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Killzone 2 interview: of visuals and AI |
Listed in: PS3 Tags: Guerrilla Games, Mathijs De Jonge
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After getting their first hands on experience with Killzone 2, the folks down at CVG had a sit down with Guerrilla Games director Mathijs De Jonge, the same sit down where he revealed "extensive multiplayer features" for the game. Aside from that little gem they also talked about the AI and the visuals for the game.In their hands on of the video game, CVG lauded how stunning the visuals are and noted the lack of loading screens and Jonge went further into it. He explains how they wanted everything to feel "realistic and believable" with a real Hollywood feel:
We want to have a seamless transition from cut-scenes right into the gameplay, so there's no loading pause or anything like that - it's all seamlessly integrated into the game.
Part of the reason behind this is that we wanted to create a very cinematic feeling; it's always first-person, you're always part of this world and it feels very immersive basically. We're doing 7.1 surround sound and lots of clever visual tricks to make sure that the player feels that they're a part of it.
Jonge also relates how Killzone 2's AI was modeled to deal with a destructible environment. AI will recognize objects it can use for cover, and objects that just aren't feasible (like exploding barrels). They'll be able to shoot out the lights to provide cover and also have improved group AI. They'll also be able to do the "lean and peek" system just as easily as you can.
All in all, it sounds like BBC was right on the money when they praised Killzone 2's realism - perhaps it wasn't just the visual feel of the video game but also the experience you get because of improved AI.
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And I noticed the no loading screens at E3 because after they landed they just like a quick pause and went straight to the action.
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