Killzone 2 at E3, revisited -
http://www.joystiq.com/2007/07/11/killzone-2-at-e3-revisited/Clouds dash by as a flying vehicle zooms ahead. Armored soldiers are yelling frantically, as the chaotic sounds of a war zone fill the jam-packed auditorium. Sound familiar? It's meant to be. The opening seconds of the new Killzone presentation bring to life the infamous E3 trailer from 2005-only this time, it's in real-time.
Certainly, the question on everyone's mind is: does it look as good as the notorious it's-not-CG-we-swear trailer from 2005? In many ways, the visual fidelity of the updated presentation matches the highly polished look of the debut trailer. Beautiful volumetric smoke filled the screen, and the characters were alive with animation. However, unlike the deceptive E3 presentation of yore, this one had an aura of believability. A critical eye could note a few rough jagged edges, and textures that are a far cry away from Hollywood renders. The floor textures were no short of terrible. The facial animation system in Were we a little disappointed to notice polygons and texture work so quickly? Certainly. In spite of all the flaws within the game, there's no denying that Killzone 2 provides a visual feast that effectively demonstrates the technical prowess of the PlayStation 3.
The presentation continues with a Helghast that gets burned alive, much to the delight of this blogger. Although the fire didn't look particularly "next-gen," the way it interacted with the flailing body was intensely lifelike. Action connoisseurs would certainly be impressed by the first few non-interactive moments of the presentation, with innumerable explosions that would make Michael Bay jealous.
As the airship landed, we were delighted to see the presentation transition to gameplay seamlessly. The onscreen player moves down a passage, with rows of barricades, and dozens of soldiers being torn apart by Helghast fire. Even if the finer details of the game's visuals couldn't live up to the expectations created by the original E3 trailer, the actual gameplay maintained much of the same intensity. The senses become easily overwhelmed by an apocalyptic feast of aural and visual information: comrades fall, in battle, under a hailstorm of bullets and explosions. The director of the game noted Guerilla's team to create a "hostile theatre of war." They've undeniably succeeded in that.
Impressions will be updated throughout the evening. Stay tuned.