Killzone 2 Reviews and General Info

Info Guy 101

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For those who are interested and have info on Killzone 2 :D

http://ps3.ign.com/articles/935/935548p1.html


Killzone 2 Updated Hands-on

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December 4, 2008 - By now, you've probably seen the E3 2005 trailer for Killzone 2, which highlighted an aerial invasion that quickly descended into a brutal warzone between the ISA and Helghast forces in the middle of a city. Bodies were immolated or ripped to pieces by gunfire, explosions destroyed aircraft and jeeps alike, and the chaos of battle was rather apparent. While the arguments online raged over whether or not the trailer was CG or gameplay footage in real time, everyone could agree on one fact: the bar Guerrilla Games had set was extremely high, but if they managed to accomplish that, it would be one of the most visually striking shooters ever made. Hermen Hulst, Managing Director of Guerrilla Games, mentioned during a presentation at their studios that the trailer was "clearly one of the benchmarks that we set for the project – the sheer intensity and chaos of the battlefield." As striking as it was, Guerrilla already has plans to eclipse this trailer with the final release of Killzone 2, which is scheduled to hit shelves in February 2009.

One of the ways that the developer plans on trying to do this is by immersing the player heavily into the chaos and intensity of the experience by focusing on the entire experience, while still tracking more than 100 different stats for both single player and multiplayer play. Whether that's the interaction the player will have in helping out their teammates, physically interacting with the environment with the use of the DualShock controller, or the mechanics of firing their weapons and having each bullet have a significant effect on the environment, Guerrilla is trying to refine the Killzone experience to highlight every facet of the "First Person Shooter" genre. This will involve plenty of destruction and action to go around, across a backdrop of a hostile world, a planetary invasion, and a gigantic sense of scale packed with tons of dramatic events.




Watch Killzone 2 videos here (HD available).

As Hermen introduced this concept, a slide was projected that read, "Our War, Their Planet." This quickly gave way to a video with gigantic explosions that rocked the screen, large lightning strikes and fire storms, exploding bridges with aircraft flying through the smoke and dust ejected from the rubble, and other impressive set pieces. But unlike what's been shown in previous trailers, players won't constantly be fighting in trenches or in ruined cities. "In Killzone 2, we take the player on quite a journey across the planet, visiting a variety of locations, all of them with their own play style and their own gameplay scenarios," Hulst said. In all, the player will fight through ten separate scenarios on Helghan.

Speaking of the fight, the story of Killzone 2 is one of outright revenge on the part of the ISA against the Helghast. After the events of both Killzone and Killzone: Liberation, which focused solely upon the colony world of Vekta, the ISA finally decide to launch an invasion of Helghan and take the fight to Emperor Visari himself. Sending fleets of ships to strike at the heart of Visari's defenses in the capital city of Pyrrhus, the ISA plan to capture the emperor and force the warring Helghast to surrender. However, as they prepare to land, they quickly discover that the invasion is much harder than they ever expected. Not only do the planet's harsh conditions pose a threat, but the Helghast have new weapons that they're unleashing against the ISA, forcing adjustments to their plans to end the war once and for all.

Welcome to Helghan ... and your doom.This time around, players won't take on the familiar character of Jan Templar, who fought against the Helghast in the previous two Killzone games. According to Mathijs de Jonge, game director of Killzone 2, the team felt like they "needed a new player character. We were a little bit tired of Templar, and we thought, 'Okay, it would be nice if Templar has gone up in rank,' and so now in Killzone 2, he's a Fleet Commander. With Templar off the front lines, the action falls to Sergeant Tomas "Sev" Sevchenko, a Special Forces member of an elite squad known as Team Alpha. This platoon is sent in on extremely dangerous missions to accomplish everything from urban combat to demolitions and sniping. However, even with the new and different personalities of the team members, there will be a couple of familiar faces that will play a significant role within the game. For example, Rico returns as the head of Alpha Team, and players will fight alongside him during specific missions. Similarly, Evelyn Batton, a character introduced within Killzone: Liberation, will play a significant role in the overall game itself as Alpha Team makes their way through Helghast-held territory.
 
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Info Guy 101

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Page 2
The early alpha preview build that I played was somewhat limited: the introduction movie as well as some transitions seemed to be missing, as did optimization with load times and other areas. It also only featured about five of the missions from the game, but it definitely managed to provide a sense of action and intensity that players will expect from the game. The first mission, Corinth River, was the exact same one that was shown at E3 this year, with Sev and his squad descending (or more accurately, crash landing) on their Intruder and launching into battle. This brought to mind something that Mathijs said about the pacing of the game and the speed they want to impart to the player. "The pacing is really important, especially in the first half of the game. We wanted to give the player the feeling that he's jumping onto a roller coaster that's already moving," he said. The landing was a hectic segment of battle, as Intruders around us were being blown from the skies thanks to flak bursts and anti-aircraft fire. In fact, one Intruder that was hit to the right of us sent unfortunate ISA soldiers tumbling directly past our heads, forcing us to duck. Blasting through Helghast that were eagerly awaiting to cut down our forces where we stood, I tried to lead the rest of the group through the rubble strewn streets and oft shelled drainage ditches.

Eventually, after destroying a bridge and clearing out two Helghan APCs, Rico sent me and Garza to secure a floodgate to allow a convoy of troops and equipment to advance. This, of course, was easier said than done, because the Helghast troops actively used cover, sought out better firing positions, and attempted to flank me in different areas. Mathijs pointed out that there were about 15 different kinds of Helghast troops, not counting end bosses, all of which have different kinds of tactics that they'll use in battle. "You might have a character that first throws a smoke grenade to cover his approach, then comes rushing through the smoke, using a submachine gun to attack the player and his buddies. When he gets really close, he'll draw a knife and start slashing at the player, which is a totally different enemy than, say, an assault trooper, who uses a lot of cover and tries to stay at a certain distance, trying to take careful shots from behind whatever cover he's in." What's more, the squads of enemies won't always be comprised of the same kinds of forces; frequently, they'll be a mix of different kinds of forces that you'll take on at once.



Expect to travel to a variety of locations in Killzone 2.Rob Heald, an AI designer on the project, pointed out that the AI has really grown from the previous Killzone games to provide a much more dynamic AI that is much more threatening. Thanks to the PS3 and the processing power of the console, the AI can perform many more actions and consider multiple different options for their actions on the battlefield based on a situation. "What's going to be more apparent to players is a much greater range of animations and actions that the AI will be able to perform. That ranges from anything from being able to deal with the environment, like jumping over cover or opening doors to dealing with a much more dynamic and destructible environment, like cover that can be destroyed and how they respond to that," Rob said. This means that the game's AI will make intelligent decisions on where an enemy happens to be instead of standing around, including scanning for locations where an enemy has disappeared behind cover and where he might reappear, and will make decisions on whether they'll attempt to flank you or toss grenades, as well as communicate to their allies about where threats are located.

Fortunately, this will extend over to the ISA troops as well, and will primarily be based around the weapon styles that each character has. Generic troops will perform specific actions and will engage the enemy based on what they see, akin to the Helghast, but named characters will act more in character with their firearm. "You'll see Rico being very rash – he's all about laying down suppression fire and shooting from the hip, and on the other end there's Natko, who's the shotgun guy, so he's all about staying in cover and approaching enemy for close quarter combat," Heald mentioned. This weapon focus was intentionally designed by the team to give your secondary allies more of an impact within the game instead of just being there. "They respond to how you're playing – if you get several headshots in a row, they'll comment on it. My favorite one is that if there's an enemy behind you that's targeting you and they spot it, they'll call out and say, 'Hey, he's behind you!' So that really imparts that you're playing with a team of guys," Rob said.

Sev and Alpha Team goes on Recon.One of the other elements with the AI that Rob highlighted was the focus on dynamic levels of AI. He highlighted this by pointing out a segment that occurs within the third mission of the game, in a section known as Visari Square. At one point, players will have to take the square away from the Helghast that are stationed there, but will quickly have to rearm themselves to defend their positions as the Helghast attempt to capture the location back. Rob pointed out that battles like this will feature a large amount of your AI getting dynamically pushed back if the Helghast start to gain a foothold on one side of the plaza or another, forcing the player to attempt to respond to the threats if they want to lock down the route and cut off enemy advances. On the other hand, if you effectively clear out segments of the Helghast with accurate shots, your allies will push forward, re-establish positions on turrets and behind barricades, and force their targets to seek fire. Devices like this will keep the action of the game much more fluid and realistic
 
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Info Guy 101

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Page 3

Speaking of devices, Guerrilla is also trying to get players more invested in gameplay by using the DualShock to replicate the actions of the character. By holding both the L1 and R1 buttons and turning the wheel counterclockwise, I was able to manipulate pipe controls and open gates, allowing my forces to advance. This wasn't the only pantomiming segments that I wound up doing. On a later mission, I had to approximate the arming of an explosive by twisting the controller in different directions before pulling back towards me to arm the charge. I could then run to safety and detonate the charge when I wanted to, which was an interesting way of using the motion sensitivity of the controller. This was particularly important when trying to eliminate mortars that were shelling my forces, because I could set a couple of charges and destroy the supports of the mortar itself, causing it to crash to the ground and shatter.

As I moved through each level, I was definitely struck by the scale and the sparse detail of the Helghan world, which was filled with harsh locations focused more on utility, military strength and production than artistry or culture. According to Jan Bart Van Beek, the Killzone 2 art director, his team focused on drawing inspiration from different totalitarian or dictatorial regimes from the 20th century to influence the Helghan style. " We looked at Stalin's Russia, Hitler's Germany, but also Mao's China – all of these kinds of totalitarian, large super economies and their architecture," Jan said. But they didn't want to simply bring over a blatant copy of a historical culture to the Helghan world. "We started looking at places like Hong Kong, which is still rich but poor at the same time, and is still developing. We liked the idea of some gigantic economic state that is slightly on the edge of poverty but still very well controlled," Jan mentioned. That seemed to tie in with the look of some of the structures in different sections of cities, which were cobbled together from different materials and almost appeared to be shanty like, as if the inhabitants constructed the buildings from whatever they managed to put their hands on. Because the Helghast focused more on ramping up their military complex as a central part of their culture, other aesthetics were obviously abandoned.



Helghan life is dominated by Visari's regime.In many ways, the same could be said for the Helghast themselves and the many variations of troops that populate the game. Whether it's the sleeker, hooded look of the Nomad-like Helghast scout, who appeared to have sniper rifles, or the traditional Assault soldier, who could pack a machine gun or a rocket launcher, everything was designed for maximum damage in battle. Even the Helghast medics, Jan pointed out, weren't medics in the traditional sense. Instead of focusing more on trying to save lives, the medics had more scalpels and saws for amputations, so in combat, they'd be more likely to hack a limb off that was damaged instead of trying to save it so they could send a soldier back out into the field.

But even apart from these artistic details, Killzone 2 features loads of additional visual touches that the team intentionally put in to make the gameplay feel much more realistic. For one thing, a large amount of time was spent on making the destructibility of each environment have a significant impact within the world. Hermen pointed out a demo video from 2006 that focused on Guerrilla's attention to blowing up walls, blasting bullet holes in cover, and other destruction within a location. At the same time, they also focused on getting the animations for bullets or other damaging attacks right for characters, building out a new hit response system for bodies that would appropriately rag doll and would combine kinetic motion with bullet impacts. The result of these inverse kinematics is that each character that is shot, whether Helghan or ISA, will twist and move uniquely based on the number of times they're shot and where they're hit in the body.

Say hello to my little friend!This stood out to me as I moved through one section with an assault on an anti-air tower and watched as an ISA solder was shot as he was providing covering fire. The force of the bullet spun him to the ground, and bullets from his gun raked the wall next to him. It was a visceral and realistic response, one that felt appropriate and intense with the action in front of me. But more than these larger details are attentions to smaller items that many players would potentially miss. Items like dynamically burning cloth, swelling and flowing water, dust and smoke particles – according to Hulst, every aspect of the game, from the audio to the animation has to be right to help immerse players in the various missions that players will fight across.
 
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Info Guy 101

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Page 4

However, I found that this was just the surface of some of the technical elements that have been included within Killzone 2. According to Arjan Brussee, Development Director at Guerrilla, the development team built out a deferred rendering engine, which combines up to eight separate buffers within a section to create a final image for the screen. He demonstrated this by turning on and off the Z buffers, specular lighting, texture buffers and other layers to show off the various elements that made up the composite image, and finally showed what the entire stage would look like when combined. On top of this, Arjan pointed out, lighting and motion blur effects within the game are performed as a full screen pass to blend all of these effects together. Arjan stressed that the game's engine was so detailed that, "each pixel has velocity. It's not just a special effect, but this is used for particles, it's used for explosions, and it's used for motion blurring for character movement, which adds an extra sense of depth."

There's much more to the Killzone 2 engine than deferred rendering and screen passes; in fact, Arjan mentioned that every composite that is rendered within the game is placed solely upon the SPUs to lock in the framerate at a solid 30 FPS. During small battles, one or two SPUs will pick up a majority of the action, but during heavy firefights with large explosions and numerous characters onscreen, all six SPUs will pick up the load and balance everything accurately. Surprisingly, even within the heaviest firefight onscreen, Arjan pointed out that the largest load on each one of the SPUs didn't exceed 60%, which ensured that the framerate remained consistent throughout the game. On top of this, Arjan pointed out everything from light bloom and internal lens reflection effects to true geometric particles that fly from walls and collide with the ground realistically based on the direction of an explosion.



Death From Above.What's more, each light that's shown in a level, whether it's the individual lights on an ISA outfit or from the Helghast goggles, are true lights that will illuminate their environment. This means that as the Helghast move, for example, their glowing faces will actually cast beams of light that will fall on the walls and other objects around them. On one map, he indicated more than 200 individual light sources that behaved as true lights along with the other finer details, rendering and screen passes from before. Arjan also pointed out that "every single polygon within the game as a texture id, so when it's shot in the game, it responds accurately to the particular bullet." That includes ray tracing of every bullet hole, but it also includes loads of detail that might be easily missed by players as they run and gun their way through these battles like dynamically burning cloth, swelling and flowing water, and dust and smoke particles.

Apart from the visual elements and SPU usage to make the game look incredible, Guerilla has also put in a lot of work to make sure that the aural presentation is incredible as well. Mario Lavin, audio director on Killzone 2, pointed out that the action within the game will be supported by adaptive music within 7.1 surround sound. What that means is that each individual music loop within the game will respond seamlessly to the action onscreen. For example, during calmer moments, there will be a much more ambient soundtrack playing, but during firefights, there may be a driving percussion track to set the pace of the action. Lavin likened the system to the dynamic performance of a DJ, who can feel the right moments to pick up the rhythm of a track and when to slow it down.

Silent and deadly.According to Lavin, Joris De Man, the composer of Killzone 2's music, wanted to make sure that there were different themes and colors attached to each loop, because he wanted the music to affect how a player approaches the game in certain moments. On top of the music presentation, De Man and Lavin wanted to make sure that there were plenty of ambient sound effects and reverberations that made the game stand out. As a result, Mario recorded effects like wind in different arrangements to help his team present a claustrophobic or open area feeling to each area. This carried over to balancing the sound for every weapon so they sound completely different when fired in outdoor or indoor situations. When you combine this with some of the other elements, such as Brian Cox stepping into the role of Emperor Visari, the overall sound of Killzone 2 is truly engrossing
 
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Info Guy 101

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Page 5

So, with all of these details regarding the single player, how does this affect the multiplayer aspects of the game? Well, you may have checked out some of the details from our recent article on the released multiplayer beta, but I found out more details from Angie Smets, senior producer and Eric Boltjes, senior online game designer, who pointed out that the final game will come with eight multiplayer maps and five gameplay modes for anywhere between two and thirty two players. Multiplayer has been designed from the ground up to be just as intense as the single player game, but with much more customization, primarily because of three elements: the badge system, bots that can be included within any game, and new clan elements.

At the start of the game, players will start out as a basic private. You won't have any specific abilities or weapons to make you stand out from another private, but you'll be able to do enough damage to get some kills and gain some accolades. This allows players to ease their way into the game. Once they've scored enough points, they'll advance to the next rank. There are twelve ranks in all, with a player being able to max out as a general, but certain ranks will unlock different character classes, which will let you attempt to specialize in different jobs. Once you unlock a badge, you're not completely powered up and ready to go. According to Eric, you'll only unlock one of the two abilities for the class. If you want to unlock more abilities and options for that particular class, you'll need to sink more time in on the battlefield as that particular class. "We reward the player for playing what he wants to play. So if you play as the medic, then you also unlock stuff for the medic. So if you use the medic's special abilities, you unlock the medic's secondary abilities," Eric said.



The latest line in gas mask accessories this season.There are six specialized classes in all (not counting the basic soldier class, which will help you unlock the other basic elements for the other classes), but regardless of which class you choose to play as, the designers made sure that many of the abilities were tailored for more teamwork and team oriented play. There will be some solo badges as well, such as the scout badge that leads to the sniper class. Regardless of which class you choose, you can mix and match the abilities of the badges that you've unlocked for your character. For example, Eric mentioned that you can mix the repair badge of the engineer, which helps you fix turrets that have been placed by your allies with the proximity mines from a saboteur to make a subversive, and dangerous, opponent.

No matter what configuration you place your soldiers in, you'll find that you'll go through dynamic missions, which will put you through five different mission types, like capture the flag or team deathmatch. What makes Killzone 2 stand out is that all of these missions can be varied within one map at any point in time. Players can choose to have the game randomly select a mission type at random, or can tailor specific options as well, so if you happen to be a large fan of Deathmatch, you can constantly play that mode. Angie did point out that there are also a lot of rules that can be established along with these mission types, so if you want to play with a specific kind of weapon or class only, you can set that in your options before you start playing. Depending on what mission you're playing and whether you're alive or dead, you can also change your badges (and thereby your class) at will to best accomplish your goals within that particular match type.

While the maps aren't scalable to fit the number of players, there are a number of maps that are tailored more towards some smaller parties. However, I was also told that the designers have created a number of presets that will let you leap into a match quickly, establish different rules for each match as even toss in a large number of bots to help fill in the rosters. This seemed like a great way to let newcomers practice their skills as well, and we were told by multiple designers that the AI is truly incredible. In fact, Rob pointed out that the AI routines that distinguish them from the single player shell, and will actively search out sniper's nests if they're in the middle of a fight to pick off opponents. The bots themselves are designed from the ground up to be able to do everything that a human can do. While they will definitely emphasize team play, even the most experience players have been challenged by the bots that have been designed by the team.

Do you feel lucky, Vektan?The last significant elements with the game come in the form of squads and clans. Squads are 4 player groups that allow friends or newcomers to come together and play a round together. This will come with different advantages, such as squad specific headset channels for secure communication, as well as telegraphed health and abilities for every squad member and the ability to spawn together at a specific point. The next step up is the inclusion of clans, which allows larger groups of players to come together and fight across maps. Players have to be at least at Corporal rank or higher to establish a clan, but the coolest element tied to the clans is the Clan Valor system, which will be tied to the rankings of the clans. Each clan that plays the game will inevitably gain a specific amount of points based on how they play, which will help determine their rank. If your clan wants to rocket up the online standings, they can wager a specific amount of their clan's valor points against another clan, with the winner taking all the points. This means that some battles will be for much more than the obvious bragging rights associated with large clan battles or tournaments; entire online standings can be made or lost with this system, which will help separate the casual players from the hardcore Killzone 2 fans. This sounds like an extremely unique concept, but one that will help keep players fighting across the maps of Helghan for many months after the game's release. At least February 2009 is only two months away, so PS3 owners won't have long to wait to leap into the battle against the Helghast.
 
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Info Guy 101

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http://www.psu.com/Killzone-2s-release-date-announced-News--a0005620-p0.php

Killzone 2's release date announced

Yesterday, we reported that Killzone 2 would make a special appearance on G4TV's X-Play tonight. During the show, X-Play revealed two new weapons which include the Bolt Gun and Flamethrower. However, most importantly, the show revealed the official release date for what may be the most anticipated title of this generation. That date? February 27, 2009.

While the rumors going around assumed the release date would be on the 17 of that month, it seems estimates were off by ten days. It's not only a relief to finally have a release date nailed down, but to actually realize that this game is going to come out and soon. It feels like forever since that first rendered trailer made its appearance at E3.

Everyone mark down the date on your calendar. It's almost time to go to war.
 
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CHURCHILL

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@Info, this is one game that is a launch day purchase, i wonder if i can pre-order with BTgames yet.:D
 

Kerrrang!

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Thanks for copy and paste Info.

Finally i can plan my calender - taking leave for a week from Feb 27.
 

eye_suc

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as you fellows might know, i gots the xbox. and so, last night i went off to gametrailers.com to check out the hyped up killzone 2, and watched like 3 clips (about 3-4 minutes each)...

WOAH! this looks amazing!!! i will borrow a PS3 to play this game. i am quite impressed with how it seems to move. it feels almost like natural movement. and unlimited light sources? (the narrator dude mentioned one scene with 200 sources!)

this and drakes 2 has me stoked. very impressive indeed.

PS: who wants to sell their PS3 for cheap?
 

Fern9do

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man I cant wait to play this game!!!Sounds and looks amazing....14 days till i get my PS3:)
 

Info Guy 101

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http://www.psu.com/Killzone-2-only-using-60--of-SPUs-overall-power-News--a0005629-p0.php

Killzone 2 only using 60% of SPU's overall power?

Speaking in IGN's latest Play Beyond podcast, Jeff Haynes revealed that even during the heaviest loads, Killzone 2 utilizes roughly only 60 per cent of the SPU's.

"It's incredible to see huge levels and see the deferred rendering and note that on all the SPU’s, even on the heaviest load were coming up to about 60%," Haynes said. "They weren't coming close to maxing out. .They had about 40% of space before they started tripping or saw slow down on some of the processes."

Furthermore, Haynes noted that the preview codes recently distributed to various media outlets were of an alpha build of the title, and have since been polished up . Visiting Guerilla Games in Amsterdam, Haynes was shown an updated version of the game, mid to late beta, noting that elements such as lighting, cut scenes, glitches, load times, have all been optimized.

Killzone 2 is due out exclusively on PlayStation 3 on February 27, 2009.
 
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Fern9do

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Dont want to sound like a b1Tch but ffs cant you use the quote button thingy Info guy?:)
Will make reading your posts so much easier.
 

Info Guy 101

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Dont want to sound like a b1Tch but ffs cant you use the quote button thingy Info guy?:)
Will make reading your posts so much easier.

Ok long story short when I started posting I kept getting ask if I could copy and paste the articles I post because some people can't click on the link to get to the whole article because of restictions at work but I can't seem to please all the people all the time so your gonna have to take the extra 5 seconds to scroll down the article. Sorry that's just the way it is :D I do try and accommodate everyone but that's not possible all the time :)
 

Fern9do

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That doesnt explain why you cant use the quote button. After you paste-->Select all-->Press Quote Button.
It will put all the text in a nice blue quote box. It will also make it readable.
That way everyones happy no?:)
 

Info Guy 101

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That doesnt explain why you cant use the quote button. After you paste-->Select all-->Press Quote Button.
It will put all the text in a nice blue quote box. It will also make it readable.
That way everyones happy no?:)

Ok will try it but if don't look right to me I'm going back to my old evil ways :D
 

Info Guy 101

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:D

http://www.1up.com/do/previewPage?cId=3171677&p=37

Thierry Nguyen, executive editor, previews: I actually reviewed the original Killzone, and from my quick spin through some of the single-player, the safe thing to say is that Killzone 2 reskins the original with more "bang-bang-boom-boom!" aesthetics and fewer technical holdbacks.

Killzone was essentially Medal of Honor/Call of Duty but with space Nazis, meaning an intense cinematic depiction of warfare with a sci-fi sheen -- think Saving Private Ryan where Spielberg digitally replaces Allies and Nazis with ISA and Helghast. Killzone 2 preserves this tone while serving up production values that do manage to hit the fabled target render video from 2005 -- all with a consistent framerate (my biggest annoyance with the original).

Besides looking really snazzy, the original's slightly tactical tone remains; running-and-gunning's ill-advised, as it's often better to adopt the unofficial cover system of "crouch and uncrouch behind stuff a lot" to your advantage. Killzone 2's addition of an actual cover button, where holding it down means that not only are you attached to cover but you automatically lean out to fire, is a welcome tweak in this direction.

Essentially, Killzone 2 is what Guerrilla tried to promise with Killzone -- it's just now finally realized. What I commend most is how complete the game feels already. Released right now, it's a solid effort with some annoying glitches (some scripted sequences necessary for mission progress didn't happen due to the friendly A.I. failing to trigger said sequences) that could garner a B. But since Guerrilla has a couple of months left of pure polish, I'm hoping it's time used wisely -- and I'm looking forward to the end result come February.

Nick Suttner, associate reviews editor: Killzone 2 is cinematic by virtue of its astonishing visual presentation -- perhaps the best-looking console game ever, at least on a technical level -- and engaging by virtue of being so cinematic. I found myself playing through it just to witness the tense gunfights and ridiculous set pieces; the linear, Call of Duty-like shooting gallery wasn't particularly interesting to me (rife with exploding barrels and every other cliché you might imagine), but it'll certainly appeal to fans of gritty realism. Which is echoed in the way the guns handle, for better or worse -- there's rare satisfaction from pinpoint kills, but some of the periphery weapons (Sniper Rifle, Flamethrower) are very well done.

I don't think Guerrilla Games excels at making games "fun," but they're certainly good at making them look the part -- and nailing their own version of the fundamentals of a shooter. Killzone 2 will be an excellent showpiece for the PS3, and games in general (Dear Sony: Please use in-game footage instead of CG for the inevitable commercials), but I'll stick to the less-realistic side of things for my own tastes. Though, by all means, if you want pretty and gritty, mark your calendars for February.



Click the image above to check out all Killzone 2 screens.

Tina Sanchez, community manager: Right away, I feel that the Helghast are plentiful, yet somewhat unsatisfying to fight against. For one, their lack of aesthetic diversity hinders my enjoyment of defeating them. On top of that, the overall character design also seems questionable -- red eyes contrasting dark uniforms make them unnecessarily stand out. In turn, from a player's perspective, the Helghast eyes become the only feature to watch out for on the battlefield -- which distracts from their overall visual design and makes them all blur together into a sea of red eyes that feel one and the same. Despite all that, they're not completely void of offering gratification -- it's funny when you shoot off their helmets and briefly catch them off guard.

Shooter fans will find Killzone 2's cover system notable. Separating the "take cover" function from the "run" function makes gameplay seamless, especially compared to Gears of War -- you'll never find yourself getting stuck behind an unnecessary barrier. Also, popping out of cover to the side makes the camera rotate about 45 degrees in the direction you move in; though after a short while, this particular aspect feels more like a gimmick than an engaging in-battle experience. I'm also really bothered by how crouching becomes a chore via the lack of a toggle-crouch option. Even so, I still think the simple act of shooting from cover feels pretty good. The learning curve for each gun will likely keep players engaged, and managing recoil feels natural -- I just wish the Helghast were more interesting foes.

Shane Bettenhausen, senior executive editor: While I'm only a casual connoisseur of the first-person shooting genre, over the years, I've played a few shooters that have truly impressed me (Half-Life, Halo), along with a slew of abysmal duds that made me question the behind-the-gun art form (Turok: Evolution, RoboCop). But I know what I like, and Killzone 2's one of the first shooters to grab me in a very long time.

And perhaps it's because I'm not closely tied to any one specific gameplay "feel" like the die-hard Call of Duty or Gears fans around here, but I find Killzone 2's controls to be entirely to my liking. Sure, you'll need a few minutes to acclimate to its surprisingly realistic simulation of weight, physics, and character movement, but once you do, it's a rewarding, engrossing experience. The phenomenally beautiful visuals help to paint a convincing theater of war, but I believe that Killzone 2 offers far more than just a sexy exterior. I fondly recall sprinting across a chaotic battlefield with my electric harpoon rifle, ducking behind a pile of smoking rubble, then tensely peering down the gun's iron sight while lining up my shot -- for me, the game's single-player action accurately simulates the tense feeling of invading an incredibly hostile alien world. Plus, I've had a chance to play through the game's final four levels...and I think everyone will be utterly shocked by what Guerrilla's done with the endgame.
 
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