's graphics were amazing. It's probably some of the best facial animation I've seen in a console game. I did find the mouth movements to be a bit uncanny, but otherwise it was some pretty impressive stuff.

After what we thought was a short trailer, the game dropped straight into actual, live gameplay. And I do mean live, the game was actually being played by one of the developers as we watched.

The developer proceeded to play through an entire level of the game as we looked on in stunned silence. There was a lot to take in during the lengthy gameplay session. First, the game appears to not feature a HUD, in fact the only time I saw anything on the screen that was hud like was when the developer fired or switched weapons.

The game's look was the most stunning thing about it. Much like Resistance Fall of Man, it wasn't anyone thing that really stood out (though the lighting effects were just plain stunning) but rather the combination of everything you were seeing. There was so much detail, so much activity that it was hard for you to take it all in as it happened. Instead the game's intense action and detailed graphics helped to create what the developers called a violent theater of war.

The little things I did notice about the game included destructible environments, enemies that not only reacted to being shot, but to where they were shot, impressive weather, fire, and lightning effects and a world that was abuzz with activity.

The game seemed to have some pretty significant muzzle drift when a weapon was fired and the AI looked fairly intelligent, though I couldn't tell just how clever they were being because the developer ran through it so quickly.

After the gameplay session the developers told us that that one single level (which was played on a Playstation 3) had taken up 2GB of data. They said the game, which takes place on the Helghast planet, will have you taking on enemies armed with weather-based weapons. The game itself will also require you to pay attention to weather.

The game will include multiplayer that will have "links to" home and Killzone 2.com, but the developers said they couldn't yet go more into that. Oh, they also made a big deal out of the fact that their trailer did feature in-game, real-time cut scenes. In fact, they ran through the beginning of it a second time, pausing in the middle to move the camera around and zoom in and out, just to prove there was nothing up their sleeves.

I think Killzone 2 is probably the most impressive game I've seen so far at E3. Granted it's early in the show, but I think the game has a good chance to retaining that title. But don't trust me. Starting at 3 p.m. Pacific time Wednesday, Sony will have the new Killzone 2 trailer up on the Playstation Store. Go check it out and report what you think of the trailer back here.
The whole weather aspect of the game sounds intriguing. I was not terribly impressed with the screen shot that was posted in the Mega PS3 thread, which is the same as the one shown on Sony's blog:

771453543_b587900284.jpg


...but then again, it does look very stylized.

I'll be looking forward to seeing the HD trailer on the PS3, especially as it is supposed to include actual in-game footage. This should be a better example then that screen shot of what we might expect to see in the game.
 
Just watched the trailer from E3 off the PSN store and wow... that was way too intense for my liking. Don't get me wrong, the visuals were great and I especially loved the blue electrical strikes in the skies, alien large scale laser canon blast, and the explosions... and the environmental atmosphere was incredibly eerie! The intensity, pace, and violence of the game are too overwhelming for my taste. If a demo comes out I might give it a try, but otherwise I'm sticking with Q*bert! ;)
 
Just watched the trailer from E3 off the PSN store and wow... that was way too intense for my liking. Don't get me wrong, the visuals were great and I especially loved the blue electrical strikes in the skies, alien large scale laser canon blast, and the explosions... and the environmental atmosphere was incredibly eerie! The intensity, pace, and violence of the game are too overwhelming for my taste. If a demo comes out I might give it a try, but otherwise I'm sticking with Q*bert! ;)

Give me a P!

Give me an A!

Give me an N!

Give me an S!

Give me a Y!

P-A-N-S-Y! Pansy!!

*cheerleader motions*


:lol: :P
 
There's an extended video of Killzone 2. Can't find a HD version. But you can see it here.
Basically it's unedited so you see the game being played, as it were, from when they jump off the transport after they've just landed.
Looks good (if a tad small and lo-res).
 
I'd say it looks good, but I'm not overly impressed. If they say this is an early build, I'm eager to see where it goes. If GOW is the standard as to how games are supposed to look, it appears as though it is taking it to the next step. Although I hope they work on their explosion and fire models... However, I did like the seamless transitions between gameplay and cut-scene (see the map thing).

I don't think this is going to be a killer app, but that may just be me. I know I didn't play Killzone, I don't know many people who did, but it keeps seeming as though Sony forgot that part. Its pretty, but I'm unsure of what kind of impact it will make...
 
There's a YouTube vid of the on stage demonstration. Obviously not great PQ but not too bad.
www.youtube.com
In it you can see the the animations better. Still not a lot to go on (and it's still a good 7 months away) but I like the animation a lot. It seems very atmospheric too. Should sound great in 7.1.
 
It seemed very cinematic, which is cool. That look worked out quite well in Gears, which is what I assume they based it off of. One does have to wonder how they will decide to go the HUD layout, assuming they decide to go with one or not. Either way, for an early build, it still looks pretty damn good. I'd love to see it running on my TV for comparison to a few other titles, but judging only by what I've seen on my computer, it should be in the running for one of the best-looking games of 2008.

We just have to see how far Crysis moves the bar up beforehand...
 
I don’t even like these kind of games and yet I can clearly see the KZ2 footage is astonishing, and head and shoulders better than the footage MS showed of Halo 3... which also looked very good.

The KZ2 footage had so much more detail than the Halo 3 footage, and the detail in the graphics for every bullet impact on the "enemies" and scenery was astonishing!

What makes this even more impressive is that Halo 3 beta is already out and so its very unlikely they will be making any significant improvements regarding visual gameplay, which looks only marginally better than Halo 2 (the Halo 3 cut scenes on the other hand look terrific!).

On the other hand MS didn't have to make any improvements to Halo 3 and it would still be their best selling game as its a franchise with the largest FPS fan base and thus will surely be the best selling FPS game regardless... which will be good news for MS's troubled Xbox division and give them a much needed boost in profit generating revenue. 👍
 
Found an extremely detailed hands-on by N'Gai Croal, it's an excellent read.

http://blog.newsweek.com/blogs/leve...exclusive-expanded-details-on-killzone-2.aspx

WORLD EXCLUSIVE: First Killzone 2 Hands-On
Thursday, July 12, 2007 6:23 AM
By N'Gai Croal

After two years of intense skepticism (see our next post for a more thorough airing of the backstory), Tuesday night's first showings of Sony Computer Entertainment and Guerrilla Games' Killzone 2 to journalists have generally produced extremely positive reactions. But having cleared that first high hurdle, the next question everyone wants to know is: how does it play? We were fortunate enough to be the first to play Killzone outside of the folks at SCE and Guerrilla, so allow us to give you our hands-on impressions of Killzone 2's gameplay elements; our close-up look at the game's visuals, along with some exclusive first details on the title's design choices and story elements, will follow shortly.

Once our intruder landing vehicle hit the ground, it was time to go to work on what we were informed was the third level of Killzone 2. We immediately took refuge behind a berm, hit L1 to drop into a crouch, shouldered our standard-issue ISA assault rifle and started shooting at our Helghast opponents. Pushing in R3 on the right analog stick gave us the iron sight view through the assault rifle's scope--which, when we informed our Sony and Guerrilla hosts was the aspect of the demo which had most impressed us, gave them a bit of pause, followed by minor hilarity, until we explained ourselves further. It's not that there aren't several other impressive aspects of the game. It's just that the focus blur on the outside of the rifle scope, the scope's green tint and curved glass feel, and the green laser dot that indicates where your bursts of ammo should land--all combine for a wonderfully immersive view of the game that sucked us in both as spectators and active participants.

As we cautiously picked our way through the ground combat's opening moments, game director Mathijs de Jonge gave us the first official explanation of the game's cover system, which many of our observant peers picked up on during the Tuesday evening previews. You can always simply crouch behind obstacles, as you would in any other shooter, but Guerrilla has added something extra. When you hit L2 near cover, the game puts you into cover mode. Once you're in cover, you can use the left analog stick to pop up, lean left or lean right to take precise aim at your Helghan enemies. Alternatively, you can blindfire by simply pulling the trigger (R2) on your weapon. You're completely safe behind non-erodable cover as long as the enemy is on the same plane as you; if they've got the high ground, they can hit you if they have the right angle. We didn't ask Guerrilla directly whether the use of cover would be all-but-mandatory, as with Gears of War, or optional; regardless, it adds a tactical element to the game that fits seamlessly with the Killzone mythos. Overall, the cover mechanic works extremely well, without ever having to switch the gamer into a third-person view as does Ubisoft's Rainbow Six Vegas, and we won't be surprised when we see a number of Guerrilla's peers paying homage to borrowing stealing this idea after they get their hands on it.

We also appreciated Guerrilla's decision to go with a minimal amount of screen clutter. Right now, all you'll see onscreen is the aiming reticule and an ammo counter. Don't expect to see the ammo counter in the final product, however. Guerrilla wants to eliminate the HUD entirely by putting the ammo readout on the weapons themselves, as certain other games do with some of their weapons. (One thing we missed from the first Killzone was the visual countdown system that let you see how long your grenade had been "cooked" before you threw it--right now, hitting R1 just throws the grenades with a not-particularly-interesting animation--so we're crossing our fingers hoping that they'll bring the Killzone 1 grenades back.) The health system is similar to games like King Kong and Gears of War: you can take a few shots without any problem, but once you start taking a significant amount of damage, the screen shifts to a striking black and white filter, warning you to take cover. It's simple, it's distinctive, and it works.

The other moment worth highlighting from our hands-on time was our confrontation with the level's mini-boss, an armored Helghan heavy gunner who shares a passing resemblance--and an equally high intimidation factor--with the Big Daddy enemies in Irrational Games' BioShock. Like the mini-bosses of old, there's a trick to killing him, which is to shoot the energy pack on his back until it explodes. You can try to flank him while your AI-controlled squadmate Rico engages him from the front, or you can shoot his visor, which causes him to turn around, briefly exposing his energy pack to the rat-tat-tat of your assault rifle. We couldn't kill him to save our lives, but it was a pulse-quickening enough firefight that we gave it a good ten or so consecutive attempts before finally asking de Jonge to take care of him so that we could continue on with the demo. Unfortunately, we weren't able to get much further than that before our hands-on time came to an end.

If we have a single reservation right now, it's about the level of recoil that Guerrilla has implemented on the weapons. We know that Guerrilla has months to go before they have to bear down and properly tune the game; still, we found ourselves babying the aiming reticule in order to compensate for the amount of drift from each burst of fire. We know from the time that we've spent with the folks from Guerrilla in the past that they're interested in a sense of heightened realism when it comes to their weapons--that's why there aren't any laser guns or energy blades--and we're certainly willing to attribute this to our poor aim or easily panicked demeanor when confronted by waves of armed Helghast. But we suspect that Halo-weaned masses will want to be able to hold down their triggers just a wee bit longer before the reticule starts rising. Nevertheless, we were thoroughly impressed with our single-player hands-on time with Killzone, particularly the first-person cover mechanic, which we provides an excellent tactical option for more deliberate gamers like ourselves, who prefer to hang back rather than rush ahead. If the company continues to design enemy encounters around the optional use of cover, it bodes well for Killzone 2's future depth and replayability.

See our follow-up post about the game's visuals, design and story here.
Filed Under: Scoop, Coming Interactions

WORLD EXCLUSIVE: Expanded Details on Killzone 2
Thursday, July 12, 2007 6:28 AM
By N'Gai Croal

Has any young franchise ever labored under so many freighted expectations? Long before Guerrilla Games' completed Killzone in 2004, back when word was slowly was starting to leak about a mysterious first-person shooter from Sony Computer Entertainment Europe named Kin, that same grapevine carried word that Sony was calling this shooter its "Halo killer." Sony credibly denied this, saying that the frenzy was being whipped up instead by gossipy game journalists, yet the damn-near-impossible-to-live-up-to label stuck, as much from the desires of shooter-bereft PlayStation 2 owners as from the derision of Halo fanatics. And while the end result had several compelling attributes--its riveting opening movie; its muted, blown out color palette; its painterly art direction; and its deliberate evocation of major wars and conflicts of the twentieth century within a futuristic setting--the first Killzone was ultimately much too ambitious for the PS2 to handle, resulting in one of the best mediocre games we've ever had fun playing.

Next, when Killzone 2's mind-blowing E3 2005 trailer turned out to be a computer-generated movie, the hearts of all but the stoutest of Sony fanboys hardened, with many predicting that Guerrilla would never be able to live up to its own hype. In the wake of that perceived betrayal, neither 2006's well-received PSP installment (Killzone: Liberation) nor an intriguingly promising but not-quite-there-yet technical demonstration of Killzone 2 multiplayer's physics system did much to sway journalists' opinion. But through it all, SCE and Guerrilla kept pushing for what they firmly believed they were capable of achieving. And when the "Killzone 2: Mission Accomplished" slide came up at the end of the 20-minute demo, followed by loud, sustained applause from the skeptical crowd of journalists, the gesture transformed itself from a "F--- you" to a statement of fact: for the moment, Guerrilla's promise had been realized.

When we arrived at SCE's Santa Monica studios for our world exclusive first hands-on session (see here for our report), we were escorted into a conference room to sit down with Guerrilla managing director Hermen Hulst, producer Steven ter Heide, and game director Mathijs de Jonge. We began with another playthrough of the level with de Jonge at the controls and ter Heide manning a keyboard plugged into the PS3 development kit, periodically slowing down or pausing the action so that we could discuss a particular detail.

First, Hulst wanted to show us not only that everything from the level's introductory cinematic to the actual ground combat was in-engine, but also to note the amount of detail in the level. So we paused the game with the intruder landing vehicle still airborne so that de Jonge could move the camera through the clouds and all the way down to the city square below--seamlessly. There were no tricks, the entire level was there, already loaded into memory so that we could eventually enjoy a seamless transition from the cinematic to live gameplay. As we zoomed back out to the clouds to resume the demo, we asked de Jonge about the three tower-like ships hovering above the cloud cover at the beginning of both the trailer and the demo. He informed us that those were the Vektan cruisers, from which the ISA is launching its invasion of Helghan. He added that the game itself will begin in media res, with the invasion of Helghan already in progress. The majority of the Helghan citizenry will have already fled their homes--a convenient explanation for the generally empty cityscapes many shooters generally feature, de Jonge acknowledged--but the game's opening will provide further details on that particular story element.

As he pointed out the game's Mohawk-sporting main character--stressing that there are more polygons in a single character model in Killzone 2 than in an entire level from Killzone 1--it finally clicked that we would no longer be playing as Jan Templar, the hero of both Killzone and Killzone: Liberation. The new lead's name is Sev, a veteran of the Legion, which are the ISA's equivalent of Special Forces. Only Rico returns from the first two games for a major role. Hakha is nowhere to be found, but Lugar will make a small appearance, while Evelyn from Liberation will serve as you point of contact on the cruiser. Gamers will periodically return to one of the cruisers between missions, which will serve as a hub of sorts.

When de Jonge hit the ground and began playing the game, Hulst said that they added the brief checkpoint-style pause at that point specifically for the demo so that journalists could see for themselves that the game is real. The final game will have a seamless transition from cinematics to combat. As de Jong continued to lay waste to the Helghast, Hulst and ter Heide explained the game's extensive post-processing system, which allows for a more subtle film grain effect than the one in the first game, along with blur and depth of field. What was most striking was when they turned the post-processing effects off: the level looked almost completely different, as if it were taking place in the mid-afternoon. It's clear that while Guerilla's painterly art style is still very much in effect, it's not just the PS3 that makes the planet of Helghan look different from that of Vecta; the designers have art directed them differently as well.

When ter Heide turned the post-processing effects back on, we finally understood the uneasy feeling that the level evoked within us; their careful real-time calibration of the game's light, shadow and color--"we replace the sunnier colors with darker, grittier colors," says ter Heide--combined with the art direction and level design to create the oppressive gloom that they wanted. "The planet is meant to be hostile," said de Jonge. "The desaturated colors suit it." We hope that SCE and Guerrilla eventually release some video footage showing the difference that their post-processing effects make, because you have to see it to believe it. And from what sources in the know tell us, it's a similar special sauce that has Activision and Infinity Ward's Call of Duty 4: Modern Warfare looking similarly hot.

The cover system that we praised in our hands-on post was coded by the same programmer who handled the cover mechanics in the PSP game Killzone: Liberation, showing that the franchise's detour to handhelds provided some additional benefits. They switched to a third-person perspective (that's just a developer trick; the final game will be first-person only) so that we could see all of the cover animations, by way of explaining that the cover system was designed by first animating Sev from a third-person view, then tweaking the look of it from a first-person perspective. "We expected it to be complicated," said Hulst, "but our programmer took care of it pretty quickly."

One of the things that made us believe in Guerrilla's potential, even when it hadn't yet been fully realized, was the company's attention to detail. Looking up above, we see cables that look like power lines or telephone lines, swaying in the wind. (There's practically not a jagged line to be found on the power lines, or any other lines, for that matter; we're told it's because Killzone 2 is using the Cell's SPUs and the RSX graphics chip to achieve 4x full-screen anti-aliasing.) There's a glow decal that happens when bullets make contact; right now it's applied to all weapons, but they're planning to dial it back and only have it apply to certain weapons. Even the tracer fire seems specific to Killzone 2, as if it has a slight upward arc the further it gets from the muzzle. When you kill a Helghast, a red pool of blood not only forms to indicate that he's dead, but it also turns yellowish over time. The dramatic light and shadow in the previous screenshot of the Helghast vaulting over a rail, which has been the subject of much chatter online, comes from the game's multiple dynamic lights. There's even a complete Helghan alphabet, seen on signage throughout the level, which was created by the game's concept designers. And while we don't think it will replace Klingon anytime soon, it's still evidence of how much specificity the people at Guerrilla want to bring to the Killzone universe now that the console they're working on finally matches their ambition.
From the time that we've spent with the folks at Guerrilla following Tuesday night's media preview and yesterday's exclusive hands-on session, the impression that we've gotten is that they're proud of their achievement, while recognizing that they still have many miles to go. But what Guerrilla managing director Hulst, ter Heide and de Jonge seemed happiest about is the excitement that the extraordinarily positive reaction has created among the rest of the team back home. We're happy that they're happy, but we'll be even happier when they finish the game--so that we can judge the finished product for ourselves.
 
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