**OFFICIAL** Killzone 2 Thread

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Joemonkey

Diamond Member
Mar 3, 2001
8,859
2
0
Originally posted by: destrekor
Originally posted by: Zaitsev
I just played this for the first time last night, and I'm glad so many others have the same issues with aiming.

Originally posted by: R Nilla
CVG is reporting Guerilla Games producer Seb Downie essentially states that the controls will not be changed.

It's too bad their not even giving players the option to turn it off. It seems like the player should be able to decide how they want to control the game. Oh well... back to CoD4.

Turn what off? The slower character movement? That's a design choice, not a problem in the game that needs to be changed. It's not meant to be played like its CoD4. That game, despite its attempts to be more grounded, still had twitchier controls.

Now, anybody experiencing actual input lag, that's a bug somewhere between the system and game. I experience a problem where sometimes the motion control feature isn't activated, and I tend to fix that by plugging in the controller to the system and then unplugging it.

Every game has its own approach. It's not up to the developers to craft it to be what everyone wants, rather what they want it to be. Either adapt to the style or leave it. Just like people might hate how the Unreal Tournament games are super fast and extra-twitchy, but the developers aren't changing that.

so what if it is a design choice, should people be forced to play a game the way the developer intended or the way they want to? i'm primarily a PC gamer, used to mouse and KB controls and games like TF2. On PS3, I have to turn the sensitivity to max on EVERY game I play and I STILL think they are too slow. I can't even play RE5 because of it. All this talk about "immersion" is rubbish too. If i'm shooting a gun it shouldn't feel like i'm lifting a 50lb bag of concrete on a pendulum.
 

Industrial

Senior member
Jan 9, 2009
249
0
0
I finally played it last night and they weren't kidding about this being one of the most visually impressive games. I still find it funny the hover platforms they send you out on don't lose more people from just blowing away, or all their gear is still on, or even be able to hold a conversation while you're free falling from miles above the planet!! Eh, it's much more exciting to see the world around you while you free fall instead of just sitting in a pod or shuttle ship I guess.

If we can see more visually exciting games like this come out since Sony will be releasing a SDK from what they learned from this game, I'm pretty excited on what will come out in the future for the PS3.

I played maybe an hour on the SP set on Veteran, the most difficult that isn't locked, I only died a few times so I guess I did ok. It took me up to when the tanks come out after the bridge in the first scene to get familiar with the controls again since playing the demo a few weeks back. No input lag, other than the weighted movements, so I didn't have any problems. My partner, whatever his name is, (Garza?) is an idiot that gets in my way sometimes, so I end up shooting him for kicks.

Positive affirmations! LOL. The phrases he says when I'm in a firefight. Awwwww...he cares about me, I think he does, no really...."Sev, find some cover!" Ok, sheesh, I took a few hits, now shut up already.

The hitching when a section loads is a little annoying. But I would take those little hiccup loads over long loads for a bigger section any day. I think it helps keep the action flowing, instead of long pauses after a bigger section.

Multiplayer:
I played maybe about 2 hours last night. Confusing at first in the menu sections, I didn't bother reading the manual, although I doubt if it would've helped. It took a few rounds to figure it out though. I guess I first started in a high ping server or weak host, because my first impression was "wow, this sucks, how the ffkk did I just die?" After I left and jumped in another server, it was better and smoother.

I prefer playing deathmatch type games, so I stuck to Body Count. Jumping into a 32 player game, I thought sucked, simply because the games I was in, I spent more time in the menus and loading than actually playing! The games were over in 1 or 2 minutes. Maybe the host/server can set the limit much higher? When I went to look for a medium size game, 14 players or less if I remember correctly, did the game seem much more enjoyable and longer.

Radar - someone mentioned about a radar in an earlier post. The games I played, there was always a radar in the top left screen. There was always a red dot whenever they were near. If you are on a different level/floor, the radar will only show people on that level/floor. So if you are upstairs, you'll see them below you, but you won't see it on the radar.

People with mics are sometimes idiots. Umm...let's see, if you keep seeing your name pop up and you're not talking? Maybe you should turn it off, back away from your speakers, turn the sensitivity down, or just buy a damn noise canceling mic!! The private squad channel was a pretty cool surprise.

The controls and speed is a little more "normal" feeling during MP, although if you try to swing wide and hit your target, you'll still probably overshoot your target, until you get more familiar with the controls. I had fun running and melee people as they panic and fumble with their aiming. Pretty funny, LOL. I might as well take advantage of melee before people start getting better



I honestly don't think KZ2 will be THE GAME. I think it's a fun game, very immersive and much more tactical, and not run & gun and spam as fast as you can such as Halo and to some extent COD. If you ever played paintball in real life pretty seriously or competitively, this game reminds me of it. Run to take a point, cover, supress fire, move up a little, cover, line up your shots and pop out for your shots. With this type of game play, the control mechanics makes sense, and actually hinders you from scan hitting with your twitch reflexes. Some gamers will hate this, others will appreciate what the developers tried to create, instead of a re-skinned COD. Just like playing paintball, without lining up your shots, you'll rarely ever hit immediately if you quickly swing wide across from one target to the next. Since this is a video game, this is probably the closest hinderance with the heavy controls that you can artificially create. Yes, yes, I know you can argue this is a videogame, and if people wanted realism, they would *gasp* go outside and play! Well, this was a bold move on their part to separate the gameplay from all the other FPS out there. It's working for some and not for others.

Don't get me wrong, as much fun and different KZ2 is, I got annoyed and frustrated also. I even turned off the PS3 annoyed, and then came back an hour later to try again. I've missed plenty of players that were right in front of me and I end up getting shot instead. As someone had mentioned, trying to unlearn years of common FPS aim mechanics and twitch reflex for this game can be frustrating. I'm sure this have turned off many people on getting this game when they played the demo or reading people's complaints. I hated Gears of War when I first started playing, and the MP I thought was pretty bad. My friend insisted that I finish the co-op with him, which was the only reason that I kept playing. I started to like GoW eventually, and it's actually one of my favorite games that I still play today (both 1 and 2). I can see this happening to some people that was initially turned off, but if they keep playing, unlocking the classes and start to understand the depth of the game, I'm sure this will be one of their favorite games eventually. They just have to take the game for itself and stop thinking this should be like COD, CS, UT, HL...etc.

IMO, I think GG took this to the far side of the FPS spectrum, and in doing so created an awesome game, but also alienating many gamers.
 

guitarslingerchris

Senior member
Dec 10, 2004
526
0
71
I think it's a great game, it definitely has a learning curve if you've been playing Quake/UT/CoD for years though. I would KILL for a "Mute All" button though.
 

hans030390

Diamond Member
Feb 3, 2005
7,326
2
76
That difficulty in the last level is really high compared to the other levels, even on "normal" difficulty. The fight against Radec was pretty ridiculous, even without the wave of enemies before hand.

Oh well, now I can completely focus on MP.
 

bdubyah

Senior member
Nov 20, 2007
541
1
81
the only thing that made it hard for me was when he would get close and start teleporting around me, trying to stab me.

hard to hit him because by the time my super-soldier got his 2 ton gun swung around, he had already teleported to another location behind me.

it was still moderately fun though. i share pretty much the same view as Industrial stated above. i just keep picturing how awesome this game would be with tighter controls. it also bothers me how all the PS3 games i have played(only resistance, uncharted, and KZ2) all use R1 to shoot. why is this? R2 is like a trigger, just like the 360s controller, so why not use it to shoot? seems so dumb to me. and KZ2 doesn't have a layout where it is "Fire". all this awkwardness is making it hard to get into PS3 titles, when i'm coming from a 360. i'm no fanboy, i've got a PS2 and loved it, but the PS3 seems very rough compared to the 360.
 

hans030390

Diamond Member
Feb 3, 2005
7,326
2
76
Very rough compared to 360 because...you use R1 to fire instead of R2? I think R2 is too far down to be used comfortably as a "fire" button all the time. Plus, it doesn't really feel like a trigger. I should also mention that I only have my pointer finger on the R buttons...So, by saying it's too far down, I mean for my pointer finger.

I only had a couple problems with him spawning and killing me with the knife. I just hid in a corner (area where you came in) and used the shotgun when he got close. When he decided to fire at me, I'd use my pistol or grenades until he started warping around again. Eventually he'd go back to his original position (2nd floor), so I had to go to him. I basically just avoided fire, covered, and shot him with the pistol from long range until he died. I didn't want to risk him warping around by getting too close.
 

R Nilla

Diamond Member
Jul 26, 2006
3,835
1
0
I haven't had a chance to play this for the past two days, probably won't tonight either.
 

sygyzy

Lifer
Oct 21, 2000
14,001
4
76
Played some more MP and was hooked because I felt like the game is so new that I need to get my stats up. But really, it's a really weird/bad feeling. The way the controls are, it just feels like a bunch of people wildly shooting; some die, some live. Repeat. I don't know how else to describe it. I noticed that adopting my close quarters technique from COD4 (don't zoom aim, just fire from him) works pretty well in this game. Even then, it feels like the enemies are teleporting around me. I don't mean that ltierally but get yourself in a room with a few team members and a few baddies and watch what happens. Everyone is running around and because of the weird delay/lag/heaviness, they seem like they are jumping from place to place. Oh and speaking of jumping, I can't believe the lamers from BF2 (then Halo, COD4, etc) are still up to no good. I can't stand guys who bunnyhop around.

Does anyone have a resource that explains what gets unlocked at each promotion? Is that the only way to unlock or can you get stuff with accomplishments (say a killstreak) as well?
What are the badges for? I can't choose anything but the default.
During a game, does anyone know what all the column stats are? They are just symbols and I can't figure some out.
Speaking of stats, how do the points work? At the end of each game, I get like 10 points that gets added to my running total, but how is that calculated?

Thanks.
 

destrekor

Lifer
Nov 18, 2005
28,799
359
126
Originally posted by: sygyzy
Played some more MP and was hooked because I felt like the game is so new that I need to get my stats up. But really, it's a really weird/bad feeling. The way the controls are, it just feels like a bunch of people wildly shooting; some die, some live. Repeat. I don't know how else to describe it. I noticed that adopting my close quarters technique from COD4 (don't zoom aim, just fire from him) works pretty well in this game. Even then, it feels like the enemies are teleporting around me. I don't mean that ltierally but get yourself in a room with a few team members and a few baddies and watch what happens. Everyone is running around and because of the weird delay/lag/heaviness, they seem like they are jumping from place to place. Oh and speaking of jumping, I can't believe the lamers from BF2 (then Halo, COD4, etc) are still up to no good. I can't stand guys who bunnyhop around.

Does anyone have a resource that explains what gets unlocked at each promotion? Is that the only way to unlock or can you get stuff with accomplishments (say a killstreak) as well?
What are the badges for? I can't choose anything but the default.
During a game, does anyone know what all the column stats are? They are just symbols and I can't figure some out.
Speaking of stats, how do the points work? At the end of each game, I get like 10 points that gets added to my running total, but how is that calculated?

Thanks.

You know... sometimes the manual is a good read.

Unlocks are all described at the Warzone lobby. Go to Stats and then My Stats, then page over to Unlockable Content or something to that tune. You can then scroll down through each rank and see what they give you. Some ranks give you weapons, and then some give you class badges, and then ranks after that get weapons for that badge.

If you continue all the way down, you then see that skills/accomplishments also earn unlocks. For example, you can earn ribbons for what you do in game. One ribbon you earn if you had 10 kills in a game. Earn 8 of that ribbon, and you get an increased amount of grenades at spawn.

Badges, are basically classes. Think of it like Team Fortress style, you got the soldier, the scout, the medic, and the engineer.

Each badge earns you a specific primary ability for that 'class'. After you unlock a badge you can equip it as either primary or secondary badge. Each badge has two abilities tied to it, primary and secondary. For example, you start as the Soldier 'class' when new to the game. When you earn the Medic badge, you can equip it as secondary. You'll maintain the primary ability from the Soldier badge and will gain the secondary ability of the Medic badge since it is equipped as the secondary badge.

Can create some wild combination mixing badges.

As for the points and the columns during the game... I haven't quite figured it out either, but through logical deduction after playing for awhile, I think I've got it figured out:
the Skull is death, as in how many times you've died. I don't think these points detract from your score. Might be wrong though.
The next one, cannot remember symbol, I believe is basically friendly fire. If you kill someone of your team, you get points there, and they get detracted from your overall point total if I'm thinking of it right.
The third one, the shape-symbol, I think like a pentagon, is Objective points. If you did anything that helped the team get an objective, you get points, and that is added to your total.
The last, a bulls-eye like symbol, is total kills handed out.

Kills + objective - friendly fire = total, fairly confident.

If your team wins, your total points earned gets multiplied by a 1.5x multiplier, and then those are added to your running experience total. If you lose you still get your earned points but no multipliers.

The points are only used directly for rank and any unlocks tied to the rank. But basically its just a level system - this is how long he's been playing. He's got this high of rank. You get unlocks with higher ranks, which comes from earning more points during play.
 

Industrial

Senior member
Jan 9, 2009
249
0
0
Originally posted by: JoPh
this is not a game for party people! bring party support!

why don't you just form a squad? plus, you'll have your own private squad chat channel.


Fire button/triggers, as someone mentioned above, I think the PS3 games generally use R1 to fire since it's just a click button as oppose to the R2 which is a progressive button. Whereas the 360 controllers is designed with the triggers in mind as the main fire/input buttons for everything, even though it's a progressive input button. The 360 controller shape seems way too awkward to use the shoulder (bumper) buttons as the main input.

/derail
The size of my hands (L/XL), the PS3 controller is actually more confortable, I'm more accurate and faster to fire with the L1/R1, but will cramp after long sessions. So for long gaming sessions, I would prefer to use L2/R2. My fingers fall more naturally in the L2/R2 buttons. Whereas the 360 controllers being a little bigger, although feeling more comfortable at first, my middle fingers smash under the controllers, and my ring and pinky gets cramped with the controller's wings after playing for extended periods. Go figure


/rerail

"Kill the ISA!!! Garrkkk keerrrrr uugghhhhh...."

"Hey save some for me Sev!"

carry on
 

JoPh

Diamond Member
Aug 8, 2002
7,312
1
76
Originally posted by: Industrial
Originally posted by: JoPh
this is not a game for party people! bring party support!

why don't you just form a squad? plus, you'll have your own private squad chat channel.



carry on


lets say... if i sign on and 5 of my friends sign on. well we all cant party together and hop into games as we please.

what we have to do is someone join a game and then use the option join friends game. well this is the next problem. there is no guarantee we will be on the same team. yes you can join sides but not always. there will be cases if i want to be on my 5 friends team we may not be able to.

with a party system it guarantees will be on the same team and can join games at will.

 

Industrial

Senior member
Jan 9, 2009
249
0
0
Originally posted by: JoPh

lets say... if i sign on and 5 of my friends sign on. well we all cant party together and hop into games as we please.

what we have to do is someone join a game and then use the option join friends game. well this is the next problem. there is no guarantee we will be on the same team. yes you can join sides but not always. there will be cases if i want to be on my 5 friends team we may not be able to.

with a party system it guarantees will be on the same team and can join games at will.


ah...gotcha, I know what you mean now. yeah, that does suck when you want to party up. I guess one of you can always host the game, set up your own game options, and have your friends join. I'm sure it will fill up with others quickly.

I haven't done it yet, but maybe start as private game until all the friends get on, then change it to public game.

Yeah, I know, extra steps. Ah-hah, a valid reason to pay $4 for Live! LOL
 

R Nilla

Diamond Member
Jul 26, 2006
3,835
1
0
Originally posted by: JoPh
this is not a game for party people! bring party support!

I wonder if creating a clan can remedy this, at least as a workaround. I haven't tried the clan features, but you'd think it's setup so that clan members can easily organize and play together.
 

destrekor

Lifer
Nov 18, 2005
28,799
359
126
Originally posted by: R Nilla
Originally posted by: JoPh
this is not a game for party people! bring party support!

I wonder if creating a clan can remedy this, at least as a workaround. I haven't tried the clan features, but you'd think it's setup so that clan members can easily organize and play together.

Yeah... it's too bad the online system of Killzone 2 isn't setup like Resistance 2.

I greatly prefer the online play of Killzone 2 and the game itself, but Resistance 2 had a great network interface, especially for just hopping into a ranked match.
Now, it does seem every game in K2 gets you experience points and stats, but I'm not a fan of the PC-like server selection window. Now I'm used to it since I'm used to PC gaming, but having a quick set up function would be great. And Resistance 2 had a seemingly great Clan and Party management system.

Maybe an update down the road will fix the server browsing, and maybe incorporate party management.

That's the bummer though. If Sony hadn't dropped the ball at the beginning with the multiplayer features of the XMB, there wouldn't be as much on the developers to get such a system functional. But just like with PC games, when it's all on the developer to get it done, the results can be hit or miss.
 

JoPh

Diamond Member
Aug 8, 2002
7,312
1
76
im still not sold on this game yet. right now its not fairing well. i think i may go back to my others. good thing i gamefly.
 

Queasy

Moderator<br>Console Gaming
Aug 24, 2001
31,796
2
0
Killzone 1.20 Patch Released

Hello Everyone,

Today, Guerilla Games updated Killzone 2 with Patch 1.20. The patch is now live and you can download it simply by starting the game.

Below is a list of fixes included in this patch. There is no new content or new features, but the list is pretty expansive. Check it out:

* Stability issue regarding randomly named games resolved.
* Stability fix when rapidly tapping (X) can cause crash on spawn-select.
* Stability issue regarding Saboteur?s disguise ability resolved.
* Stability fix on ?Creating game? with a blank name.
* Stability fix for repeatedly entering exiting game.
* The Ignore list functionality corrected.
* Unlock of ?Frontrunner? Medal now functioning correctly.
* Fix for incorrect award of win to clan not showing for game resolved.
* Battle Replay for Corinth Crossing not appearing correctly on www.killzone.com.
* Issue with not being able to defuse the Search and Destroy objective resolved.
* HUD issue correction during Assassination mode when playing as a Medic.
* Controller input tweaks and modifications.
* Fix for auto-lock on of shotgun exploit.
* Fix for D-Charge issues in Campaign mode.

Lovely!

MB
 

Queasy

Moderator<br>Console Gaming
Aug 24, 2001
31,796
2
0
Originally posted by: JoPh
Originally posted by: Queasy
Killzone 1.20 Patch Released

* Controller input tweaks and modifications.


Lovely!

MB

.........Can they explain this more?

Heh...why would they do something like that? Some in that thread are saying that the aiming feels more precise and the deadzone has been cut down while others are saying they don't notice a difference at all.
 

ayabe

Diamond Member
Aug 10, 2005
7,449
0
0
Originally posted by: JoPh
im still not sold on this game yet. right now its not fairing well. i think i may go back to my others. good thing i gamefly.

I'm glad to hear I'm not the only one.

My bar might be unfairly high for console shooters but this one just isn't getting it done for me.
 

sygyzy

Lifer
Oct 21, 2000
14,001
4
76
Originally posted by: ayabe
Originally posted by: JoPh
im still not sold on this game yet. right now its not fairing well. i think i may go back to my others. good thing i gamefly.

I'm glad to hear I'm not the only one.

My bar might be unfairly high for console shooters but this one just isn't getting it done for me.

Watch your mouth!
 

JoPh

Diamond Member
Aug 8, 2002
7,312
1
76
Originally posted by: sygyzy
Originally posted by: ayabe
Originally posted by: JoPh
im still not sold on this game yet. right now its not fairing well. i think i may go back to my others. good thing i gamefly.

I'm glad to hear I'm not the only one.

My bar might be unfairly high for console shooters but this one just isn't getting it done for me.

Watch your mouth!

everyone keeps telling themselves this is how the game designers wanted the game to feel. blah blah blah blah. well i guess i personally dont like the way the games feels.

people give them kudos for being unique and different. well who cares. i still dont like it that much. the game has a lot of potential but it simples comes down to the controls. they stink. i dont care if i need to get used to it or adapt or whatever bs you spew. stop getting caught up in the hype.


im going to give the game more chances but i dont think it will be a regular play. id much rather play cod, resistance, l4d of tf2.

i like certain aspects of the game. on the fly game mode changes, squads, the clan feature looks great(havent tried it yet), classes are always good. but when it comes down to the bottom line. where a guy can run circles around me and i cant follow to aim there are major issues.

sorry this game is just not my cup of tea. ill play more over the weekend but i have a feeling its going back to gamefly.
 

destrekor

Lifer
Nov 18, 2005
28,799
359
126
Originally posted by: JoPh
Originally posted by: sygyzy
Originally posted by: ayabe
Originally posted by: JoPh
im still not sold on this game yet. right now its not fairing well. i think i may go back to my others. good thing i gamefly.

I'm glad to hear I'm not the only one.

My bar might be unfairly high for console shooters but this one just isn't getting it done for me.

Watch your mouth!

everyone keeps telling themselves this is how the game designers wanted the game to feel. blah blah blah blah. well i guess i personally dont like the way the games feels.

people give them kudos for being unique and different. well who cares. i still dont like it that much. the game has a lot of potential but it simples comes down to the controls. they stink. i dont care if i need to get used to it or adapt or whatever bs you spew. stop getting caught up in the hype.


im going to give the game more chances but i dont think it will be a regular play. id much rather play cod, resistance, l4d of tf2.

i like certain aspects of the game. on the fly game mode changes, squads, the clan feature looks great(havent tried it yet), classes are always good. but when it comes down to the bottom line. where a guy can run circles around me and i cant follow to aim there are major issues.

sorry this game is just not my cup of tea. ill play more over the weekend but i have a feeling its going back to gamefly.

I don't get how liking or hating the controls boils down to being swayed by the hype as you state. That doesn't make sense.

Every game has its own feel, its own control scheme - OR, it borrows heavily from other games to just fit in with the crowd to gain mass appeal. Control is also not entirely only on the control interface itself, but how said controls translate to on screen movement/visuals.

I don't get how you have to cry BS and spew hate towards people who say give the game a chance, and to those that 'claim' the controls and perception of movement is the developers intentions. What else would it be? It's not a bug.

The game may not be your cup of tea. Great, move on. We don't care. Enjoy the game, or don't. Every game relies on that basic thought - either you enjoy it like one group, or you don't like the other group.

Compare to the Unreal Tournaments, Quakes, and similar series. Twitch, high-speed, opposite of any perceived realism, in any sense of the word.
That is the developers intentions, that's how they want it to feel, how they want it to be played.

Games like Counter-strike, TF2, L4D, and to a slight extent Halo and Resistance 2 - these games kind of mellow it down, but still keep it to twitch and speed, just not to as great of exaggeration as the UTs and the like.

Games like COD4 bring it down another notch. It's not quite twitch, but it sure as hell ain't slow either, especially for multiplayer, of which if it isn't Hardcore mode, it more appears to be a grittier, slightly less twitch Halo/Resistance style game.

Guerrilla Games took the COD4 approach, and coupled with insane graphics, toned the twitch down a lot. They added a sense of momentum, of which is the truest sense of the feeling to the controls. I don't care if anyone says they are slow, or some other negative comment about them. They'll appear slow, especially to those adjusted to twitchier shooters. But what all other shooters lack - of which isn't a negative towards them, just different play style - is that feeling of momentum being carried as you move. You can see it on screen when you jump. You can see it when you try and shoot at a character moving swiftly to your flank, where as you swing the rifle around, after letting go it seems/feels like it carries its momentum as it "overshoots" your planned target.

The biggest difference with this game is they added that feeling of actually controlling a human. That is an entirely difficult thing to achieve in a game where you use artificial means of controlling, namely only your hands, and yet you are supposed to feel like a whole person in the game.
Could it be a little faster? Sure, but any faster and I'd argue that sense of momentum would have to be completely removed, or else you'll probably just be swinging around like crazy rarely ever hitting someone you intended unless lined up across the map.

I'm not necessarily saying this game is godly, and all games need to follow. But in my opinion, I decidedly detest most twitchy games, and cannot find any real enjoyment unless playing 4-player splitscreen multiplayer at a friends house.

For instance, one of my favorite PC FPS games was Americas Army. Until about v2.2 or so, and then gameplay seemed to speed up, namely because a lot of the players of twitchy games were coming in and ruining the game. It was a slower game. It didn't have that weight, as it was an Unreal2.0 based game, but the way people played it was slower, and it was most enjoyable when it was still like that. Until all the Counterstrike kiddies came and ruined the fun.

So I'm a fan of slower, more methodical gaming. And seeing how the devs went about bringing that style to Killzone 2, I have a bias towards the style and really enjoy it.
But like all games, just like some gravitate towards the Unreal Tournament games, and others loathe them... you pick and choose a game based on how the developers established the intended play style.

So, short and sweet. I'm not caught up in any hype. I'm caught up in playing a game that has finally been molded to what I've longed for. In most other FPSs, I always feel a disconnect, and that disconnect causes problems for me. In this game, my mind is the most convinced it ever has been by a game that I'm actually controlling something other than a camera with a rifle attached to it.

Yes the game has a few flaws, never played one that didn't. But the whole package is just amazing imho.

Oh, and before all the realism nazis come out - sometimes my friends will say if you want to play a realistic shooter, go shoot up a school or something. But see, that kind of realism has a decidedly very real flaw - when you die, you don't get to spawn again.
As someone else stated before, this game almost has that scenario paintball feel. Where you are actually playing war, and sometimes do everything you can to not get shot, while trying to get as many enemy knocked out too. In the end, getting shot has no real consequences for you. In scenario paint ball, when your 'dead', your team has to continue on, you don't get brought back into play. The only difference, the still normal game approach, is respawns happen quickly and frequently in each match. About the only game that doesn't do that is SOCOM, where in ranked matches, once your dead, you have to wait until the next match.
I know in many games you can turn respawn off and have to wait (and Americas Army automatically does the no-respawn as well - but matches are pretty fast now that everyone plays like their own crack).

I might have to try creating a match online for Killzone 2, because if no respawn is available, that'd be a neat way to play the game every now and then.
 

Pr0d1gy

Diamond Member
Jan 30, 2005
7,774
0
76
I didn't even notice the update, but I do notice the controls feel more intuitive the last couple of days. I am enjoying the game and my only huge complaint is that the game tends to freeze on me a few times per day. If anyone plays late night (US times) and is looking to play with highly competitive players who are looking at possibly going pro, then hit me up or go to the AdultGaming link in my sig. Frag ya online!
 
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