Aqui os dejo posibles datos sobre Killzone que se libraran el 4 de diciembre. Eso es del foro de Vandal.
Traduccion al castellano,, lo mas importante.
Pues iba a destacar párrafos, pero es que en todos lo pone por las nubes XD Los primeros sobre los gráficos, que de grises y aburridos nada:
Despite being painted in all manner of grey shades, Killzone 2 is artistically and graphically striking. Where some games might drown in this monotonous palette, Killzone 2 interrupts its art style with carefully chosen accent colours; the red dress of Shindler’s List is introduced to explosion sparks, rays of sunlight, and the Helghast’s glowing eyes: the original trailer’s visual style has been beautifully reproduced.
Las luces y desenfoques, impresionantes.
Flying people carriers disturb debris dirt, creating swirling clouds that interfere with shafts of light seeping through the dust. Killzone 2’s lighting further impresses with multitude light sources carefully placed to produce the optimal atmosphere. The game’s aesthetic is completed by subtle motion blur (making reload animations hyper-realistic) and shadows cast by everything from particles to enemies.
Animaciones increíbles de compañeros y enemigos.
Character movement has been stunningly recreated through motion capture, resulting in realistic enemies reactively moving from cover to cover. You’ll witness some unbelievable real-time interactions, such as my ISA comrade elbowing a Helghast soldier in the face, causing it to fall to the ground writhing in pain: I finish him off with a shot to the head.
Buen balance de IA y animaciones.
Like Uncharted: Drake’s Fortune before it, a well-balanced combination of artificial intelligence and varied animations has created enemies that pose a considerable threat. Though, I must admit, despite an eagerly launched rocket, death was uncommon. Still, there’s no telling what difficulty the game was set to.
Fin de la sensación de "pistola flotando en la pantalla", el arma tiene peso.
Although this is a first-person shooter, Killzone 2 eschews the common 'floating gun' feeling. Since your movements have weight, even feeling heavier with larger weapons, you most certainly feel like a 14 stone man. At first this might frustrate, but once you’ve grasped the controls, you’ll appreciate its realism, further discovering that you can run at a generous pace and jump most obstacles.
Única pega que ponen, por defecto la mirilla está en R3. Pero creo recordar que se podía cambiar.
But there are certain problems with the controls. The scope’s zoom is mapped to R3, which makes precise aiming clunkier than it should be – Call of Duty 4’s L1 zoom was one of the best additions to console shooters, and Guerrilla Games should adopt it here.
El online puede ser una de las mejores experiencias del 2009.
Though the online might not be particularly friendly to newcomers (and note I didn’t exactly play within a cohesive or tactical team) when diverse classes work together in the same team, Killzone 2’s multiplayer could be one of 2009's best online experiences.
En una semana lo gordo
Traduccion al castellano,, lo mas importante.
Pues iba a destacar párrafos, pero es que en todos lo pone por las nubes XD Los primeros sobre los gráficos, que de grises y aburridos nada:
Despite being painted in all manner of grey shades, Killzone 2 is artistically and graphically striking. Where some games might drown in this monotonous palette, Killzone 2 interrupts its art style with carefully chosen accent colours; the red dress of Shindler’s List is introduced to explosion sparks, rays of sunlight, and the Helghast’s glowing eyes: the original trailer’s visual style has been beautifully reproduced.
Las luces y desenfoques, impresionantes.
Flying people carriers disturb debris dirt, creating swirling clouds that interfere with shafts of light seeping through the dust. Killzone 2’s lighting further impresses with multitude light sources carefully placed to produce the optimal atmosphere. The game’s aesthetic is completed by subtle motion blur (making reload animations hyper-realistic) and shadows cast by everything from particles to enemies.
Animaciones increíbles de compañeros y enemigos.
Character movement has been stunningly recreated through motion capture, resulting in realistic enemies reactively moving from cover to cover. You’ll witness some unbelievable real-time interactions, such as my ISA comrade elbowing a Helghast soldier in the face, causing it to fall to the ground writhing in pain: I finish him off with a shot to the head.
Buen balance de IA y animaciones.
Like Uncharted: Drake’s Fortune before it, a well-balanced combination of artificial intelligence and varied animations has created enemies that pose a considerable threat. Though, I must admit, despite an eagerly launched rocket, death was uncommon. Still, there’s no telling what difficulty the game was set to.
Fin de la sensación de "pistola flotando en la pantalla", el arma tiene peso.
Although this is a first-person shooter, Killzone 2 eschews the common 'floating gun' feeling. Since your movements have weight, even feeling heavier with larger weapons, you most certainly feel like a 14 stone man. At first this might frustrate, but once you’ve grasped the controls, you’ll appreciate its realism, further discovering that you can run at a generous pace and jump most obstacles.
Única pega que ponen, por defecto la mirilla está en R3. Pero creo recordar que se podía cambiar.
But there are certain problems with the controls. The scope’s zoom is mapped to R3, which makes precise aiming clunkier than it should be – Call of Duty 4’s L1 zoom was one of the best additions to console shooters, and Guerrilla Games should adopt it here.
El online puede ser una de las mejores experiencias del 2009.
Though the online might not be particularly friendly to newcomers (and note I didn’t exactly play within a cohesive or tactical team) when diverse classes work together in the same team, Killzone 2’s multiplayer could be one of 2009's best online experiences.
En una semana lo gordo