Killzone 2


Recommended Posts

The Badge System: The Badge system represents the different classes you can play in multiplayer, from scout to engineer to medic. Each of the six badges have their own skill sets. Where Killzone 2 makes things interesting is that you can combine the power of two badges to create your own class based on your own particular play style. Want an engineer with healing skills? A stealthy soldier with a bazooka? Knock yourself out!

2. Dynamic Missions: Instead of playing one mission type and then waiting for the new map to load before beginning another, Killzone 2 features dynamic missions, which allows you and your friends to play through multiple game types on one map without loading.

Thats cool :o

This might be the same as a video I posted before to start, but I think it's a bit longer at the end.

20 minutes anyway - http://www.videogaming247.com/2008/08/24/k...ycam/#more-9993

You can download the whole thing here if you want - http://www.megaupload.com/?d=SVG2745X

Only 30fps? :(

Yup, same as other FPS games, and it's running smooth.

I'd like to see anyone getting a game that looks as good as KZ2 running at 60FPS on a console this early in the generation.

Killzone 2 Multiplayer Classes Revealed

'Cloaked' sniper screen shows off Guerilla's unique mix-and-match badge system.

The first screenshot of the cloak suit from Killzone 2 has just plopped from Sony's loins and it's starting to get us excited about the forthcoming multiplayer beta. The pic shows a group of Helghast troops running along a darkened corridor – no surprise there – but the solider nearest the camera appears to be dissolving. It's the first time we've seen the game's active camo suit in action and players who choose the Scout class in the beta (and indeed the final game) have this cloak suit at their disposal, meaning they're incredibly difficult to spot in the middle of a firefight.

Here's how it works: with the camo suit equipped, players who remain motionless are practically impossible to see, appearing only as a visual glitch much like the Predator suit in the classic '80s movie. When you move the effect lessens somewhat depending on your speed, although you'll still be partially concealed if you walk slowly through the shadows, as displayed in the screen below.

The Scout also has a secondary ability that enables them to tag all on-screen enemies with a hidden marker, broadcasting their coordinates to team-mates.

Sony has also lifted the lid on the other classes that will appear in the Beta, which is currently in internal testing and is scheduled to go live over the PSN later this year. First up is the Rifleman, who's the default troop type in the game. They start with a variety of primary and secondary weapons, including grenades, and bigger and better guns can be unlocked as you progress through the ranks. Then there's the Engineer, whose primary skill is the ability to set up an automated turret that targets the enemy, plus they can repair ammunition dumps, mounted guns and turrets that have been damaged in battle.

Although not a natural first choice to Beta players, the Medic can revive downed team-mates if they get to their bloodied bodies quickly enough, plus they can throw health packs which can be collected by other players. The Assault trooper is the heavy weapons guy and it kitted out with thick armour that can take twice as much punishment as a regular Kevlar vest. His secondary ability is a temporary speed boost that enables him to get stuck into a firefight in double-quick time, or run in the opposite direction if you're low on health.

The Tactician is the captain of the group and can drop coloured smoke grenades throughout a level, which serve as spawn points for the rest of the team. This skill proves essential on the bigger maps in the Beta as it allows for a steady flow of friendly troops on the front line. Tacticians can request air support too, calling in a sentry bot that fly low and tear through the enemy.

Finally there's the Saboteur, who can infiltrate the opposition by assuming the guise of a random enemy player and is also equipped with sticky proximity-activated C4 charges – perfect for lobbing near the enemy spawn point once you've crept through their ranks!

Here's the really interesting bit though - the classes in Killzone 2 aren't as rigid as those in other games, so if you choose to play as a Scout you're not necessarily limited to just those skills. Instead you're free to mix and match to some extent, taking a class's primary ability and mixing it with another's secondary. So, for example, if you choose to be a Scout but take the engineer's secondary skill it's possible to slowly sneak over to the enemy base without being seen, thanks to the cloak suit, and then place a sentry gun that makes mincemeat of the bad guys as soon as they appear.

Since both ISA and Heghast factions will have the same class types and abilities available to them, albeit with slight variations in the specific weapons and gear set-ups, it's pretty much an even playing field. However, with so much scope for playing around with the skills there really is every incentive to be as creative as you can, to get that much-needed advantage over the enemy.

We'll be bringing you an in-depth preview of the Killzone 2 multiplayer beta in the coming weeks so be sure to keep your field radio tuned to IGN.

and some more Multiplayer screens

ShotPS3_0176.jpg

ShotPS3_0189.jpg

ShotPS3_0206.jpg

ShotPS3_0239.jpg

ShotPS3_0227.jpg

Edited by Audioboxer
  • 2 weeks later...
Leaked Killzone 2 Multiplayer Beta Was Not Obtained Early

killone-2-nuts.jpg

If you have been following the Killzone news lately then you might have seen the so called leaked footage of a multiplayer level of Killzone 2. The guy had a cocky ego announcing that he “pwnd” Sony. Well to bring you guys back down to earth MotherH from the Playstation forum boards cleared up the situation.

Just to stop all this confusion. There is a private closed Sony-internal beta going on. No journalists, only employees. This chap obviously does not like being an employee and more interested in boosting his ego on the gametrailers forums. VIPs are not yet involved either. As before, we’ll be providing more info on the public beta later in the year and I am not going to discuss the details of what is going on now in any detail. You guys simply have to trust us that we know what we are doing

Seb Downie - QA Manager - Guerrilla Games

Well their you go. Be sure if that if you come across the guy who posted that video to kick him square in the nuts for being a prick.

Source: GameXtract

Killzone 2 Multiplayer Beta starts on PlayStation Network this fall

The Killzone 2 Multiplayer Beta will start on the PlayStation Network in early October 2008 and the first screenshot of the cloak suit from the game’s multiplayer has finally been released.

The cloak suit will be available for anyone who chooses the Scout class in the beta (and final game), which obviously makes them really difficult to spot in a shootout, appearing only as a visual glitch similar to the Predator’s cloaking in the classic 80’s movie. You can walk slowly through the shadows to remain almost completely undetectable, but if you move players will be able to notice you as the cloaking effect will lessen slightly.

The secondary ability of the Scout enables them to tag all the enemies on-screen with a hidden marker, which will broadcast the coordinates for those tagged players to his teammates.

Sony also revealed the other classes in the beta, they include:

* Rifleman: The default troop type. Starts wsith a variety of primary and secondary wepaons that include grenades. Bigger guns are unlockable as you progress up the ranks.

* Engineer: Allowed to set up automated turrets as primary ability. Can repair ammunition dumps, mounted guns and turrets damaged from weapons fire.

* Medic: Can revive teammates who have been shot down if they are reached in time. Can throw health packs which can be collected by other players.

* Assault Trooper: The Heavy Weapons class. Has thick armor thus they can take twice as much damage. Has a speedboost as their secondary ability.

* Tactician: The Captain of the group. Allowed to drop colored smoke grenades which serve as spawn points for his team. Can prove essential on the bigger Beta test maps as it can allow for a steady flow of friendly troops to the frontline. Can also call in air support (a sentry bot that flies low to tears into the enemy from above).

* Saboteur: Can assume the look of your opponents in order to infiltrate their camps. Can use sticky proximity-activated C4 charges. Making them lethal as they can throw these into enemy spawn-points once they’ve assumed their identity!

Unlike in other games, the classes in Killzone 2 are not rigid, meaning you aren’t necessarily limited to the skills of the class you picked. Instead you are able to mix and match, taking a classes primary ability and mixing it with another secondary ability!

Source: VideoGamesBlogger

  • 3 weeks later...
Exclusive Killzone 2 Beta screenshots

The Killzone 2 beta has started today and the website PS3Life got some exclusive screenshots of it.

07orU-20080926-1222436421.jpg

31J08-20080926-1222436421.jpg

601IS-20080926-1222436422.jpg

98cHe-20080926-1222436422.jpg

Source: http://n4g.com/ps3/News-205181.aspx

Not the greatest screens, but the beta has just started.

Expect more to come.

edit: first video

http://www.youtube.com/watch?v=-ObytWDaxso

Unfortunately most of it is spent messing about, but there is a min or so of footage.

Edited by Audioboxer
Since a new chapter as dawned (Beta), could we plz close this thread and start over with a new one. 10 pages before the good stuff in annoying.

Hoping to see some good quality footage soon.

Any word as to beta expansion? More invites to come? US release?

Why?

There is still a ton of screenshots/videos and other useful info before!

This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Posts

    • Trailer park trash “sport “, fits the current White House
    • KataLib 5.3.0.0 by Razvan Serea KataLib is more than just a music player — it's a complete audio suite designed for music lovers and creators alike. It combines a powerful audio player, a flexible metadata editor, a capable audio converter, and a music library manager into one streamlined application. Core Features: Audio Player Enjoy seamless playback of virtually any audio format or even streaming video files. DJ Mode lets you mix tracks with manual or automatic crossfades. You can also load and save WinAmp-style playlists for quick access to your favorite sets. Audio Converter Convert between a wide range of audio formats effortlessly. Trim or normalize your output automatically, and even extract audio from streaming video sources. Ideal for preparing files for different devices or platforms. Metadata Editor View and edit ID3v2 tags and other metadata. Batch edit multiple files at once, and fetch missing information directly from the MusicBrainz database. You can also apply or update album art with ease. Music Library Manager Organize your entire audio collection, search across tracks instantly, and download cover images from the internet — or use your own custom artwork. KataLib makes it easy to keep your library tidy and enriched with useful info. Supported Formats: KataLib supports a wide range of both lossy and lossless audio formats: Input: OPUS, AAC, FLAC, M4A, MP3, MP4, MPC, APE, AIF, MKV, AVI, MOV, FLV, WEBM, Ogg Vorbis, WAV, WAVPack, WMA, AC3, OGA, MP2, MPGA, MPEG, DTS, M4B, DSD (DFS) Output: OPUS, FLAC, M4A, MP3, Ogg Vorbis, WAV Under the hood, KataLib uses the trusted FFmpeg engine for audio conversion and media playback, ensuring compatibility with virtually all mainstream media formats. KataLib 5.3.0.0 changelog: Added Option to select the Zoom level of the Oscilloscope visualizer. The taskbar button of the app now displays the progress of its processing tasks. The metadata text of the Visualization Video can now be aligned by the user. We can now reorder the order of the Visualizers and Metadata, in the Visualization Video Setup dialog, by removing any item and adding it again. It will be added at the end. Changed The font size of the Visualization Video can now be more than 30 points. Updated yt-dlp library to version 2026... Fixed Opening the Visualization Video Setup dialog could fail if the settings were wrong. Sometimes there were false duplicates in the Rename Tracks dialog. Tracks without metadata appeared without title in the Recent menu. Download: KataLib 5.3.0.0 | 90.0 MB (Open Source) Links: KataLib Home Page | Github | Screenshot Get alerted to all of our Software updates on Twitter at @NeowinSoftware
    • EA Sports UFC 6 review: Brutal, satisfying, and surprisingly accessible to newcomers by Pulasthi Ariyasinghe EA’s UFC series of fighting games has been putting out games for over 10 years now, but it’s a series I have never spent any time with. As a PC guy, the series being console-exclusive is the primary reason for that. The latest entry to the series, EA Sports UFC 6, is still not coming to PC, but I have an Xbox now. When EA reached out to see if I could have a crack at the game and give my opinion about it, I finally got the chance to see what this franchise is about. I have spent about a week playing UFC 6 on the Xbox Series X. Despite my lackluster skill with fighting games, I still have fun with entries like Street Fighter and Tekken. I quickly came to realize this is a different kind of fighting game, not the arcade titles I am usually dabbling with. Most of the week that I spent playing UFC 6 was in the career mode, trying not to get knocked out while slowly improving my combos and reactions. The review below will be from the perspective of a newcomer to the series and an amateur fighting game fan, so please forgive any mistyped lingo or series-staple mechanics I am not comprehending. In the Ring Getting a solid hit in UFC 6 is satisfying. It’s probably the most satisfying impact reaction I have seen in a fighting game. The ripples in the muscles, the spray of sweat (and blood), the meaty sound, and the subsequent stumble all carry a lot of weight. If I miss a heavy swing like that, though, I already know that I'm in for a world of hurt from the incoming counters. The fighting is a real treat. The actions aren’t as snappy as arcade titles, so a miss feels like a much bigger mistake here. This slowness did take some getting used to, but I felt the improvement in my abilities even after a few drills with basic punch and kick combos. If I’m not deliberate with my actions in the ring, whether it be a hasty retreat or a flying punch, the possibility of getting instantly knocked out is always there. The head, chest, and legs all come with their own health bars, so guarding just one area is just asking for trouble. A few hits to the head, and it's game over. Meanwhile, you won’t even be able to stay on your feet if they get damaged enough, drastically lowering the total amount of stamina available for the rest of the match. I was also encountering a large range of fighting styles to customize my own fighter with. There are a huge number of real-life superstars here from multiple eras. It’s not as exaggerated as Street Fighter or Tekken, but the way they move, evade, throw punches, or even take steps is based on their real-life counterparts. I can see this being a big draw for any mixed martial arts fan. One feature I was surprised to see here was the 'Flow State' ability. As rounds progress, a power-up meter can give a temporary boost to the unique fighting style of the selected fighter, essentially boosting what they are good at. There is an entire visual effect that kicks in when activating this, too. The surprising part was seeing something like this in a game that feels like it’s aiming to be more of a simulator than an arcade fighter. My skill level is too low to use this exactly how the game wants me to, so I ended up triggering it whenever the opponent did it as well. Streamlined vs Authentic When I first started it up, UFC 6 asked me about my experience with the series. Being genuinely new, I took its advice and opted for a lowered difficulty level and 'Streamlined' controls. Quickly, I realized that this wasn’t for me. My chosen fighters were throwing random attacks, no matter what combination the game was trying to teach me. Win streaks were happening, and I was already getting bored out of my mind just a few matches in. Turning off this mode and switching to 'Authentic' controls fixed everything right up. I was now able to control my fighter with more precision than I expected. I could control each arm and leg, which body part my attacks would aim at, and the fully customizable controls for setting up unorthodox moves were a cherry on top. None of these made me an expert at the game, but at least I was being beaten up fairly. This is not a point against UFC 6, though. Giving the option for anyone to enjoy the game is always a good thing in my eyes. There is a lot of customizability in the difficulty, with everything from slow-motion reactions to specific assists being offered as toggles. If I had a friend coming over and wanted to try a quick 1v1, the streamlined controls option is one I’d consider to make it a light and fun fight. The one part of the fighting that did not click with me was the grappling. Being taken to the ground brings in an entirely new control mechanism involving mounts and submissions that feel more like quick-time events than the heavy, tactical fighting I had seen so far while standing. The game wants me to hold sticks in certain directions to change the position or pull off submissions, trying to do the opposite actions of the opponent. Even though I tried to get used to this gameplay, it just felt like a momentum killer, and I eventually just wanted to get back on my feet to get back into the action. Legacy and Career It was UFC 6’s career mode that I wanted to play the most when I started it up. I grew up with EA Sports games, and taking my team from the ground to the top has always been my favorite task. UFC 6 has that same option but also offers a more cinematic entrance to the career experience than I expected with ‘The Legacy’ mode. This mini-campaign follows an up-and-coming fighter, Chris Carter, who is attempting to reach the heights his father had reached in the sport. Starting with a small-time gym and coach, the story follows both his growth in the space as well as the growing rivalry with a friend and fighter, Danny Lopez. The fights in this mode are very good at introducing a newcomer like me to the sport and its varying techniques. Cinematics land between the major fights, showing the growing tension between the two fighters as the years go by, feeling the pressure to not miss out on the hard-earned chances. The dialogue can be a little corny at times, especially when the bar fights kick off, but I largely enjoyed the storyline. At the end of it, I was pretty much familiar with all the mechanics of the career mode, unlocking new skills and moves, and how I needed to approach fights, both outside and inside the ring. This story mode isn’t a very lengthy one, so don’t expect an hour-long campaign. Once the conclusion is reached, Carter’s journey continues as if it’s a normal career playthrough, though I decided to start over from scratch now that I have some know-how about the basics. The career mode is very streamlined, which is to be expected considering there isn’t a team to manage like in other EA Sports games. It’s the journey of one fighter. When a fight comes up in the calendar, I could choose how many weeks I dedicate to preparing for it at the gym. A longer prep time gives the opportunity to get my fighter’s fitness up (giving a bonus during fights), earn more money and points for unlocking new skills, and gain more fans to fast-track the rise to stardom. While that sounds like a lot of things to manage, it’s more like a few clicks. There is a social media menu that sometimes pops up with canned replies I can send to fans, and the sponsors are once again a single click away from being assigned as finished. It’s the training aspect that adds a gameplay angle. Using the money from winnings and sponsorships, I was hiring different types of trainers and learning fancier moves to use in the ring. One small thing I appreciated was that it was possible to injure each other during these training sessions. If a trainer goes down in a bad way while sparring, they won’t be available for the remainder of training. If my fighter is injured, it takes valuable time and resources to heal and recuperate. Just like in real life, it makes sense not to go so hard during training sessions and save that energy for the main event. Every training or sponsorship activity I took part in used up the days and weeks I had before the next fight, bringing a balancing element to the whole ordeal. There were times I simulated most of these to just get to the next fight, but the grind for gaining even the slightest bit of advantage while trying not to overdo it is an enjoyable one. Outside of quick fights and career modes, UFC 6 also introduces an almost museum-like mode to explore a trio of fighters considered to be legends of the sport: Max Holloway, Alex Pereira, and Zhang Weili. The aptly named Hall of Legends mode is unlike everything else seen in the game. Each of these fighters has entire levels dedicated to them that I could walk around in and explore their journey into the UFC. This includes footage from real-life fights and interviews about their original inspirations and training methods. Each of these spaces is almost like an interactive documentary. Once the highlights are done, the mode offers the opportunity to take over a deciding fight from the superstars. It’s an impressive transition. Going from the real-life televised event with crowds and commentary to immediately taking over in the game has some real hype behind it. Performance and visuals It’s clear to see that UFC 6 is going for a photo-realism look with its visuals compared to any other fighting game. The fighters don’t look great in selection screens. But inside the arenas, under the flood lights, surrounded by crowds, and facing an opponent, the visuals are more than impressive. As ghastly as it is to witness, things like blood spraying into the mat and muscles reddening as they get pummeled keep improving the immersion. The fluid animations help sell the illusion even further. A missed kick carries the momentum to require a corrective step. Hard punches that glance off blocks give off the air of a hit that still took some wind off the opponent’s guard. The special moves with flips and spins look mega awkward when missing, just as they do in real life. Suffice to say, the Frostbite Engine powering this game is one of the biggest strengths of EA development studios. Playing on the Xbox Series X, the 60 FPS gameplay did not miss the mark or cause any slowdowns that I could detect. I still wish this series were on PC to see just how far the developer can push the engine. One area I continue to have issues with, surprisingly enough, is the menus. The game has fast loading screens, but almost every menu I click through has a large amount of noticeable lag before it registers. This is immensely painful in the career mode, since I have to go through multiple menus between fights to train and do sponsorships, and having a 3-second pause when selecting a simple move between pages is the only time that made me quit the game. Thanks to Xbox’s quick resume, though, I was able to instantly jump back in the next day to the same point (and wade through more laggy menus). Conclusion My primary mission going into this EA Sports UFC 6 review as a newcomer to the series was to find out if this is a good jumping-in point for someone like me. Suffice it to say, the game passed that test with flying colors. Despite the high skill ceiling, the legacy mode introduction campaign, multiple types of accessible controls, and streamlined career had me picking up the basics and fighting styles much faster than I expected. I wish I had gotten to try out competitive multiplayer during my time with the game, too, but the lack of players in the pre-release version prevented this. The impressive visuals and animations, coupled with the impact physics that let me feel every punch and kick easily, made this the most immersive fighting game I have played. The only part that gave me pause was the grappling gameplay, which killed the momentum in most fights. The Flow State amplifying system didn’t hamper the experience, but I also felt like it made more sense for an arcade fighter, not this. Easily the most annoying thing about UFC 6 was its laggy menus, which I hope get some sort of fix later. Returning series veterans might have a completely different experience from me. But for a new fan like me looking to climb ranks and see fighters get floored in spectacular ways, UFC 6 doesn’t miss a step. EA Sports UFC 6 is releasing on June 19 across Xbox Series X|S and PlayStation 5 for $69.99. Ultimate Edition owners can already jump in via advanced access. This review was conducted on the Xbox Series X version of the game provided by EA.
    • No, Microsoft is obviously just spending money on maintaining a product with 0 users.
  • Recent Achievements

    • Week One Done
      ssd21345 earned a badge
      Week One Done
    • Contributor
      MarkHughes4096 went up a rank
      Contributor
    • Dedicated
      jordanspringer earned a badge
      Dedicated
    • Rookie
      Rimplesnort went up a rank
      Rookie
    • One Year In
      Markus94287 earned a badge
      One Year In
  • Popular Contributors

    1. 1
      +primortal
      486
    2. 2
      +Edouard
      173
    3. 3
      PsYcHoKiLLa
      138
    4. 4
      ATLien_0
      94
    5. 5
      Steven P.
      79
  • Tell a friend

    Love Neowin? Tell a friend!