Vecchio 16-01-2009, 12.30.53   #6061 (permalink)
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quanto hanno detto che dura?
dalle 10 alle 16 ore a seconda del livello e della bravura di chi gioca

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Vecchio 16-01-2009, 12.31.06   #6062 (permalink)
ciao
 
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quanto hanno detto che dura?
Io ho sempre sentito tra le 10 e le 12 ore (a seconda ovviamente della difficoltà selezionata e del livello di abilità di chi lo gioca).
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Vecchio 16-01-2009, 12.31.14   #6063 (permalink)
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dalle 10 alle 16 ore a seconda del livello e della bravura di chi gioca
.........
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Vecchio 16-01-2009, 12.31.15   #6064 (permalink)
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ma infatti killzone non ha solo grafica....anche se la grafica di killzone owna alla grande qualsiasi cosa su 360

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Vecchio 16-01-2009, 12.32.05   #6065 (permalink)
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hai ragione, giochini come motorstorm hanno venduto 3 milioni di copie quando dovevano venderne la meta.
sempre più ridicolo...altri giochi da tirar fuori??

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Vecchio 16-01-2009, 12.33.00   #6066 (permalink)
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.........
Dichiarazione ufficiale del team

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Vecchio 16-01-2009, 12.33.12   #6067 (permalink)
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sempre più ridicolo...altri giochi da tirar fuori??
ma era tanto per dire, che succede? perchè sei cosi nervoso? i dati NPD scottano?
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Vecchio 16-01-2009, 12.35.17   #6068 (permalink)
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Dichiarazione ufficiale del team
i primi 9 capitoli li hanno gia finiti in 7 ore e mezza
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Vecchio 16-01-2009, 12.35.18   #6069 (permalink)
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lo so la verità fa male...

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Vecchio 16-01-2009, 12.36.02   #6070 (permalink)
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ma era tanto per dire, che succede? perchè sei cosi nervoso? i dati NPD scottano?
no sempre fregato poco dei dati di vendita a me sembra che sei nervoso da tutto il thread

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Vecchio 16-01-2009, 12.38.38   #6071 (permalink)
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no, guarda, quando esplodono le baracche e si distrugono, e frammenti e lamiere vengono scagliati via dall'esplosione non è fisica
se vuoi vedere della fisica vera applicata, la puoi vedere su LBP anche se solo su due assi... quel filmato che hai postato e' solo comico...
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Vecchio 16-01-2009, 12.39.08   #6072 (permalink)
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hai ragione, giochini come motorstorm hanno venduto 3 milioni di copie quando dovevano venderne la meta.
Ma fossero tutti così i "giochini"...



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Vecchio 16-01-2009, 12.39.27   #6073 (permalink)
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se vuoi vedere della fisica vera applicata, la puoi vedere su LBP anche se solo su due assi... quel filmato che hai postato e' solo comico...
si, va bene, ciao, la fisica di crysis comica
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Vecchio 16-01-2009, 12.41.41   #6074 (permalink)
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At the end of the day, logic predicts that a game with an intense single-player campaign and a killer multiplayer element is a win-win situation in anyone's book. To be honest, Killzone 2’s secret ingredient is the fluidity in gameplay that we have come to enjoy more than its graphical prowess or jaw-dropping visuals. And that’s what games have always been about… We're surprised to see Killzone 2 blows our expectations out of the water with a memorable SP campaign and a stellar MP component. To put it short, this game makes Gears of War 2 look like a high school attempt at gaming and that is a HUGE compliment!

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Vecchio 16-01-2009, 12.42.09   #6075 (permalink)
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si, va bene, ciao, la fisica di crysis comica
ciao...
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Vecchio 16-01-2009, 12.43.05   #6076 (permalink)
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se vuoi vedere della fisica vera applicata, la puoi vedere su LBP anche se solo su due assi... quel filmato che hai postato e' solo comico...
Ehm... guarda che Crysis come fisica gestisce cose agghiaccianti eh?



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Vecchio 16-01-2009, 12.50.00   #6077 (permalink)
ciao
 
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i primi 9 capitoli li hanno gia finiti in 7 ore e mezza
Solo il boss finale prende dai 20 ai 40 minuti (a seconda del livello di difficoltà).

Così avevo letto.
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Vecchio 16-01-2009, 12.52.13   #6078 (permalink)
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un articolo di un paio di settimane fa

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Sony’s most prized title due to be released next year, has been garnering an incessant number of positive previews ever since its live debut at E3 2007, the community has been wondering at the might and poweress of the PlayStation 3 ever since its debut and Killzone 2 to a great extent alleviates almost all fears embellished by the community that has supported Sony’s platform till date.
Here we take a really hard look at the game that has dropped numerous jaws and characterize the essential features that makes the game so vivid in an era dominated by Crysis and Gears of War and yet manages to suffer from the bleak outlook of its predecessor.
An essential note that has been omitted to Sony’s legion by most sites is the fact that the latest build previewed is from October 2008 and had a media embargo till 4th December.
The Good- Significant improvements have been made since the 2007 build that was essentially devoid of any form of visible color differentiation. The latest build of the game is full of colors that render the grey monochromatic palette found in numerous games within the similar genre rather obsolete.
Killzone 2 pushes a war that has perhaps never been envisioned by any gaming franchise till date. Since its roots essentially lie in the futuristic rendition of the Second World War, the environments are dark, gloomy and murky. Clouds of dust and bowels of destruction are a rather common sight to witness in almost every environment of Killzone 2, adding a dimension of desperation to the deadly war that is about to take place amongst the Helgans and ISA troopers.
Environment design is perhaps the most intelligent aspect in the game, each encounter Sev and his squad establishes with the Helgan feels like combat initiated between two squads desperate for victory, its intelligent in the sense that most encounters take place both horizontally and vertically within a certain encapsulated arena allowing the player to rethink most of his strategies in a myrid variety of situations. There are certain moments that also seem to provide a healthy mixture of both, which increase the level of tension for the player, these instances include the addition of the fixed turrets or the vehicular sequences which provide sufficient entertainment.
The artificial intelligence is also another field that Guerilla has worked upon intensively, squad combat feels rather natural and non obtrusive. The player’s character is set free inside an environment to utilize his resources to the maximum capacity , his choice of weapons are greatly dependent on the foes within the game. The first few areas of combat within the game essentially force the player to use semi-automatic weapons, since majority of the combat takes place with an emphasis on cover. He does get the services of a flamethrower/Grenade launcher and heavy Machine gun in between levels placed on neatly stacked rows of guns but its effectiveness is perhaps found in later levels than in the initial ones, which push combat head-on than a run-move-pop-shoot capsule.
Graphics are perhaps one of treats of Killzone 2, apart from the desolated beauty of the planet filled, the lightening strikes all around add to the tension and feeling of frenzy. The guns are modeled after weapons from the Second World War since they require a frequent reloading mechanism that lasts as long as the active reload mechanism found in Gears of War. Accuracy falls in line with the modern first person shooter Far Cry 2, with the gun not aiming steadily while in motion, instead pushing the R3 button brings up the pull back or aiming module which offers greater accuracy.
Different weapons have varying degrees of accuracy and reloading capabilities, the standard assault rifle issued by the ISA is powerful and accurate but does not last too long in combat, the helgan assault rile used by their legion of foot soldiers shoots rapidly and has a bigger clip but is rather inaccurate. The SMG found in the game is perhaps the quickest weapon to take down an opponent, since it spurts out in bursts and hits your foe in every plausible location even when the player is not utilizing the aim module.
The Sniper Rifle requires a pair of steady hands since it utilizes the sixaxis to wobble about. A rather intricate detail I noticed was that the rifle is also affected by the ongoing combat, grenade bursts and loud explosions defer the accuracy of the rifle.
Grenades are differently handled in Killzone 2, the player has the ability to cook grenades, before flying them into combat. When a grenade is thrown at the player there is no form of indication as found in Call of Duty, instead he is given a beeping sound prior to the explosion and has to run for cover before it explodes, reminding the player to be alert in most situations.
Killzone 2 does in fact borrow from Halo’s design when you see drop pods eerily similar to the Covenant Phantom dropping the Helgan forces onto the field. Sev’s primary mode of transport are the flying machines as seen in the trailers, but his visitation to the dust bowel town of “Suljeva” is however in a different module and was not revealed in the preview build. Since it does not take place in the battlefield like environment like “Corinth River” it was a more open ended environment which reminded me of the wild desolate west.
Character models are also vividly detailed, and incorporate a wide variety of executions, which differ depending on the place of combat, a grenade burst will send bodies flying in air, but will not eliminate the entire squad unless it explodes in a tight area. Shooting an opponent who is at a hire rise point will produce a different animation than shooting him on the ground. The PR 6 rifle is the one gun that has the ability to severe heads apart. When a sadistic player such as I decided to test the effects of blood on the bodies of my fallen foes, I wrenched out my combat knife and massacred a lifeless body and to my surprise fresh amounts of blood started to flow from my fallen victim and each time as I slit him, more blood seemed to pour out of the body and splatter around in the environment.
Timed sequences are limited to pressing buttons, opening certain doors and placing charges, some of which require the utilization of the Sixaxis. A charge requires the player to hold R1 and twist the controller twice, before it can be armed for detonation. Certain valves require the player to hold both L1 and R1 and twist the controller in a specified direction to open a gate/bridge. Destructibility is a rather subjective in Killzone 2, a large number of tin placed covers or slim concrete blocks can be penetrated through fire, as the mass of the cover increases its potential destructibility decreases, some of which are even resistant to RPG fire. These features add to the immersion to the game and nature of combat, making it a strategic firefight. There are very few instances when Killzone 2 will strap the player out of the first person view and make him witness a cutscene.
This practically sums up the exceptionally good bits of Killzone 2, there are however both bad and ugly bits that are present in the game which shall be touched upon in the next article.
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Vecchio 16-01-2009, 12.53.11   #6079 (permalink)
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bello recente ah massi?

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Vecchio 16-01-2009, 12.53.17   #6080 (permalink)
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il continuo del precedente
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We witnessed the emancipation of Killzone 2 as a fine product from the embarrassing E3 2005 rendered trailer. The previous write up craves out the scrumptious bits of the game, the current bit however might not go very well down with the entire Killzone 2 community, but we do want to paint an honest picture unlike many sites that will present a non-discerning opinion in a rather overarching manner. These minor nuances may be present only in the preview build of the game and may not be present in the final version.
The Bad- The framerate of the game is not stable, it was promised that the game would run at 30 FPS but there are numerous occasions where it slips to a 20, thus affecting the overall fast paced nature of the game. This comes as a surprising fact because the pre-beta version ran at a consistent and smooth framerate.
The preview build did slow down on numerous instances when the enemy toll crossed 6, this was particularly obvious while crossing Salamun bridge where I spent a good 10 minutes blasting through a grenade launcher, the videos available on the net have neatly been edited to show only those areas where the framerate was stable.
The drop pod sequences are also grey areas where frame rate drops are quite apparent. As mentioned in the previous article, destructibility was subjective, and this also had a direct impact on the game, areas with more destructible cover endured a hit in the framerate.
Weapons are handled in a rather funny way, the player can carry only one weapon at a time, his second weapon is a magnum which has unlimited ammunition, this however does not serve the entire purpose of the game, since the foes become stronger after a point. Swapping of the magnum is also strictly prohibited which was a tad bit perplexing.
Lack of direction- Killzone 2 lacks any sort of direction indicator for your next objective, this has been done to keep the entire HUD cluster free, however with similar looking large environments it becomes rather annoying trying to find your waypoint and players might feel seemingly lost in the game. Not all doors can be opened by the player, he needs special assistance from his squad in opening a simple door to progress on with the game which is a bit annoying since the game takes place in the future.
Lame objectives are also a matter of concern in building a coherent experience, most of the times a player is required to hold a position for an indefinite period which becomes a bit of a rhetoric given how much the genre has evolved with Far Cry 2 (a fantastic game), but with most shooters doing rather well with similar objectives, Killzone 2 has no fear for the variety seen in the game is far greater than in say Gears 2 or Halo 3.
Ugly- There are a few bits that felt rather unnatural to the game of this stature, it would be an understatement to say the game is trying to build up a magnificent story based Sev’s and his squadmates, but often the player will feel disconnected with the entire squad since he has to accomplish most objectives on his own, there are moments when the game tries an honest attempt to build a bond as the “Delta squad” but falls short. Monotony also seems to a heavy indicator, after the initial goodness of the visuals and gameplay has been subdued, the game tends to feel pretty repetitive and lagging. There are a few close moments that will certainly make your jaw drop (Like the instance when this mammoth crawler mows down a building in realtime and Helgahst soldiers flow out of it) but their pacing was rather far and between in the game.
Individual A.I is rather weak, these become quite apparent during the giant APC boss battle which was boring and lame. Killzone 2 does throw in a healthy dose of numbers to offset this minor ugliness. The cutscenes also needed a lot of work, lip syncing was spot on during the initial areas but began to falter later. Since not too much of the story has been revealed, this adds to a serious concern, but given the diversity of environments I witnessed, the entire story arc seemed to be wide and encompassing.
Hopefully most of these annoyances and nagging pains will be addressed in the final version of the game which can summed u true Christmas delight.
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