Ik las het, beetje boel voorbarig.quote:Op woensdag 18 mei 2005 09:56 schreef Chocobo het volgende:
-knipperdeknipknip-
Vooral het stukje in bold.quote:E3 2005: Killzone 2, War Witnessed
The greatest interactive war ever told, assuming it's real.
by Ivan Sulic
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May 16, 2005 - This is just too damn good. There's no way, man. There's just no freaking way.
Something this amazing cannot be. It's a physical impossibility. I am incapable of eating the planet Jupiter with a plastic spoon and this game can't be real. It's way, way too awesome for life to handle it. Hell, I don't even think it can be CG. You know what? It probably doesn't even exist! I think we just imagined it, so let's just blindly carry on with our lives, eh? But then again...
If the Killzone 2 video shown at Sony's E3 2005 press conference was made entirely from the in-game engine and does indeed represent the power of PlayStation 3, look the hell out.
It begins with ISA forces rapidly descending down from a pristine sky onto an entrenched Helghast army that has taken hold of a now ruined city. Our eyes sharpened. Our hearts quickened. Our blood tingled. We could hear the battle cries of a thousand brave warriors throughout time ringing in our ears. Any bastard that doesn't lay down and submit when we land is going to die and die damn hard. We're going to fly straight in there and kick the holy hell out of those dirty mutated sons of bitches.
As the clouds whip past and the stabilizing engines of our flying dropship fire to slow our fall, we're hit in the face by a heavy World War II sensation. Much like the battle hardened men who road bravely aboard Higgins Boats were ready to face the worst threat of our time, these fictional boys of the future are about to stride into the jaws of hell and rip the devil's tongue straight out of throat.
And so the oddly helmet-less heroes of the ISA descend through rocket and machine gun rounds, but not all of the boats make it. One gets tagged by a stray missile and careens right into a nearby building, lighting up the world with brilliant streak of burning death and then darkening it with a wretched plume of deep black smoke. The dropship we're focused on does land, however, and our hero loads a grenade shell into his weapon and leaps over the rail to kill the hell out of the enemy.
The scene is chaos.
Good Lord
Heavily scripted action governs progression as the men shoot their way through enemies at all angles. Up and down, people are dying and the landscape becomes littered with corpses, the wounded, the broken, and the shattered remnants of civilization. It's an utterly astonishing site of horror that combines the sharp grit of Saving Private Ryan with the distinct futuristic clarity of one of StarCraft's many stylized CG battles. As the demo rolls on we're treated to flamethrowers, barrages of missiles, vicious death scenes and elaborately laid out firefights. It's amazing, but perhaps a bit too amazing.
Look, we want it to be real. We honestly do. If it is, we'd feel complete -- whole. But we have suspicions we simply cannot shake.
In August of 2004 this editor visited the offices of Guerilla in Amsterdam. There team members admitted that Killzone 2 development was well underway, but that they did not intend to release on PlayStation 3 and that they had, in fact, not even been provided with PS3 development kits at the time. That means that between August of 2004 and May of right now, Guerilla received tools and made a game for a system they knew pretty much nothing about -- a game that is as ridiculously polished as this one, no less. I don't care how fantastic of a developer your company might be, something like that just doesn't happen.
We're inclined to mistrust Killzone 2's gameplay legitimacy even further because of the way the video plays out. No shooter in existence features characters that do exactly the right thing at exactly the right time all the time. It seems as if the entire Killzone 2 showing was like a wish that did not waver, not even once. Then there's the way the control seems suspiciously fast to be done on analog sticks. The circumstantial evidence is just too much to ignore, you know?
All that being said, I cannot in good faith tout Killzone 2 as the best looking game ever because I really don't think it's a real game yet. But it sure is one hell of a CG sequence that, if in anyway happens to be representative of the final product, shows us what next-generation shooting should be like.
We've got the full movie and a few pieces of early art assembled in our media page below. Check those out when you a get a chance and marvel at what great scripting and proper art direction can accomplish for a game.
Dit eerste dikgedrukte stuk is dus onzinnig om daar conclusie's op te trekken. Epic had als 3th party devver pas 2 maandjes de beschikking over de dev-kit, en kon al een uitgebreide demo geven gisteren van iets minder grote omvang. Sony's devvers krijgen altijd eerder devkits en wellicht ook meer tools/hulp/mankracht om te focussen op deze presentatie omdat Epic gericht is op multiplatform, en Sony hun PS3 moet verkopen. Lijkt me logisch dat daar volle mankracht op gezet wordt.quote:Op woensdag 18 mei 2005 10:36 schreef Dr.Daggla het volgende:
Ook bij IGN zijn serieuze twijfels..
[..]
Vooral het stukje in bold..
quote:I ran into an old friend from the UK when we were leaving, and it turns out he's now working on Killzone at SCEE. When I asked him how "real" the video we'd just seen was, his response was "just about all of it."
Dit soort praatjes werden ook verkocht met die dansende vrouw van FF voor de release van de ps2.quote:Op woensdag 18 mei 2005 10:50 schreef Edenoniphobic het volgende:
De Editor van 1up.com (gamesite) schreef op zijn site over de E3, en sprak een bekende die nu bij Sony als coder van Killzone werkte :
[..]
Of een undercover-reporter !!! Infiltreren die zooi !!!quote:Op woensdag 18 mei 2005 11:11 schreef Edenoniphobic het volgende:
Misschien moeten camera-ploegen van het journaal naar Guerilla in A'dam of Sony trekken en dit tot op de bodem uitzoeken.![]()
Jij hebt als Geurilla medewerker vast geen commentaar?quote:Op woensdag 18 mei 2005 11:14 schreef L.Denninger het volgende:
[..]
Of een undercover-reporter !!! Infiltreren die zooi !!!
quote:Op woensdag 18 mei 2005 09:41 schreef Chocobo het volgende:
Toch FFVII naar PS3![]()
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President of Square Enix, Youichi Wada, was quick to point out that this wasn't a teaser, nor a hint of any intention to do a re-make of Final Fantasy VII, but explained that Final Fantasy titles were indeed guaranteed to come to PS3 one day.
Wel gelachen hoor... zat weer vol humor die trailer. Het is wel op een PS2 engine gedaan, maar ik zie de trailer ook meer als een aankondiging !quote:Op woensdag 18 mei 2005 12:09 schreef Ker_Plunk het volgende:
[..]![]()
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Die trailer van MGS4 inderdaad![]()
Wat hebben die gasten bij Konami toch een gevoel voor animatie
Ik ook. Op de Ps2 ziet alles er zowieso nog fantastisch uit. Sinds MGS3 is mijn respect voor Konami echt gestegenquote:Op woensdag 18 mei 2005 12:12 schreef Chocobo het volgende:
[..]
Wel gelachen hoor... zat weer vol humor die trailer. Het is wel op een PS2 engine gedaan, maar ik zie de trailer ook meer als een aankondiging !
Okay, there you have it. Alle demo's makkelijk mogelijk volgens deze slimme gewichtige dude uit de scene, zelfs op beta-slome hardware, en sommige puur op de GPU draaiend.quote:E3 2005: Epic Says PS3 Footage Achievable
Vice-President Mark Reign weighs in.
by Jeremy Dunham
May 17, 2005 - In a recent post on the Voodoo Extreme message boards, Epic Games' Vice-President and long-time gamer Mark Reign gave his two cents on the PS3 movies presented at Sony's press conference yesterday in Culver City, California. Here's what he had to say:
In addition to the Sony demos being shown by Phil Harrison, the Epic and EA presentations were the only third party portions actually running on the PS3 in real-time. But most of those movies, which I probably watched three or four during rehearsals for the event, look very achievable and some were probably rendered on the actual box but in non-real-time. When a system is year away, heck even with a system is six months away, it is reasonable to expect the power of the dev kits would still only be a fraction of the power of the final system.
I know we'll certainly be able to achieve much more on the final box than we were able to show in our demo after working with the early dev kit for only ~2 months. As Tim mentioned our demo only really showed off the power of RSX and then still we're talk about an RSX that's nowhere near as fast as the final one will be. When we get home from E3 we'll also start diving seriously into the power of the cell processor. This is a very powerful system!
Sony's cell demos were extremely cool and inspiring but are totally achievable, and over time even surpassable, by third developers like us because, as Tim Sweeney said, the development environment is made up of parts we're already intimately familiar with: OpenGL, NVIDIA graphics, Linux, and PowerPC. Think about Epic's experience, for example. We rock on NVIDIA hardware. We have been doing OpenGL since Unreal 1. We regularly ship our games on Linux and we've won several Macintosh Game of the Year awards including a special World-Wide Design Award directly from Apple for UT2004. We're going to be able to kick serious ass on PS3, and so are a lot of our licensees and other 3rd party developers, in a way that wasn't remotely possible on past consoles.
My point is that developers are going to be able to get SO MUCH MORE power out of these consoles than they ever could in the past and so much closer to the raw power of the components. The next generation is just going to be AMAZING!!! Next-gen games will be a huge leap forward over current gen. Can you tell I'm excited?
quote:Op woensdag 18 mei 2005 12:15 schreef Edenoniphobic het volgende:
[..]
Okay, there you have it. Alle demo's makkelijk mogelijk volgens deze slimme gewichtige dude uit de scene, zelfs op beta-slome hardware, en sommige puur op de GPU draaiend.
Niet eens realtime dus....quote:In addition to the Sony demos being shown by Phil Harrison, the Epic and EA presentations were the only third party portions actually running on the PS3 in real-time. But most of those movies, which I probably watched three or four during rehearsals for the event, look very achievable and some were probably rendered on the actual box but in non-real-time. When a system is year away, heck even with a system is six months away, it is reasonable to expect the power of the dev kits would still only be a fraction of the power of the final system.
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