the gameplay seems to be pretty much unchanged.
He's too busy producing the Jace Hall Show to care: http://crackle.com/c/Jace_Hall (http://crackle.com/c/Jace_Hall) !qore exclusive until the 22nd
It's obvious Jace Hall wants his games to fail.
Has anyone actually seen these?
I was watching the video on gamersyde, and i noticed that the enemies look and react as good if not better to shot as the ones in Killzone 2, you even see dudes limping.
So....why is it that the internet isn't flooded with Gifs of these enemies and their reactions and physics?
I was watching the video on gamersyde, and i noticed that the enemies look and react as good if not better to shot as the ones in Killzone 2, you even see dudes limping.Are you serious? I was watching a number of FEAR2 videos immediately following that awesome Killzone 2 CES footage and couldn't believe just how bad it looked in comparison. Which video were you looking at? All of the footage I've seen thus far looks pretty bland, which is exactly why I don't think it's showing up in animated gif form.
So....why is it that the internet isn't flooded with Gifs of these enemies and their reactions and physics?
Are you serious? I was watching a number of FEAR2 videos immediately following that awesome Killzone 2 CES footage and couldn't believe just how bad it looked in comparison. Which video were you looking at? All of the footage I've seen thus far looks pretty bland, which is exactly why I don't think it's showing up in animated gif form.
The game has that same lack of weight that has plagued every Monolith first person shooter since SHOGO. It just doesn't look all that good in motion...
I was watching the video on gamersyde, and i noticed that the enemies look and react as good if not better to shot as the ones in Killzone 2, you even see dudes limping.Are you serious? I was watching a number of FEAR2 videos immediately following that awesome Killzone 2 CES footage and couldn't believe just how bad it looked in comparison. Which video were you looking at? All of the footage I've seen thus far looks pretty bland, which is exactly why I don't think it's showing up in animated gif form.
So....why is it that the internet isn't flooded with Gifs of these enemies and their reactions and physics?
The game has that same lack of weight that has plagued every Monolith first person shooter since SHOGO. It just doesn't look all that good in motion...
wrika would like it more if it was an experience
experience
xperienz
No, it looks just as good as Kz2 on the whole "blood flying, body hitting the floor", it actually looks kinda better because it doesn't have some of the stupid death animations getting in the way, and again, you see a dude limping and shit.It does look pretty nice in that video, I agree. That is certainly a step up from other footage I've seen.
FEAR 2 doesn't look as good as KZ2.
Jesus Christ, you idiots :lol
I have this terrible feeling FEAR 2 is going to be a real piece of garbage.
FEAR 2 doesn't look as good as KZ2.
Jesus Christ, you idiots :lol
I have this terrible feeling FEAR 2 is going to be a real piece of garbage.
FEAR 2 doesn't look as good as KZ2.
Jesus Christ, you idiots :lol
I have this terrible feeling FEAR 2 is going to be a real piece of garbage.
Eff off with that. Your posts aren't art, I'm not going to interpret them. Go take an English class.FEAR 2 doesn't look as good as KZ2.
Jesus Christ, you idiots :lol
I have this terrible feeling FEAR 2 is going to be a real piece of garbage.
Who said otherwise?
Man at least Darkx10 got what i meant, reading and all that, a luxury i guess.
Eff off with that. Your posts aren't art, I'm not going to interpret them. Go take an English class.FEAR 2 doesn't look as good as KZ2.
Jesus Christ, you idiots :lol
I have this terrible feeling FEAR 2 is going to be a real piece of garbage.
Who said otherwise?
Man at least Darkx10 got what i meant, reading and all that, a luxury i guess.
Are you serious? I was watching a number of FEAR2 videos immediately following that awesome Killzone 2 CES footage and couldn't believe just how bad it looked in comparison. Which video were you looking at? All of the footage I've seen thus far looks pretty bland, which is exactly why I don't think it's showing up in animated gif form.
The game has that same lack of weight that has plagued every Monolith first person shooter since SHOGO. It just doesn't look all that good in motion...
(http://i43.tinypic.com/ngulpf.gif)
fear 2 has mechs
thus logically speaking, fear 2 > killzone 2
wtf is that from? :yuck
Hey guys I feel like jerking off to gifs of concrete falling off walls.
Let's make a Killzone 2 thread.
Hey guys I feel like jerking off to gifs of concrete falling off walls.
Let's make a Killzone 2 thread.
Red Faction: Guerilla :drool
Hey guys I feel like jerking off to gifs of concrete falling off walls.
Let's make a Killzone 2 thread.
:roflHey guys I feel like jerking off to gifs of concrete falling off walls.
Let's make a Killzone 2 thread.
Hey guys, let's make some typical sourcunt EB brand posts where we talk a bunch of shit. That's like awesome and whatnot.
:roflHey guys I feel like jerking off to gifs of concrete falling off walls.
Let's make a Killzone 2 thread.
Hey guys, let's make some typical sourcunt EB brand posts where we talk a bunch of shit. That's like awesome and whatnot.
Oh and wrika, the soldiers limped in FEAR 1 .
I really hope Monolith can conquer their poor level design habits this time around. FEAR set a trend that they have not yet been able to break in that their games are always filled with tight, repetitive maps. You spend a ridiculous amount of time moving through a series of monotonous rooms and corridors. It feels as if they designed their major set piece events first and simply glue them together with repetitive strings of hallways.
I started playing FEAR1 last night on Xbox and I dunno, it feels off. Like I can't even tell when I'm getting hit. I pop out and shoot and then pop back in and look at my health and I'm down to 20 from 70. At least the last 25 regenerates.The first levels pretty much represent the game as a whole. It consists almost entirely of boring corridors and repetitive fire fights. They introduce a couple of unique enemies at one point and then immediately revert to the same old soldiers. The game has some of the worst sewers I've ever encountered in an FPS as well.
In slow motion it feels cool but it feels like there's no challenge because the enemies just stand there and you kill them. In normal motion it feels really hard since you die in like 3 seconds of being shot. Also the checkpoints were pretty damn far apart compared to most FPS games. You have to play like 3-4 firefights in a row before a checkpoint.
I dunno, maybe the first level just sucks.
Oh please. The levels were designed to facilitate close quarters firefights first and foremost, and as such it was bloody successful. Hell, with gunplay that awesome, I wouldn't have minded if the levels were nothing but drywall and a few lights. Maybe if other developers had it in them to make games with such good gunplay, they could save some dough on needlessly detailed environments.I disagree. The gunplay was decent, but was not what it could have been. It's very shallow, the weapons and camera motion feel terrible, and they basically repeat the same encounters over and over again. The levels pretty much WERE nothing but drywall and a few lights, however...
The game has some of the worst sewers I've ever encountered in an FPS as well.
I started playing FEAR1 last night on Xbox and I dunno, it feels off. Like I can't even tell when I'm getting hit. I pop out and shoot and then pop back in and look at my health and I'm down to 20 from 70. At least the last 25 regenerates.The first levels pretty much represent the game as a whole. It consists almost entirely of boring corridors and repetitive fire fights. They introduce a couple of unique enemies at one point and then immediately revert to the same old soldiers. The game has some of the worst sewers I've ever encountered in an FPS as well.
In slow motion it feels cool but it feels like there's no challenge because the enemies just stand there and you kill them. In normal motion it feels really hard since you die in like 3 seconds of being shot. Also the checkpoints were pretty damn far apart compared to most FPS games. You have to play like 3-4 firefights in a row before a checkpoint.
I dunno, maybe the first level just sucks.QuoteOh please. The levels were designed to facilitate close quarters firefights first and foremost, and as such it was bloody successful. Hell, with gunplay that awesome, I wouldn't have minded if the levels were nothing but drywall and a few lights. Maybe if other developers had it in them to make games with such good gunplay, they could save some dough on needlessly detailed environments.I disagree. The gunplay was decent, but was not what it could have been. It's very shallow, the weapons and camera motion feel terrible, and they basically repeat the same encounters over and over again. The levels pretty much WERE nothing but drywall and a few lights, however...
Have you played Half-Life for PC or HL2, bebpo?
There doesn't seem to be much weight/force in anything except when in slow motion.
I keep wishing every FPS/TPS played as well as Halo but none of them do :(
I agree with Bebpo/dark10x about the "weight" of the guns in FEAR and the weird overall feel to the shooting. Most shooters have this problem, especially on the consoles, since the mouse/keyboard combo helps alleviate some issues. The ones that solved it are the most successful, like Halo, Call of Duty, Gears, and R6V. Unfortunately, Valve still hasn't gotten it right, though L4D is a small improvement over HL2.I know exactly what you're talking about.
It's hard to describe exactly what makes a console shooter "feel" right, but it's a combination of camera, aim assist, sticky aim, analog stick acceleration, visceral weapons, player movement, environmental interaction, and many more factors. It's really fucking hard to get right, and even solid B-tier FPS games like Far Cry, FEAR, Resistance, and many more just don't get that "feel" right.
I'm not sure why duckman/AA/whatever is turning his nose up at Halo. You might not like the game's design, setting, enemies, fans, or whatever, but it's undeniable that it gets the core movement and shooting absolutely right, which is what this discussion is about.
I'm not sure why duckman/AA/whatever is turning his nose up at Halo. You might not like the game's design, setting, enemies, fans, or whatever, but it's undeniable that it gets the core movement and shooting absolutely right, which is what this discussion is about.
I'm not sure why duckman/AA/whatever is turning his nose up at Halo. You might not like the game's design, setting, enemies, fans, or whatever, but it's undeniable that it gets the core movement and shooting absolutely right, which is what this discussion is about.
I have nothing against the controls in Halo, it's in fact one of the more enjoyable games on a console. But I'll be damned if I'm going to not turn my nose up at a suggestion that it is somehow something that should be copied by all. Transfer it to something as slow and fast as F.E.A.R., and it'd likely fall apart. Halo gets the core shooting of Halo right, I'll agree with that.
And I'm not sure what COD is even doing on that list of yours. Guns behave like balsam sticks, in the PC and console versions. It works in its own little way, but in an argument about weight, it seems like a poor example. Killzone 2 is a far better example of heavily weighted gunplay and controls.
I'm willing to concede that the F.E.A.R. controls don't mesh perfectly with console control methods and common standards, but that's also not all there was to that argument. And it's still bloody idiotic to even attempt to separate the gunplay and slow motion action, given how fundamentally important that slow motion is to the game.
COD4's controls are nearly perfect for a console shooter and I never had a problem with the guns' "weight"....especially the LMGs.
COD4's controls are nearly perfect for a console shooter and I never had a problem with the guns' "weight"....especially the LMGs.
Not surprising, considering that there is no weight to them. Particularly the LMGs, the damned things could as well be cheap airsoft replicas.
I haven't said anything about what I "need." I'm just wondering what in the hell a game with notoriously feather-light guns and super-accelerated spin on a dime gunplay is doing on that list of yours.
I haven't said anything about what I "need." I'm just wondering what in the hell a game with notoriously feather-light guns and super-accelerated spin on a dime gunplay is doing on that list of yours.
Because that's a list of console shooters that get it right.
COD4's controls are nearly perfect for a console shooter and I never had a problem with the guns' "weight"....especially the LMGs.
Not surprising, considering that there is no weight to them. Particularly the LMGs, the damned things could as well be cheap airsoft replicas.
The game has some of the worst sewers I've ever encountered in an FPS as well.
why, were there too many jaggies or something?
i hate all that head-bobbing shit fps games do nowadays
"ho man, i'm workin' up a sweat here, all sprinting with my pretend soldier dude"
COD4's controls are nearly perfect for a console shooter and I never had a problem with the guns' "weight"....especially the LMGs.
Not surprising, considering that there is no weight to them. Particularly the LMGs, the damned things could as well be cheap airsoft replicas.
what is this weight? i value being able to precisely place a crosshair on a smal target with an analog stick, not the chunkiness of the weapon model or the inertial momentum of the controls, both of which are annoying
this topic sucks
what is this weight? i value being able to precisely place a crosshair on a smal target with an analog stick, not the chunkiness of the weapon model or the inertial momentum of the controls, both of which are annoying
Hey guys I feel like jerking off to gifs of concrete falling off walls.
Let's make a Killzone 2 thread.
(http://img.photobucket.com/albums/v673/iceatcs/Games/KillzownedWTFace.gif)
Actually, it has more to do with the connection between the camera and weapons. It's difficult to describe, but there is something about the way everything fails to gel that really creates this lack of weight. It has little to do with the audio or the actual firepower of the weapon. I'd say it also extends to the motion of the player character in that simply walking around feels a bit jerky and stiff. I suppose all of this is connected. The way the player weapon looks while walking around is really unattractive and pulls me out of the experience. I believe this has been a problem since SHOGO and Monolith has never quite gotten it right.COD4's controls are nearly perfect for a console shooter and I never had a problem with the guns' "weight"....especially the LMGs.
Not surprising, considering that there is no weight to them. Particularly the LMGs, the damned things could as well be cheap airsoft replicas.
what is this weight? i value being able to precisely place a crosshair on a smal target with an analog stick, not the chunkiness of the weapon model or the inertial momentum of the controls, both of which are annoying
I suspect that when people talk about this stuff, what they really mean is how much firing said weapon engages their sub-woofer.
unsurprisingly the 360 ver looks better (still has the shitty grain filter) and has a better framerate (although it hitches from time to time).
i like how you can flip tables and shit for cover and the mech sequence is awesome. in fact it's so awesome that i wish they'd make a game around it.
oh so they already made a mech game. well they should try their hand at another
i also didn't know that monolith made no one lives forever. i played the second one and it was pretty fun.
agreed. condemned 2 is atrocious.
D- you forgot "shoehorned multiplayer"
Didn't Condemned 2 add fucking QTEs to the combat, which in turn sent any sense of creepy immersion out the window? Worst "core mechanic" change ever.
D- you forgot "shoehorned multiplayer"
I don't even count the multiplayer in games where it's obviously tacked on and unimportant. A shitty multiplayer mode doesn't impact the single-player mode in any way when I'm judging a game.
Didn't Condemned 2 add fucking QTEs to the combat, which in turn sent any sense of creepy immersion out the window? Worst "core mechanic" change ever.
Not really that I can remember, unless you think combo systems in games are QTEs.
I don't give a crap about multiplayer though. Condemned 1 was truly a great game and by far the scariest I've ever played. I wasn't scared once by Condemned 2 and I really, really tried. Played only at night, lights off, everything.
best part of the game was the bear chase scene and that wasn't scary for the same reasons that condemned 1 was interesting.
This is also the first PC game in a long, long time that didn't have support for side mouse buttons.
Yeah, but you never lose like more than 10 seconds of progress. and it's so funny. i mean LOL its a bear
compare that to what comes after with all the guns and the agent/troops in the cabin. total shitttt
Even on the PC fear 2 is a bit crap. It's not so much the combat it self, which is still fun and all, but more about how it was designed for the PC. Despite having a 16:10 monitor running the 16:10 resolution of 1680x1050, the game ran in 16:9 with black bars. This is also the first PC game in a long, long time that didn't have support for side mouse buttons. And that grain filter is hideous.Strike 2.
there's not much of a difference, if any, in carrying an assault rifle or carrying around a shotgun or something else..
Oh hey look, KZ2 shilling in a FEAR 2 thread. What is up with that, it's rampant.
Just jumpkick the ghosts.
That actually is something that FEAR has that no other FPS can claim: ghost jumpkicks.
Better environments + better guns + zomg graphics = Ok, I'll give Monolith my money for this one.
Better environments + better guns + zomg graphics = Ok, I'll give Monolith my money for this one.
You forgot better achievements
I'm picking it up on PC, probably gonna hold off a day or two and see if there any quick fixes to the resolution blunder or control issues before starting.
I'm picking it up on PC, probably gonna hold off a day or two and see if there any quick fixes to the resolution blunder or control issues before starting.
Resolution blunder?
I'm picking it up on PC, probably gonna hold off a day or two and see if there any quick fixes to the resolution blunder or control issues before starting.
Resolution blunder?
It's only 16:9 on PC. If you have a 16:10 monitor (basically every widescreen monitor out there), it will have black bars.
I don't know, I never thought FEAR was much of a beauty. It used effects well to make the combat feel more brutal, and the lighting was good for the time, but I was more impressed with how the game like no other game managed to make me feel hunted. I refuse to replay it now, because I like to have that memory of it.
(and why I won't play Crysis for another 2-3 years) :P
(and why I won't play Crysis for another 2-3 years) :P
On the upside, I don't think Crysis is going to be outdated in terms of gameplay anytime soon.
FEAR was the Crysis of 5 years ago. I remember everyone upgrading their PCs just to play it and it was the game you used to judge how powerful your PC is. All the particle effects going on were system devouring. My PC couldn't run the game (like my current PC can't run Crysis), hence why I never played it until now (and why I won't play Crysis for another 2-3 years) :PI don't know about that. FEAR was never all that impressive looking due to its ultra boxy environments and drab lighting. I think Crysis will age beautifully. Far Cry, a 2004 game, still looks really nice these days, for example (though the actual art direction was pretty weak).
Yeah, Crysis has decent gameplay, but I don't think it'll be saved from the "tech demo" syndrome altogether.Really? The original Crysis has fantastic gameplay all around that I think will hold up really well. Furthermore, kind of like Half-Life 2, the art direction is really strong. The game is very polished throughout and presents the type of experience that should age gracefully.
gamefly shipped mine!
But while the action is good, the overall pacing and level design could have been and should have been tightened up considerably. The levels may be fairly imaginative, but sort of defy logic in their hugeness. For example, about halfway through the game you enter in to a ruined school (the nuclear bomb that went off at the end of the original game goes off early in this one, interweaving the timelines), which is finely crafted from an artistic point of view, but sprawls out in a way unlike any institute of learning I’ve ever been in, and that includes universities. How many damn trophy cases do they have in here anyway? Other levels take you through seemingly endless warrens of back rooms and hallways, as parts of structures that would have been designed by a madman in the real world.
The problem with these ludicrously large levels is that they make parts of the game feel like a grind. Strangely, the most compact levels are all outside, and most of those you cruise through in a powerful mechanized suit. These portions are fun but mindless. F.E.A.R. 2 will wear you out with its length, even though most reasonably gamers should be able to burn through it in less than ten hours.
I liked FEAR 1, and i haven't enjoyed this game so far.I disliked FEAR 1, and I'm actually enjoying FEAR 2 thus far. It's not a AAA game by any means, but the combat is solid (more so than the original) and environments less repetitive.
I bought FEAR1 on PC and on 360.
I also preferred Condemned 2 to the original (which was extremely tedious for me).
the demo is actually pretty clever. It's basically several very different parts of the game glued together to make it seem like one level.
finished it. good game, took less than 7 hours to beat. the ending and general story is distinguished mentally-challenged.
it ends withspoiler (click to show/hide)Alma raping you..RAPING YOU...while you are trying to fight for her affection with some other guy through a QTE. The last thing you see is her pregnant from the rape.[close]
I can't believe they thought it would be a good idea to have aspoiler (click to show/hide)naked monster girl rape you as your knocked out. It's worse because during the final fight you have weird monster rape orgasm flashes.[close]
Monolith, truly kings of shit stories.
finished it. good game, took less than 7 hours to beat. the ending and general story is distinguished mentally-challenged.
it ends withspoiler (click to show/hide)Alma raping you..RAPING YOU...while you are trying to fight for her affection with some other guy through a QTE. The last thing you see is her pregnant from the rape.[close]
I can't believe they thought it would be a good idea to have aspoiler (click to show/hide)naked monster girl rape you as your knocked out. It's worse because during the final fight you have weird monster rape orgasm flashes.[close]
Monolith, truly kings of shit stories.
Ok... I am renting it for this.
da fuck
surely you jest?
the demo is actually pretty clever. It's basically several very different parts of the game glued together to make it seem like one level.
That's one thing that I wish other developers would copy. Monolith did this with the original FEAR and Condemned, good way to show off the game without wearing out any one area.
multiplayer is pretty crappy. I really liked the original FEAR multiplayer, but this is just boring.da fuck
surely you jest?
look it up on youtube if anyone put it up
no quicksaves and I never actually notice their absence. The one time I died in a shoot out had the game load up to maybe a minute or two before that death. Checkpoints are all over the place.
The combat is toned down from Fear 1....but it feels much better thanks to superior animation and the iron sights view. The original feels janky as hell.