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As impressive-looking as Killzone 2 already is, the final game may prove to be even better. The August issue of EGM has a 12-page feature on the game, and one of the big points is that Killzone 2 is already using four and a half of the Cell's six available SPEs. More in the full article. |
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Yeah, it's a bit of a downer that Guerrilla Games' Killzone 2 was delayed to next year, but that's okay when we take into consideration what it will bring to the table by the time it hits. The exclusive sci-fi FPS is looking phenomenally good, and if you're not convinced, you can check out four run-though videos from Sony's Gamer's Day event. The clips await you after the jump. |
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Gamers in the UK definitely have something to look forward to this autumn as the season brings three hard-hitting titles slated to be released on the Sony PS3. Killzone 2, LittleBigPlanet, and Resistance 2 all had their respective release dates revealed according to the latest Sony Computer Entertainment UK release schedule. You can read more about this juicy tidbit by clicking on the "read more" link below.UPDATE: Guerrilla Games has amended Sony UK's announcement about Killzone 2's September release date. Read all about it here. |
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Sony PlayStation 3 owners seeking sweet vindication in 2008 may find something in the ThreeSpeech blogs interesting. The PS3 2008 preview has a section revealing Guerrilla Games' Killzone 2 and Media Molecule's LittleBigPlanet up for launch in Fall of next year. Does this have any truth in it? Let's see what you have to say after reading the full story. |
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"They are only the tiniest bit touched up. Short answer is yes. Long answer is..." Read more for the full quote. |
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The next issue of PlayStation Magazine (PSM) is coming to drop the bomb loaded with details of Guerrilla Games' Killzone 2. To be exact, there are seven secrets or factoids that any self-respecting fan keeping tabs on the video game should know about. Learn more by heading over to the full article. |
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In a recent interview with GamePro.com, Killzone 2's producer Steven Ter Heide talked about how the game needed not only the strengths of the PS3 to stream and process large amounts of data but it also needed the Blu-ray to store all the data in the first place.He mentioned how the trailer that they showed at E3 and at the Leipzig Games Convention "topped out around 2 GB." It was mentioned before that the models used in those trailers contained the same amount of polygons as an entire level of the first Killzone. The large amount of data is simply a requirement to deliver on the game's extremely detailed visuals. Ter Heide explains: It is not a luxury to have Blu-ray, but rather a necessity, as compression only gets you so far. [...] Also having the CELL and SPUs means we can offload all of our physics processing to an SPU, or process AI using the SPU's. All this processing power just means we can add more detail and create that Hollywood-type realism we're after. One other thing about Killzone 2 you might be interested in: you can jump this time around, but you won't be able to fire at the same time. |
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The Official Playstation Magazine was so damn lucky to be one of the first to play Killzone 2. Aside from the BBC who were also there in the demo room of the Guerilla Games labs, OPM was more than ecstatic to be able to tell the world of how their playthrough of the third level went. Sparc from the PS3Forums was able to scan (ok, fine, photograph) some pages from OPM's magazine. Click the thumbs to enlarge the pics. Here's part of the OPM author's impressions: One of the best things about Killzone 2 is death. Thanks to a mix of ragdoll physics and traditional animation, you really feel like the Helghast are giving it 100% when they die. [...] much of the scenery is destructible. Pull the trigger and the world around you crumbles, shatters and splinters. [...] I follow my AI-controlled comrades into a nearby building complex. Once inside it's the audio that impresses. Guerilla uses a technique called ambient occlusion. [...] behind concrete walls the noise of battle from outside becomes thick and muffled, while your own shots echo through the corridors. While the preview of it is all good, an interview with producer Steven Ter Heide and managing director Hermen Hulstwas included towards the end. They talk about a lot of things but what caught our interest was some hint of future plans on multiplayer features. The best part comes at the last page when Heide said "...there's a lot of interesting things we're going to be able to do. But we can't talk about it yet. Home is also very interesting. There's a lot of opportunity there, and it's all part of our multiplayer strategy." |
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