PORCAST#14 - Podcast Multiclan
Neste Podcast Multiclan, participaram:
Spider, Jeremias25, Ceguinho, Bananeira.
Alguns dos Tópicos abordados:
1 - Se o Killzone2 for um flop o que acontecerá à ps3?
2 - O evento XL PARTY em santa maria da feira, ousou tocar num tabu: a PS3.
3 - O estado actual da política de algumas lojas, que não aceitam devoluções de consolas danificadas.
4 - A compra de jogos/periféricos fora de Portugal.
5 - O Firmware 2.60.
6 - Notícias de CLãs:
6.1 - Almoço na mealhada (interclans).
6.2 - Conclusão do torneio interno 1vs1 dos PTR (COD4).
6.3 - Estado actual do torneio aberto proposto pelos PTR (COD5).
6.4 - Torneio dos POR (Resistance2).
7 - A falta de participação de pessoas nos torneios online organizados por clãs.
8 - Perspectiva do fifa no online, sobretudo sobre a equipa FC - os Tugas.
9 - Feedback do nosso podcast.
10 - O futuro da PS3.
11 - A opinião na avaliação dos jogos:
"São as reviews ou análises importantes para um comprador de jogos? Fazem-lhe a cabeça?
Poderemos ser totalmente insensíveis e herméticamente fechados às opiniões de pessoas que já jogaram o jogo?
O que é que interessa? A revista ou a opinião do jogador? Na hora de comprarmos o jogo."
12 - Sites de jogos underground e um pouco do história de podcasters americanos.
13 - Bugs possíveis no Killzone2 anunciados pelos detractores do jogo.
14 - Alguns dos jogos que vão sair em 2009.
15 - Mini apresentação do clã inglês do Bananeira.
Obrigado pela audição!
Download this episode (right click and save)
IGN review
Aqui está a review da ign.com do tão esperado Killzone 2....
http://ps3.ign.com/articles/949/949161p1.html
Enjoy
Fonte: www.ign.com
Reviews do KZ2
Playstation - Revista Oficial - Portugal
Pros:
- The Best PS3 Graphics;
- Very solid gameplay that succeeds inovating with the implementation of the cover system;
- Very complete Multiplayer.
Cons:
- The cover system not allways works in the most adequate way.
- The dark inveroments can become kind of oppressive;
- Little problems with the AI.
Score: 9/10
Crítica: (clique nas imagens)


Reviews thus far:
OPM US: 5/5
OPM UK: 9/10
OPM Aus: 10/10
OPM Spain: 9.5/10
OPM Netherlands: 91/100 (only reviewed single player)
MegaGames.com: 9.9/10
576Kbyte: 9.7/10
Gameplay: 20/20
Gamepro: 5/5
MAXIM US: 3.5/5 (lol)
MAXIM UK: 5/5
PSX Extreme: 95/100
Hobby Consolas: 9.4/10
‘Guitar Hero World Tour' or 'Rock Band 2’?
Está díficel... mas... achamos a resposta.
“Rock Band 2” or “ Guitar Hero World Tour ” in front of four people, and you'll have an instant party. I promise. But which one’s better? Well, that’s a matter of taste.
At first blush, “World Tour” appears to be the better game thanks to improved instruments, refined gameplay, and more enjoyable note-plucking. But isolated reports of hardware bugs, a sloppy menu, and a less-than-desirable online mode complicate the choice.
For the uninitiated, “World Tour” and “Rock Band 2” feature downward-scrolling notes that must be played to the beat using a wireless toy guitar, bass or drum set. Singing is performed using a wired microphone, much like karaoke. The overall effect is extremely convincing, even for musicians, making your ordinary self feel like a bona fide rocker of real-world music.
While MTV's “Rock Band” was first to add drums and singing in 2007, Activision's “World Tour” upgrade to “Guitar Hero” is more innovative. Guitar controllers are more responsive, making you feel better prepared to hit incoming notes, and there's a new touch pad high on the neck for playing solos. (Watch out Ace Frehley.)
“World Tour” drums and singing are also improved over “Rock Band 2.” The drum set is quieter, features a softer kick pedal, and adds two raised cymbal pads, which not only make more sense than the primitive flat pads of "Rock Band," but the are easier to hit and more fun to play. “World Tour” singers also enjoy cleaner vocals.
Unfortunately, some “World Tour” owners are reporting drumming misfires. Activision has quickly addressed the issue, offering a free tuner cord that connects to a computer and corrects the problem. But it will require extra effort on your part, and it makes “Rock Band 2” more reliable out of the box and better suited for the technically challenged. (registering snare and high-hat hits).
“Rock Band 2” is also more dependable when it comes to band chemistry, even if its instruments are inferior. Both games support a four-player band mode, but only “Rock Band 2” lets players gauge easily how everyone’s doing, and assist bandmates if they’re failing. What's more, the menus in “Rock Band 2” are easier to navigate, as is playing others online.
But if you want to create your own original music and cover songs, “World Tour” is the only way to go, since it’s the only one of the two that includes a robust recording and mixing studio. The music samples sound more like a cheap Casio keyboard than something you would expect from a professional recording, but there are a variety of passable presets.
In terms of music, each game features more than 84 songs, many of which are included in both games. I found both track lists to be more than compelling, but there are differences. Van Halen, Coldplay, Jimi Hendrix, and Michael Jackson are exclusive to “World Tour,” while “Rock Band 2” has the lock on AC/DC, Panic at the Disco, Kansas, and The Offspring. If you want to download more songs, however, “Rock Band 2” has a bigger online store, but both stores are growing.
In the end, musicians and experienced rhythm game fans will likely prefer the innovations of "Guitar Hero: World Tour," while “Rock Band 2” will appeal to casual players and online gamers for its ease of use and proven experience.
'World Tour' pros:
*
Improved instruments
*
More aggressive track list
*
Better tablature makes you feel like more of a rock star
'Rock Band 2' pros:
*
Better band chemistry makes you feel like a group
*
Easier setup, no buggy hardware
*
Unmatched online play “Guitar Hero World Tour offers “tremendous value for the money.”
“For $190, you have this awesome experience where you can involve the entire family. You get four people playing this game, there’s a ton of great music,” he says. “And with ‘Guitar Hero Tunes’ (the game’s ‘sharing’ tool), you can download an infinite amount of music, so there’s really an unlimited amount of time you can play this game.”
A few weeks prior to the game’s release, msnbc.com video producer Todd Kenreck and I spoke to Kai and Charles about their new game, how the franchise has changed the music industry (and music listeners) and which artists they’d most like to see in future iterations of “Guitar Hero.” Following is an edited excerpt of that conversation.
Most fun songs to play
'Guitar Hero World Tour'
311 - “Beautiful Disaster
Beastie Boys - “No Sleep Till Brooklyn”
Billy Idol - “Rebel Yell”
Bon Jovi - “Livin’ On A Prayer”*
Coldplay - “Shiver”
Jimi Hendrix - “The Wind Cries Mary”
Lenny Kravitz - “Are You Gonna Go My Way”
Michael Jackson - “Beat It”
Modest Mouse - “Float On”*
Nirvana - “About a Girl (Unplugged)”
Steve Miller Band - “The Joker”
Sublime - “Santeria”
Van Halen - “Hot For Teacher”
Wings - “Band on the Run”
'Rock Band 2'
Billy Idol - "White Wedding"
Bon Jovi - "Livin' on a Prayer"*
Duran Duran - "Hungry Like the Wolf"
Foo Fighters - "Everlong"
Interpol - "PDA"
Lit - "My Own Worst Enemy"
Modest Mouse - "Float On"*
Panic at the Disco - "Nine in the Afternoon"
Squeeze - "Cool for Cats"In addition, "World Tour" drums can be played on expert mode without having to look at the screen, thanks to more authentic tabulature. I tried it on a song I already knew in real-life and was thrilled to find that it worked. It's a great feature for real drummers who were frustrated by the inconsistent drum notes in "Rock Band."
While "World Tour" guitars are uglier than the Fender replicas used in "Rock Band," they are heavier and more tactile than the latter, making you feel better prepared when hitting incoming notes. The guitar controllers also feature a nifty touch pad high on the neck for stringing together solos during designated parts of a song. It's a demanding but convincing effect that's sure to encourage a greater level of mastery from aspiring face-melters.
As with previous "Guitar Hero" games, note detection is more lenient in "World Tour," making you feel like a better player than you really are when compared to "Rock Band," which is more of a stickler. And oft-forgotten bass players have something to be excited about too: Activision has added a new open-strum bass note, which adds another layer of dynamics to those already familiar with the series — and is another improvement over “Rock Band.”
Compatibilidade nos periféricos:Game: Rock Band
Guitar : Wireless (with a USB Dongle) Fender Stratocaster
Guitar compatible with : Rock Band on PS3, (It has been confirmed that it is NOT compatible with Guitar Hero III on PS3)
Notable Features: An completely awesome game. Has sound effect filters and has two sets of fret buttons. A very realistic feeling guitar that looks great. Online game play with additional downloable content.
Game: Guitar Hero III
Guitar : Wireless Les Paul
Guitar compatible with : Guitar Hero III on PS 3 (Confirmed that it does not work with Rock Band on PS3 and it will not work playing the PS2 games on the PS3)
Notable Features: An awesome game with an awesome track list.
Comparação em video:
COPYRIGHTS
ROCK BAND 2: HARMONIX
GUITAR HERO WORLD TOUR: ACTIVISION
Guitar hero ganhou.
Ladyhawke
|
Influências:
Stevie Nicks, Fleetwood Mac, The Cars, Van Halen, David Bowie, The Rolling Stones, Iggy Pop and The Stooges, Prince, Nirvana, Hole, Bruce Springsteen, No Doubt, Smashing Pumpkins, Split Enz, Crushes, falling in love, Holding Hands, first kisses, being young, being old, heart shaped eyes, cuddles, AC/DC, Pharell, Missy Elliot, ESG, Yeah Yeah Yeah's, The Tom Tom Club, 80's skate videos, Deep Purple, The Hellacopters, Patti Smith, Blondie, Video Games, childhood memories, nostalgia, pining, lonliness, depression, The Pretenders, Sly and the family Stone, Suzi Quatro, Joan Jett, The Runaways, Girlschool, The Eurythmics, Pat Benetar, Kim Wilde, Stevie Wonder, The Beach Boys, Toto, INXS, 10cc, The Ramones, The Datsuns, The Cherry Valence, The Von Bondies, Led Zepplin, Black Sabbath, Going on Holidays, Weekends, The Beatles, The Bloc Party, France, Air, Elton John, Wire, Television, Peaches, Phoenix, The Clash, The Cure, The Dandy Warhols, Eric Clapton, and the big man himself Phil Collins
Patch para o Burnout Paradise
You thought Criterion was done adding content to Burnout Paradise? Wrong! On February 6th, PS3 owners of Burnout Paradise will be able to download a free patch that adds a whole lot of content.
* In-Game Store (PS3/PC only) - An in-game browser will connect to the "Criterion Games Network." From here, you'll be able to see all the game's updates and purchase any of the upcoming premium DLC.
* Tweaked vehicle handling - The earlier cars are now tweaked to be easier for newcomers to use. "These cars are now slower, harder to crash and less likely to spin out at low speeds."
* Junkyard sorting - You'll be able to compare the stats of cars, and you'll be able to filter out cars, bikes, and upcoming DLC vehicles.
* Stunt Run timer changed - Stunt Run will now have a different timer that starts much slower than before. This allows beginners more wiggle room to start a combo. Experts will still be challenged: the larger your combo, the faster the timer runs out.
* Events rebalanced - All events have been modified to accommodate the new car speeds.
* Road Rage tweaked - Players no longer get additional time once they reach the target score. This is great, because we usually intentionally crash in order to end this mode.
* Enhanced visuals - In-game items, like billboards and smashes, are now easier to spot. The lighting has been tweaked to be "more vibrant." Driving at night will be easier.
* Restart - Yes, you can restart races now.
* Easier barrel rolls - Barrel rolls are now automatic. However, to do more than one at a time, you'll have to use the analog sticks.
Clãs e Warzone do Killzone2
Escaramuza creo que es el modo donde dos clanes se retan apostando sus puntos de valor. El clan que gana se queda con los puntos que haya apostado el clan contrario. Necesitas mínimo 100 puntos para poder participar en un reto, y cuando pierdes todos los puntos, se disuelve el clan. Obviamente, cuando creas un clan te dan 100 puntos para comenzar. De éste modo, los clanes con pocos puntos se quedan jugando con otros clanes 'malos' hasta que tienen puntos suficientes como para retar a clanes de mayor categoría.
Warzone o Zona de Combate es el modo online, donde puedes elegir partidas con varias misiones que van ocurriendo sucesivamente, o bien crear una partida personalizada con las misiones que tú quieras. Una partida de Warzone suele tardar unos 25 minutos.
Video da warzone
Review de la Hobby:
Lo mejor
Los gráficos.Son posiblemente los mejores mostrados hasta ahora en la consola.
Está equilibrado en la oferta para uno y varios jugadores.Convence busquéis lo que busquéis.
Lo peor
El desarrollo no sorprende y "toma prestados" momentos de otros títulos.
No tiene cooperativo.
- GRÁFICOS [96] El nivel de detalle es asombroso.Los efectos de luz, polvo o sangre redondean una estética que eleva el pistón en PS3.
- SONIDO [92] La música os recordará a la de las supreproducciones de Hollywood.Los diálogos de ambos bandos son realistas y contundentes.
- DURACIÓN [92] La compaña no supera las 15 horas. Los modos Escaramuza y especialmente Zona de Guerra aumentan mucho esa cifra.
- DIVERSIÓN [94] La campaña, sin soprender, gana intensidad a medida que avanzamos.El multijugador nos "pica" para mejorar más y más.
- PUNTUACIÓN FINAL [94]
Killzone2: muito mais info, aqui!
Temos imensa informação só para ti!
Jogo lançado dia 26 de Fevereiro em Portugal:Depois dos fãs terem esperado tanto tempo por um dos jogos mais aguardados para a PS3, a Sony Computer Entertainment Portugal anunciou hoje a data definitiva de Killzone 2 para o nosso território.
O jogo que foi desenvolvido pela Guerrila Games e que já se encontra na fase de duplicação, vai chegar às lojas portuguesas no dia 26 de Fevereiro com os menus e legendas totalmente em português.
Para aqueles que ainda não possuem uma PS3 e que querem muito ter este jogo, a Sony promete juntar o útil ao agradável lançando um pack que inclui o jogo e a consola modelo 80 GB.
Aqueles que não conhecem ou que estão indecisos quanto à compra do jogo, aconselhamos a passarem pela nossa página do Killzone 2 e a aguardar pela nossa análise que será publicada dentro de dias.
"Target-render" por favor. "CGI" é heresia...!!! "Killzone 2", segundo Phil Harrison:E3: SCEE's Phil Harrison talks PlayStation 3
Only days after the unveiling of Sony's next-generation PlayStation stunned the industry, GamesIndustry.biz sat down with Sony Computer Entertainment Europe's executive VP of development, Phil Harrison, to find out more about the hardware, the demos - and what, exactly, was running in real-time.
"PlayStation 3 is going to be cheaper to develop for than the corresponding period of PS2 development..."
Everyone expected PlayStation 3 to be quite impressive, but many people were shocked at just how much of a leap ahead of current-gen technology was showcased by Sony at its events here in Los Angeles on Monday and Tuesday. The reaction has, however, been mixed; those who saw the real-time demos in person have been left jaws agape, while those who didn't are generally highly sceptical of Sony's claims.
It's perhaps unsurprising that it turned out like this - after all, Sony could be accused of acting like the boy who cried wolf in the last generation, when PlayStation 2 and its much-hyped Emotion Engine turned out to be rather less impressive than Ken Kutaragi's rhetoric and a number of pre-rendered demonstrations might have suggested.
If PS3 really is a subterfuge - and to be honest, we don't believe for a moment that it is - then Phil Harrison would be one of the chief architects of the conspiracy. The head of Sony's development efforts in Europe, Harrison stands behind many of the most impressive demos and game trailers seen so far on PS3. We caught up with him at E3 to find out more about the new console's hardware, the software we've seen so far - and to ask the burning question about how much of it was real-time.
GamesIndustry.biz: One question on the lips of many people at the moment: how much of what we saw in the PlayStation 3 demos was actually running in real-time?
Phil Harrison: Everything in the demos was real-time.
And what about the game footage clips?
Not all of that - in fact, none of it was real-time because it was all running off video. If you make a presentation to two and a half thousand people, you're going to put some of it on video just to be on the safe side.
I've been asked this question a lot. The way we put those videos together, everything was done to specification. Everything was done to PS3 spec. Virtually everything used in-game assets; some things were rendered.
How representative of what we're actually going to be seeing in PS3 games were those videos?
I think very. I think depending on the game, different games took a different approach to their way of expressing what the games are like - but clearly, something like Motor Storm uses more cinematic, replay-like cameras than you would ever enjoy in-game. So that makes a big difference... But everything is done to spec.
A fairly significant number of the games we saw - including many of the most impressive ones - were from European studios. Is this indicative of SCEE perhaps focusing more on preparing for next-gen than other territories?
I just think we had great stuff to show! Yeah, I'm really proud of the way the European content has been received, and I'm delighted with the response to Heavenly Sword, Motor Storm and Killzone in particular.
But even things like The Getaway technical test - and I was at pains to point out that this was not Getaway PS3, this was what happens when a team rolls off a game and we start getting them thinking about what is their vision for taking that technology and scaling it up. I think it was a good A to B comparison, because people know what Getaway looks like on PS2, and then they were able to ramp that up on to PS3 - albeit on very early prototype hardware, so it was a bit painful along the way for them! I thought that was a great example.
So The Getaway was one of the things that was running on real hardware?
Yeah, good example - I mean, you could see actually, the way that those cameras worked. That zoom-in camera was done in real-time to capture the kind of video-like footage that we had.
Some of the developers who worked on demos for the launch have said that even those aren't running on hardware approaching the full power of the final unit - so what percentage of the full performance was that running on?
It's really hard to say, because as technology gets more and more complicated, there's no concept of the "perfect" engine. We used to say on 16-bit that a game used 90 per cent of the machine's power, or Gran Turismo uses, you know, 94 per cent of PlayStation 1's power... There's no concept of the perfect game engine that uses everything. So it's hard to say.
We're thinking more in terms of the actual hardware - the clock speed of the chips, and so on.
It varies between developers, because we've got different variants of the hardware with different performance characteristics. Obviously as you get closer and closer to production hardware - and typically, the final devkit that you get is production hardware, near as damn it finished - as you get closer and closer, you're using more and more like the final silicon, which will be more and more like the final clock speed.
So it only gets better from here on in - which is pretty astonishing, to think about the implications of that actually. But faster, more powerful - where you use that power is a different issue.
Was most of what we saw really just showing off the graphics capabilities - stretching the RSX graphics part rather than the Cell chip? The assumption is that Cell is there for complex physics and AI...
You're right; obviously Cell allows you to do complex collisions, physics, dynamics, simulations, all of those things. Though, the Getaway demo was a good example of how you can have a living city brought to life as a result. Although it was pretty graphics, most of that power was actually Cell-based.
The Doc Ock head - the Alfred Molina head - is actually more of a Cell demo than it is a graphics demo, because we're calculating hugely complicated light sources in real-time on the Cell, even to the point where we calculate the angle at which light enters the skin, the way that the light is then coloured by your blood, and the way that it is then reflected back out. It's something called transmission. Skin is hugely complicated - if I put my finger over a light, for example, you can see that the light is coming through my skin. We were simulating that - emulating, simulating, kind of a fine line - we were simulating that on the Doc Ock head demo.
So that's really pushing the Cell rather than the graphics chipset?
Yeah. Those are really hardcore maths problems which the Cell is really good at solving.
It's not just the RSX that drives the graphical quality, then - the Cell can also really be used to improve the graphics.
Well, I'll give you a couple of other examples. The terrain rendering demo that was done by STI, which is the people who developed the Cell, doesn't use the graphics chip at all. That 3D landscape was generated in real-time from two input data sources and a software renderer running on the Cell created the final image. All that it does is output as a bitmap straight to the video hardware - it doesn't even create a single polygon, there's no concept of a polygon in that demo.
How long did the developers of the various launch demos have their hands on the PS3 hardware for?
It varies from two to probably five months. We've had Cell for a bit longer than we've had the graphics chip - at least, a working graphics chip. We've had our devkits for just over five months now.
Something the PS2 was widely criticised for - and which Microsoft in particular has played up very much - is being extremely hard to develop for. How does PS3 compare in that respect?
It always made me chuckle, that comment from Microsoft, because yeah, it's true, but it didn't stop us having thousands of games and 80 per cent market share. Having said that, there is an element of truth to it - PlayStation 2's architecture was more challenging for your average developer to get their heads around. Some were capable of getting their heads around it, some weren't.
PlayStation 3, I think, is going to be cheaper to develop for than the corresponding period of PS2 development. I know that's a fairly contentious statement to make, but there's a very good reason for that. When we announced the collaboration with NVIDIA, we just talked about them making a chip - actually, they don't make anything, they're a designer, and the RSX contains an NVIDIA-designed part, which gives us fantastic GPU capabilities. But what it also gives us, and this is actually the most important bit of it, is all the toolchain and CG pipeline that comes with it, which is a very well understood development pipeline in the PC community - and, yes, in the Xbox community, frankly.
So all of that pipeline of tools and technology and plug-ins comes straight across to PlayStation 3. Plus, on the Cell side of things, IBM brings a lot of expertise and know-how to the table. Also, as you know, the PS2's EE had two microprogrammable devices, VU0 and VU1 - which were incredibly fast, incredibly powerful chips that were very difficult to program for because of their very specialist nature and the programming skills required.
Within PlayStation 3, the Cell chip, although it has a number of components inside it, they're all general-purpose CPUs. They can be programmed at a much much higher level.
So we're going to see people writing for those in C, rather than having to mess around with VU code?
Absolutely. Messing around with VU code... Yeah, it's true. It's not for the faint-hearted, for sure.
In terms of your devkits - obviously some people have them already, so what's the schedule going forward for delivering them to developers?
Well, clearly Monday and Tuesday have been our big coming-out parties. We're now public, so we can now be a lot more open with all of our partners about what we're doing. You'll see a lot more devkits rolling out - but exact schedules, who they're going to and what they do is not something I can discuss here.
You're going to start rolling them out more rapidly now, though?
Yeah, for sure. We've been making them for some time, but obviously they're not in abundant supply at the moment.
In terms of the PS3 console itself... Why does it have three network ports on the back?
Because it can be a hub, rather than just being a terminal at the end of a network. Also, we want to be able to have a Gigabit port for an IP camera. So one of the ports is an in, and two of them are through. It can be a server as well as a terminal.
You showed demonstrations of the console running multiple applications across the two HDMI outputs - is that something which is actually built into the system's operating systems, or do games have to support it specifically?
Depending on the features that you exploit, some of it's handled by the OS, some of it will be handled by the applications. I should also explain that although yes, there are two HDMI outputs, you don't have to have only high-def devices attached to PlayStation 3 - there's also a standard PlayStation AV Multi-Out connector. So one of them could be an HD output, and one of them could be an AV Multi going to the TV.
Taking the demonstration of the video chat windows in one screen while a game was being played in another - is that something we can expect as a standard OS feature, independent of the game?
The Cell can run multiple operating systems, so yes, you could do that. Now, we don't have the application up and running yet, and the resource management isn't quite final - but the purpose of that presentation was to show what is possible. Exactly how that gets unlocked is still being worked on.
Online is one area where, without a doubt, Microsoft did get it rather more right than Sony last generation - Xbox Live being a much more comprehensive worldwide service than what Sony rolled out...
But more people play online games on a PlayStation 2 than on any other game console.
Right, but then a lot more people own PlayStation 2s than any other game console.
Yeah, but it is something that is worth pointing out - although, personally I have a great deal of respect for what Microsoft has done with Live, and I think they've got a lot of it right.
Can we expect to see Sony really working to catch up in that department on PS3?
I think that philosophically, PlayStation 2's online offering is an add-on to the hardware and software and operating system. In PlayStation 3, online is part of the DNA of the machine - in fact, the Cell processor itself is designed from the ground up to be connected to a broadband network.
So from switch on, day one of the machine, network functionality will pervade every aspect of the machine. We talked a little bit about that at the conference, but there's a lot more detail to go into about some of the really cool things - like, if your PS3 is switched on at home, it can be a media server to your PSP on the other side of the planet. Now that is incredibly cool. I could sit here in LA and navigate the data which is stored on my PS3, and download music and other data off my PS3, onto my PSP.
Entrevista aqui
Playlist de 29 videos... (29 cut-scenes):
kit pra "imprensa"...houve um a venda no ebay mas ja foi ha uns dias:
novos vídeos de novos capitulos do jogo:
http://jv247.com/games/667-VIDEOS-Killzone-2.html
Os lábios sincronizados como deveriam ser neste Killzone2:
Vídeo do cockpit:
http://jv247.com/games/667-VIDEO992-Lost-Helghan.html
Gamepro Killzone 2 Review5/5
Pros: Fantastic single-player campaign; even better multiplayer; amazing graphics
Cons: Frame rate issues when loading new areas; ugly menus; weapon aiming system can be frustrating
The review itself isn't very interesting, but I'll post a few interesting quotes...
"A PS3 shooter good enough to turn Master Chief green with envy."
"...already reeks of shooter of the year."
"...face-meltingly intense campaign and robust multiplayer..."
"...lives up to the hype and is a must-play FPS for fans."
Oh and they gave it game of the month against SFIV(5/5) FEAR 2(4/5), Skate 2(4/5) and various others.
Na neoGAF relacionado com esta review:For the record, loading issues and menu interactivity have been sorted in the final build. Bear in mind, the review build was not the final build. Most print reviews will be based off the first review build that had a few issues that have since been ironed out.
Killzone 2: “I Have To Believe” - artigo na V4VG.com:I’ll try and keep this short because my fingers are not in tandem with my brain at the moment, after spending xx number of hours playing the review code of Killzone 2, I cannot help but say it was one of the most exhilarating experiences in my gaming lifetime. I had forced myself to keep low expectations, since I had been dismayed numerous times by the so called heavy hitters on every platform and the incessant amount of hype that was thrust upon me by the so called mainstream and intellectually simulating gaming press.
Since words are a privilege at the moment, I will like to address the myriad variety of groups that exist out there and give them a single message (Groups include- fanboy/non fanboy, biased media outlet/unbiased media outlet, a 360/PS3/Wii/P.C. owner, all your gaming websites big fish and small ones)
Killzone 2 as a videogame will not create a revolution in gaming like the consequential shooters that have come and left their ideas behind, but it is one of ”the” games that you will “have” to pick up and play, to remember its experience etched in your memory for a long time to come. The game may not be perfect from every angle, but neither is anything that inhabits the planet, everyone who decides to base his/her verdict after playing the game will be convinced with the enormous effort Guerilla Games has put into their magnum ops, and crafted a true gem. Only a ludicrous buffoon would come back completely hating the game, for there is something in the experience that everyone will appreciate over a period of time.
Come back for a huge review during the first week of February.
Análise OPM Bélgica/Holanda:
91/100
Scans and tranlation of the Killzone 2 Review by OPM Netherlands.
"They say it's thechnically amazing, they say the atmosphere is really great but GG implemented less improvements in the FPS genre.
Graphics
Brilliant lightning and a many details that make KZ2 the best game graphically available for PS3. The Cutscenes are amazing.
Music & Sound
Overreacted death vocal reactions. In 7.1, Brian Cox takes the role as Visari.
SCANS
Sistema de ranking e pontos para desbloquear armas:
Vais jogando, e ganhando pontos (os que matas, se fores Medic ganhas 1 ponto pelos que revives, nas missões em que tens de destruir certos alvos ganhas pontos caso sejas tu a ter intervenção directa, etc)
Na Warzone ganhas 1 ponto por morte e perdes 3 caso faças um team-kill. No Body Count ganhas 3 pontos por morte... o ideal para evoluir depressa.
Torneio de COD5 - organizado pelos [PTR]

Estão oficialmente abertas as inscrições para o novo Torneio dos PTR. Este torneio é Aberto a qualquer pessoa mesmo que não seja membro PTR-Alfa
O Jogo escolhido foi o Call of Duty: World at War.
- O jogo será disputado por equipas de 4 elementos;
- Será disputado no Modo de Jogo dos Zombies Nazis e tem como objectivo ver qual a equipa que consegue aguentar durante mais rondas os Nazis mortos vivos...
- Quando for dado inicio à competição, cada equipa terá 1 semana para apresentar a mim (JEREMIAS25) o seu melhor resultado neste modo. Podem fazer as tentativas que quiserem, no final dessa semana precisarei de um video/foto da tabela final onde apareça a ronda onde chegaram e a pontuação obtida por cada elemento nessa mesma ronda; Por isso convém tirarem fotos a todas as tentativas... pois não saberão qual será a vossa melhor...
- Os resultados de cada equipa só serão postados por mim, e só no final dessa semana.
- Serão então apuradas 3 equipas que tenham ido mais longe, e que terão mais 2 dias para fazerem e apresentarem um novo resultado; o resultado da eliminatória anterior já não contará;
- Se houverem empates neste torneio (equipas aguentarem o mesmo nº de rondas), o sistema de desempate será o seguinte:
1º factor de desempate: A equipa que tiver conseguido mais PONTOS somando a pontuação individual dos 4 membros;
Se ainda houver empate...
2º factor de desempate: Será comparado os dois elementos da equipa que tiverem menos pontos, passará a equipa em que o "pior" elemento tenha tido mais pontos;
Se ainda houver empate...
3º factor de desempate: Passará a equipa que tiver o membro com mais pontos;
Mas... teremos 2 tipos de vencedores... Por Equipas e Individuais...
E como é que se determina o Vencedor Individual do Torneio? É simples. Uma vez apurada a equipa vencedora, será feita a Média Aritmética Simples das pontuações de cada jogador nos 2 jogos efectuados... P.Exemplo: Jogador A conseguiu 15.000xp na eliminatória e 5.000 xp na final, a média será de 10.000xp, contudo o seu colega de equipa conseguiu 12.000xp na eliminatória e 10.000 na final, que dá uma média de 11.000xp e a VITÓRIA INDIVIDUAL.
Por isso. Este Torneio é por equipas, pois só assim conseguirão chegar à final, mas terá a componente Individual muito forte, pois o Prémio Individual será muito aliciante... Por isso estejam muito atentos... aquele companheiro que vos diz para ficarem lá a trás a cobrir poderá estar a armar uma estratégia para ser ele a matar mais e a para poder ganhar o prémio Individual... TRUST NO ONE!
PREMIOS:
Relativamente aos Vencedores do Torneio:
- O Prémio da Equipa Vencedora será um Banner alusivo à sua conquista + T-Shirts;
- O Prémio Individual será um prémio Monetário em Cheque Brinde (montante ainda por definir para já 15 Euros);
Os Prémios e Regras poderão sofrer alterações até inicio da competição, mediante a adesão ou não de participantes.
Inscrevam-se através do Forum PTR-Alfa, ou por E-Mail (ivo.jeremias@gmail.com). Divulguem por quem conhecem e participem!
Torneio de Resistance2 - organizado pelos [POR]

TORNEIO:
- A inscrição das equipas começa HOJE e prolongar-se-à até dia 1 de Fevereiro
- O torneio será realizado nas próximas semanas (possivelmente uns dias depois do fecho de inscrições), com a fixação de datas e horas concretas.
- Os jogos decorrerão num sistema de equipa contra equipa, no formato de 5vs5.
EQUIPAS:
- Cada equipa terá 5 elementos "em campo".
- Cada equipa terá que inscrever no mínimo 5 elementos.
- Cada equipa não terá limite máximo na inscrição de elementos.
OUTROS:
- SÒ DEPOIS da inscrição de todas as equipas, serão apresentadas as restantes regras para a concretização do TORNEIO, e eventuais prémios. Mas primeiro temos que apurar se há participantes que justifiquem o mesmo.
Tópicos de ajuda:
1 - Tens equipa? Inscreve-a.
2 - Tens dúvidas? Questiona-nos.
3 - Queres ajudar? Chega-te à frente.
Inscreve-te aqui.
Patch de Resistance 2
Sem grandes alterações propostas... Sai este dia 26 de Janeiro.
Resistance 2 - Patch 1.40 Sai dia 26 deste mês...
If you played Resistance: Fall of Man, you know that Insomniac continually looked for ways to improve the online experience, even several months after the game’s release. We’re taking the same approach with Resistance 2, as patch 1.40 will be available for download on Monday, January 26 (you’ll automatically receive the download prompt the next time you play the game). The patch addresses several areas, including:
Multiplayer Progression
Some people have seen their competitive and/or cooperative characters reset to level 1. For several of those cases, this patch will not only bring back all the XP, stats, and attributes that you’ve lost, but it will also add to your character profile the XP/stats/attributes that you’ve earned since those levels were reset. For example, say you were a level 20 medic and after being reset to level 1, and you earned 5,000 XP. Thanks to the patch, you’ll return a level 20 medic and that 5,000 XP will be added to your profile.
This patch will also correct some medal and trophy issues, including the “Killing Machine” trophy (if you’ve already accumulated 10,000 kills but haven’t received this trophy, it’ll pop up as soon as you download the patch).
Here are some additional patch 1.40 details:
Trophy/Medal/Ribbons
* “Salute Me” trophy is not awarded until player reaches level 31 (Lieutenant)
* “Berserker” trophy can be collected during non-ranked games
* “Survivor” medal can be collected in cooperative games
* “Sure Shot” ribbon is awarded if player has accuracy of exactly 50%
Clans
* Added clan support for viewing members, sending invites, and setting up clan tags
* Default clan region is now USA
Match Balancing
* Unbalanced ranked games are cancelled in staging before the game is started
* Parties are prevented from matchmaking into free-for-all Deathmatch games
Competitive
* Loadouts can be disabled in the “Create Game” screen in competitive games
* Balanced the chance of dropping large ammo pickups in competitive games
* Core Control scoreboard displays “Kills”
* Improved scoreboard formatting
Cooperative
* Balanced the amount of XP gained by the Medic class in cooperative games
* Stalker movement enabled in cooperative games
* Small ammo pickups don’t give LAARK ammo in cooperative games
Weapons/Gameplay
* Splash damage on Pulse Cannon can damage the player firing it
* Rossmore reticule better reflects its accuracy
* Fire is easier to shake off
* Players cannot swap weapons in the middle of a melee attack
Miscellaneous
* Localized text updates
* Network message optimizations
* EULA displays the correct language text for Norwegian, Finnish, Swedish and Danish
Now you may be asking, “But what about adding the option to save the second player’s character progress?” Truth be told, it required a certain PS3 firmware that wasn’t available at the time of Resistance 2’s release. We now have that firmware and are currently working to implement the feature. As soon as it’s ready, we’ll get it out to you.
If you have any questions regarding the patch, please visit and post in the MyResistance.net message boards. The Insomniacs will be there to help answer them.
PORCAST#13 - FIFA vs PES e a equipa FC os Tugas
Neste Podcast, contamos com a participação do Rui Viterbo, Ceguinho do metro e Bananeira. Conversamos sobre jogos de futebol, e acabamos inevitávelmente por comparar o Pro Evolution Soccer com o FIFA.
Dentro do mundo Fifa, discutimos as ideias:
- O produto que vende; - A inovação e a qualidade; - A Equipa FC os Tugas - como uma das equipas diárias no online da PS3; - O Modo de jogo 10vs10; - A colisão física; - Processo de conversão ao fifa; - Jogar com Americanos; - O Fifa na Europa;
Outros assuntos:
- Pré-análise ao Fallout3 - O modo cooperativo e o modo online dos jogos; - A motivação das vitórias;
- Apresentação do DJ e Gamer Bananeira.
Download this episode (right click and save)
Evento de Resistance2 no Fórum Oficial da PS3
Foram vários jogos, jogados de forma amigável com contornos de extrema camaradagem, e entrosamento dos membros online da ps3. O repto foi lançado aqui.
Veja o o vídeo.
MTV spot: Mortal Kombat vs Peaches
MTV Switch 2008 : 'use your own energy'
Deixa os garoto brincar!
Vergonha Alheia Records apresenta: DJ Diney e dançarino maluquinho.
“Aê rapaziada do Youtube que se amarra no meus vídeo (tá ligado?) nar minha montagem ao vivo, Vou fazer uma palinha ao vivo do deixa or garoto brincá. Só que eu não tô com a batida ideal não, mas dj que é dj improvisa na hora!”
Primeiros 5 minutos do Assault on Dark Athena
This is the first four minutes of Starbreeze and Tigon Studios’ Chronicles of Riddick: Assault on Dark Athena.
This is the first four minutes of Starbreeze and Tigon Studios’ Chronicles of Riddick: Assault on Dark Athena.
The footage is the game's opening cinematic. It begins with one of those penetrating Riddick monologues, before cutting to a looming Dark Athena. The Dark Athena soon captures Riddick’s smaller ship, but he is able to hide before the unwelcome visitors board.
It's a fact: waking abruptly from cryosleep does not cause grogginess. As he hides, Riddick displays his curious knack for snatching personal objects. Starbreeze nails the character so well.
When I talked to Starbreeze, they seemed as excited as I am about the title. “The consensus within Starbreeze is that this is our best game thus far,” the studio said. “It’s the biggest game we’ve ever made and the most polished game we’ve ever made.”
Aprende a jogar FIFA na rua
Segue os passos deste jovem adulto, meio maluco das ideias.
PS3 Media Server 1.03
Já aí está! Com 30% em ganho de desempenho em relação à versão anterior.
PS3 Media Server v1.03 for Windows/Linux/OSX
Here's the changelog:
- Changes / Features
Customize encoding parameters (along with default ones) for any given container/codec/property combination (purpose: A/V sync, playback issues, and tweaking for advanced users)
Ability to select networking interface
OSX 10.4 Tiger support (Intel only)
Settings reorganization
M4V now streamed by default, you have to enter the #Transcoded# folder to force the transcode (like AVI files)
WMA now transcoded by default
Italian localization
WINDOWS ONLY: Use (only with 720p/1080p H264 content) an experimental mencoder build for multicores
New OSX icon (thanks to Jakob Karlsson)
Added a "Skip/Force transcode extensions" option added if default settings don't suit you
Possibility to only remux AC3 audio tracks and not reencoded them
- Fixes
Default platform charset issue
Transcode buffer optimization on Windows
Application crash on Windows when too many widechars filenames were parsed
Audio tracks sorted by track number (if present) in media library
Better filenames/subtitles management (m2ts/ts/dvr-ms issues, comas, widechars, etc.)
External subtitles not always loaded, again
DVD images are listed in the media library
Fixed RSS parsing for Youtube and maybe other feeds
AviSynth / VideoLAN not always detected on Vista 64bits
Unavailable engines exclusion on OSX/Linux
Fixed console mode on Linux
Update ao Halo3
Acabou de sair...
General Changes
Playlist Clean Up, Mythic Prep
In preparation for the new maps coming later this year, some of the less popular map variants are going to be removed over time. Some of these removals are not listed below, but will be reflected in the Matchmaking Playlist page here on Bungie.net. This will be an ongoing process with maps and their variants being systematically removed as warranted.
Push to Talk Restriction Increased
Since Halo 3’s release, if a player were to join a Matchmaking playlist with a team size larger than four, he or she would have to push a button on the DPad to communicate directly to their team. After the January update, the PTT restriction is being increased to 6 players per team, meaning that players will not need to use the D-pad to communicate on any Matchmaking playlist but Social Big Team.
What does this mean for players? Well, for starters, it means communicating to teammates in 5v5 or 6v6 playlists will be trivial. However, this could mean an increase in bandwidth necessary for these larger format playlists, which means the potential for “laggy” games is increased. The best way to avoid lag in these games is to ensure that you are not constantly broadcasting to your teammates, and that your teammates are not constantly broadcasting to you. If you often play with strangers, be prepared to mute and report players that abuse their microphone. To mute a player quickly during a game, hold the back button to bring up the scoreboard and select their name with the left stick. Then press X. Muted! To report players, select their name in the post game carnage report and view their gamercard, then use the Report Player options listed therein.
DLC Category
In an effort to make the Matchmaking playlists easier to navigate and bring the populations together, the DLC category is being retired, and the playlists it contained are either being moved into Social or integrated into existing playlists.
Ranked Hopper Updates
* Lone Wolves – No Changes
* Team Slayer – No Changes
* Team Objective
* KOTH, Oddball, 1 and 2 Bomb assault set to skip after veto, and weighting on these gametypes will be reduced to refocus the hopper primarily on 1 Flag, 2 Flag, and Neutral Assault.
* A couple community map variants for Foundry are being added to the CTF rotation.
* Team Doubles – No Changes
* Squad Battle – No Changes
Social Hopper Updates
Rumble Pit
* DLC FFA and Rumble Pit will be merged. Rumble Pit will now require All DLC, and include gametypes such as Infection.
Social Slayer
* Population increased back to 5v5
* Isolation, Foundry removed.
Social Objective
* Slightly reduce weighting on Land Grab, and increase weighting on multi flag to even distribution of these two gametypes out.
* Reduce weighting of VIP. Set to skip after veto.
* Territories variants set to skip after veto.
* ADDED Social Team DLC
* 5v5 Slayer and Objective strictly on DLC maps. Heroic and Legendary map packs required.
* The most popular slayer and objective variants, strictly on DLC maps.
Multi Team
* Reduce weighting of VIP, KOTH, and Oddball.
* Some maps being removed from rotation.
ADDED Social Big Team
* DLC Big Team will be moved and renamed. Weighting between DLC and non-DLC maps will be equalized. The hopper will continue to require DLC 1 and 2.
DLC Hopper Updates
REMOVED DLC FFA
* DLC FFA and Rumble Pit will be merged. DLC FFA as a separate hopper is retired.
MIGRATED DLC Big Team
* Being moved to Social and being renamed “Social Big Team.” Non-DLC maps are getting a weighting increase such that they are equal to DLC maps. Still requires DLC 1 and 2.
Hardcore Hopper Updates
Team SWAT – No Changes
Team Snipers
- Reduced weighting on Standoff.
MLG – No Changes
Double EXP Weekends (listed in order of appearance)
Grifball – Winter League (1/8-1/12)
3 Ball (1/22 -1/26)
Living Dead (Unranked) (1/29 – 2/2)
PS3 Firmware 2.60
Pouca coisa, mas é interessante!
Preparem-se aqueles que gostam de organizar as suas fotos, pois vão perder muitas horas com a nova aplicação “Photo Gallery”. Fiquem com este vídeo de apresentação:
Com este novo programa, acessível na secção de fotografias, o utilizador poderá organizar as fotografias que tem no disco rígido de forma mais interessante. Estas podem ser agrupadas tendo em conta a data de captura, se existem sorrisos nas fotos, a idade das pessoas presentes nas fotografias, entre outras. Tudo isto realizado em poucos segundos pela PS3. Além disso, podemos personalizar a aparência do serviço, escolhendo um dos vários fundos disponíveis ou ainda emoldurar fotos.
Além desta novidade, os codecs DivX foram actualizados para a versão 3.11 e os utilizadores que não estão registados na PlayStation Network poderão visitar a página inicial da PlayStation Store como visitantes.
Hi5 para Gamers
Ever dreamed of dating a girl who is just as passionate about video games as you are? Well if so, Future Publishing has your back with the launch of what seems to be some kind of dating website for gamer fans (although it could be part of some weird promotion). If your lonely enough, check it out Game4adate.com.
http://www.game4adate.com/
Killzone2: Mais info

Review da revista Joypad aos primeiros 6 niveis de jogo.
- revista francesa, entre as mais conotadas. Inicios de 1990.Nice at the beginning of the adventure, the repetitiveness of the levels eventually gets old, despite the sublime coating and some fireworks.
There have been many contacts with Killzone 2 in recent months. Solo mode, for the first level during E3 last July, during intensive Multiplayer mode at Games Convention in August. But nothing that can really understand the title of Guerrilla. Now finally the first six levels of the game. The result?
In all ways positive, but with some reservations that only a final version will dissipate.
Lets show the positive, read and reread: the game is beautiful, very beautifull indeed. Not surprisingly, it is confirmed. Technically, Guerrilla have benefited from all the time and all the necessary assistance to make the best of the PS3. Killzone is guaranteed without aliasing, a challenge to the console from Sony.
The colors are gorgeous, the effects of light and particles are sublime. Happy coincidence, this version of the game came at the same time as the testing of Gears of War 2. Difficult to do otherwise than to compare the two games, knowing that the quality of graphics of GOW 2 annihilates the competition.
Result: if Gears of War has an aesthetic not easly reachable and a graphics engine almost flawless (at least when used by its own designers, Epic Games), Killzone 2 is probably - on a strictly technical level -- even more impressive. And smoother, less scintillating. A true success.
On the merits, some questions remain. Including those on the pace of the game, which has worked in the same way during the first five levels: namely, go up to a fairly standard point A, which ultimately ends against a wave of enemies coming on the firing allies.
Nice at the beginning of the adventure, the repetitiveness of the process ends up getting old, despite the sublime coating and some fireworks.
A flaw that is found throughout the game? Hard to say, since this version ended with a sixth level very different in colors (red, ocher) and in the level design, much more open.
If the first five levels are in a time and place, the sixth level takes the player to a new environment, much more open and bright. Hopefully this trip is not the only one that the game has, adding that way for some different situations and variety.
And multi?
The sessions of the multiplayer in beta have left us with a very good impression. The management of the insignias - who act as classes - makes a real clash.
The level design lends itself extremely well to the intense multiplayer, playing on the pitch and taking strategic points. On the otherhand, multiplayer game modes seem to be very (too) classic.
os primeiros 5 niveis pecam por alguma repetitividade onde estamos sempre a ir para o ponto A e onde os niveis acabam sempre da mesma maneira: com uma vaga enorme de soldados inimigos a vir contra nós.
No sexto nivel a coisa muda um bocado e aparece-nos um cenário mais aberto com uma paleta de cores diferente, menos escura, e com um level design completamente diferente dos primeiros 5 niveis.
O modo multijogador deixou-lhes uma muito boa impressão. A gestão de classes e o level design contribuem imenso para combates intensivos. Mas mesmo assim os modos de jogo em multiplayer são bastante clássicos não trazendo nenhuma novidade.
Imagens são do vídeo de entrada do jogo:

Mais um site a dar nota polémica ao jogo, tal o desespero por hits:That's right. It's time for another major review. I've taken a bit of a break (skipping out on Gears of War 2, Fable 2 and Resistance 2) because of the mixed emotions concerning my last review of Grand Theft Auto 4. After updating that review with the second review build, fans were both delighted and disappointed to read about one of the most hyped games in history.
But now it's time to move on...Enter Killzone 2:
Let me save those of you that hate to read a little time. What's the big deal about Killzone 2? Nothing.
Need an explanation? Read on.
OVERVIEW
My hands were shaking as I tried to remove the review disc from its packaging. I was excited, but I was also dreading the inevitable install. And what an install it was. I waited nearly 25 minutes to start playing this game. There was no progress bar or other device to ease my suffering...just a single flashing word: INSTALLING... (I can only hope that this is fixed in the final build. I was pleased to see that there was no install! This was incredibly welcome.
When the game finally booted, I was met with typical company logos and then the "Start" screen, which was boring, unimaginative and weak pretty atypical. If they come out with a PS3 theme based on this start screen, I'd gladly spend $4.99 to get it. Killzone 2 was off to a very negative positive start. I pushed the start button, as instructed and was then taken to another menu screen. This one would allow me to start a single player campaign, a multiplayer match (this option disabled), or adjust game options.
My first step was to see what game options were available. I was disappointed to find that there was no gamma adjustment. I was able to select between TrueHD, Dolby 5.1 or Stereo sound. I chose Dolby 5.1 TrueHD because my first round with Killzone 2 was in a mere 5.1, and I was anxious to experience a difference, if any, as this seems to be what most gamers have.
Then, I hit the triangle circle button (seriously...) to go back to the main menu and start a new campaign. I selected normal difficulty. The game spent about 5-10 seconds on a load screen and then gave me a pretty frick'n sweet opening cinematic. It was pre-rendered, but impressive, none-the-less. You may have seen pieces of it on some game video sites. My hope for this game was immediately restored...briefly...because then the gameplay began.
GAMEPLAY
The initial in-game cinematic was intense. You've seen this on many previews, so I won't get into it too much. But when your feet hit the ground, you're hardly running. I'll get to controls in-depth a little later, but what I noticed first about the game was the unrealistic player movement. I've played a number of FPS genre shooters, but I must say that Killzone 2 gives Haze a run for its money as hardest to maneuver.
The enemy AI is not what it's hyped up to be. Their frantic and unpredictable behavior may seem realistic, but it really doesn't lend itself well to a videogame. Sure, real enemy soldiers won't pop out from behind cover at regular intervals until you line your shot up and take them out, but this has to occur to a certain degree because aiming with the PS3 controller is hardly intuitive. There's no auto-aim. Instead, the hit perimeter on your target is large. You'll actually watch the bullet hit the wall near the enemy as the enemy falls to the ground, lifeless. It just feels wrong. When enemies try to flank you, the situation can ALWAYS be solved by simply moving to another piece of cover. When you do this, the enemies will retreat to cover, as well. Hardly impressive.
Bosses are a tedious kill. Once you find their weakness, you simply exploit it over and over and over and over and over and over again until it's dead. Boss fights are, regrettably, the most disappointing aspect of this game. Many misgivings could have been forgiven if these poor game makers could have given us some epic fights. The only memorable battle in this game is the very last one. It's pretty awesome, but by that time in the game, you'll hardly forgive the repetitive boses that came before.
CONTROLS
I love my PS3. I love the PS3 controller. For those of you that hate it...here's some ammunition: The PS3 controls for Killzone 2 stink. Turning and walking are wonky because the analog sticks seem to have issues with sensitivity fading in and out. This makes trying to aim at enemies a chore. I'm certain that this is why accuracy is so forgiving. The problem is that these controls actually hinder a positive gameplay experience. So why is there an issue with controller sensitivity? Apparently the game engine detects nearby obstacles (pillars, half walls, boulders, etc) and will slow movement in that direction. It's designed to allow for more precise aiming, but when running and gunning, it makes popping a cap difficult at best. Controls have been cleaned up considerably, and running and ducking and shooting are now fresh and clean. It takes a bit of getting used to, but you'll be popping headshots in no time.
While many may call this a failure on Sixaxis or DualShock 3 design, the truth is that the problem is within the game engine itself. Sad...
GRAPHICS
If there's one thing Killzone 2 does right, it's graphics...sort of. See, Killzone 2 looks good when you're running through an area, with lens flares flashing, dust particles flying, trash blowing and smoke billowing, but all of these effects are simply in place to hide low resolution textures and poor model quality. This is most noticeable when crouching behind cover. You'll find that the cover's texture is flat and lifeless. It really ruins the immersion. After reading up on the SPU use for this game, I found that GG has not used any paralax maps in this game. That means that any bumps or impressions you do see are actual geometry. When you look at graphics from that technical standpoint, you'll find yourself more impressed. But in the heat of the moment, you aren't thinking about paralax maps.
Model quality is boxy and inconsistent. I expect characters with a higher poly count than this from this generation. It seems like the devs made models with few enough polys that they would be able to use the actual model for hit detection. This alleviates most clipping issues, but you'll find yourself missing the tremendous character quality in games like Gears of War and Uncharted. Throw in some of the worst lip-syncing and facial expressions in the industry and you'll quickly find yourself disappointed.
The good thing is that these flaws become less noticeable as you play. I encountered only a couple slow downs and framerate dips. By the fourth act, I was enjoying the graphical immersion, and I'm sure you will, too.
STORY
Killzone 2 has, simply, the best story in all of gaming history. It's not necessarily the plot twists and turns that make it great, but it's the delivery. No game in my 22 years of gaming has sucked me into the story this much. You actually care about your teammates and their whacky facial expressions, you care about your next objective, you care about coming out on top. With Killzone 2, it's not a fight to beat the game...it's a fight to beat the Helghan. And the ending leaves you craving more.
OVERALL
While Killzone 2 disappoints on most fronts, I still recommend renting it for a few days. The story will help you forget about some of its shortcomings. But Killzone 2 still falls flat overall. If you're waiting for a shooter to dominate the PS3, you'll have to continue waiting. Killzone 2 is not a system seller. It's not an end-all for the FPS genre. It's simply a so-so game with a great story. This second build of Killzone 2 has me in its grasp. Just a single review build update has turned this game into a fast paced first person shooter to which no other shooter this generation can compare.
em http://www.cgreviews.com/
"Playstation Official Magazine UK
Visually it's so far ahead of anything else out there it shatters your expectations...This is a PS3 showing what it's truly capable of and delivering a landmark piece of explosive entertainment you can't afford to miss. [Feb 2009, p.88]"
Score 90/100
OPM Spain:+ Amazing graphics, specially the helghast's deaths and the environments
- Some stupid reviewers are going to say that there are few colors in the game... I suppose they thought that Helghan was going to look like Disneylandia...
Graphics: 96 The best on ps3
Sound: 94 Good spanish voices
Gameplay: 95 It's a hard game
Lasting appeal: 93 10 long missions and a great multiplayer
Online: 94 32 players
Global: 95 I will give the game a higher score... however I'm completely sure that Killzone 3 will surpass this game.
Killzone 2 is a master piece.
Artwork:
Video:
http://www.gamekings.tv/index/videos...pecial-part-3/
At around 12:30, you will notice they show off some new multiplayer map. But you also get a glimpse of the ISA. They now have glowing blue decals to match the Helghast's red eyes.
GamePlay Magazine (Croatia) Killzone 2 review
Graphics: 20
Sound: 19
Playability: 19
Longevity: 20
Overall: 20
final score description (roughly translated):
When compared to all other console titles - while on PC Crysis remains only true competitor regarding graphics - Killzone 2 takes every of it's moment to justify it is the first true and pure Next-Gen title in every mean imaginable.
(max score is 20)
576 KByte (Hungary)Killzone 2 review
Graphics: 5 (out of 5)
Playability: 5 (out of 5)
Lasting Appeal: 4 (out of 5)
Music / sounds: 5 (out of 5)
Overall: 9.7 (out of 10)
"Killzone 2 is one of the most gorgeous and atmospheric FPS ever released, surprassing easily everything the PS3 has to offer. It's easily one of the best games of 2009. What will happen with the franchise in the future? We hope that it will be successful, reaching heights of happines never reached before and bringing a real conclusion to the unfinished saga. When and how it will happen? Only God knows - he likes to be called Guerilla Games nowdays"
Mais comparações:
Killzone 2 Release Dates

Sony have decided upon the following dates for the release of 2009's biggest shooter:
Mainland Europe - 25th February
Australia - 26th February
United Kingdom - 27th February
America - 27th February
The game's final build has been delivered to major gaming magazines and websites, and although the embargo currently prevents reviews from being released, the critical reception so far has been one of unanimous praise.
However, as Sony have a habit of fudging release dates up until the eleventh hour, keep your eye on the homepage just in case anything changes date-wise.
Recebemos primeiro que eles todos! Lindo!
Paraíso geek
E a PS3?
1 - XBox 360 Pack PRO HDMI e mother Falcon
2 - Nintendo Wii
3 - Sony PlayStation 2 White Edition
4 - Nintendo WiiPlay
5 - Apple MacBook
6 - Dell Inspiron 6000
7 - HP Pavilion dv9335nr Version Entreteiment
8 - LG FLATRON LCD L1900-R
9 - PSP White Value Pack Edition
10 - Xbox Wireless Controller
11 - PSP Slim Version Star Wars Special Edition
12 - Guitar Hero Wireless Guitar
13 - Guitar Hero 1 Wired Edition
14 - Edifier Xemal 400
15 - Wii Remote with Nunchaku
16 - Wii Remote with Nunchaku
17 - Wii Remote without Nunchaku
18 - Edifier Xemal 400
19 - Xbox Wired Controller
20 - PlayStation 2 Controller White Edition
21 - Walkie Talkie General Electric
22 - Walkie Talkie General Electric
23 - Sony Hi-Fi MDR XD 400 Earphone
24 - Rock Guitar 2
25 - Xbox Wireless Controller
26 - Xbox Wireless Controller
27 - Wii Sensor Bar
28 - Tv Sanyo 24′
29 - Rock Band
30 - Edifier Xemal 400
31 - XBox Games
32 - Receptor Wireless do Guitar Hero
33 - Estabilizador AtomLux
Como fazer um curta experimental, cult e pseudo-intelectual
Pegue a camara, ligue, e comece a filmar... Cinema em estado puro...
Teletubbies dançam Hardcore
Oooh Yeah… Se no meu tempo de criança eles ensinassem a dançar assim, hoje eu seria metaleiro!
Principais tendências para 2009 | Trend Hunter
O Trend Hunter fez um vídeo listando 20 tendências que estarão em alta 2009. Assista o vídeos abaixo e depois do Jump leia o resumo das principais tendências.
Jogo Flash: Procure o Jesus
Jogo Flash... http://www.normalbobsmith.com/findjesus/
Brokeback to the Future
O filme “O Segredo de Brokeback Mountain” (ou, “O Segredo da Montanha da Traseira Quebrada) encantou espectadores mundo afora e ganhou o Oscar por mostrar o homossexualismo no universo country...
onde todo mundo é macho, mesmo debaixo de outro macho. Um site dos EUA resolveu fazer uma mistura desse filme com um, que também fez muito sucesso no mundo: “De Volta Para o Futuro”, onde um aluno e um professor doidão também têm um relacionamento meio… “duvidoso”.
A evolução da dança
The funniest 6 minutes you will ever see! Remember how many of these you have done!
Judson Laipply is dancing -
Super Mario no teatro japonês
Mais uma performance do grupo teatral japonês reponsável por vários vídeos viralizados nos blogs como a apresentação matrix, tênis e olimpíadas. Dessa vez o tema é o encanador Super Mario. Fantástico como sempre.
81 jogos para jogar antes de morrer
O Metacritics tem uma lista dos jogos para PC com reviews mais favoráveis de todos os tempos. Gosto não se discute, eu sei, mas serve como referência. Pois eu fiquei curioso em saber quantos dos jogos citados ali, com score maior ou igual a 90 pontos, eu havia jogado. Então resolvi compartilhar com vocês e acabei fazendo uma pesquisa que pode gerar dados interessantes. Então vamos ver:
https://spreadsheets.google.com/viewform?key=pV7BKkdMN464xGW1SGUkXKw * Half-Life 2 (2004)
* Out of the Park Baseball (2007)
* Orange Box, The (2007)
* Half-Life (1998)
* BioShock (2007)
* Baldur's Gate II: Shadows of Amn (2000)
* Command & Conquer (1995)
* Grand Theft Auto: Vice City (2003)
* Civilization II (1996)
* Quake (1996)
* Elder Scrolls IV: Oblivion, The (2006)
* Grim Fandango (1998)
* Diablo (1996)
* Civilization IV (2005)
* Company of Heroes (2006)
* Unreal Tournament (2004)
* Grand Theft Auto III (2002)
* Homeworld (1999)
* Star Wars: Knights of the Old Republic (2003)
* World of Warcraft (2004)
* Grand Theft Auto: San Andreas (2005)
* Day of the Tentacle (1993)
* Call of Duty 4: Modern Warfare (2007)
* Pro Evolution Soccer 4 (2004)
* Championship Manager 4 (2003)
* Warcraft III: Reign of Chaos (2002)
* Sid Meier's Gettysburg! (1997)
* Sims, The (2000)
* Team Fortress 2 (2007)
* World Soccer Winning Eleven 7 International (2004)
* Sims: Deluxe Edition, The (2002)
* System Shock 2 (1999)
* Tom Clancy's Splinter Cell Chaos Theory (2005)
* Fallout 3 (2008)
* Rome: Total War (2004)
* Thief: The Dark Project (1998)
* Age of Empires II: The Age of Kings (1999)
* Sid Meier's Alpha Centauri (1999)
* Unreal Tournament (1999)
* Galactic Civilizations II: Twilight of the Arnor (2008)
* Tiger Woods PGA Tour (2002)
* Medal of Honor Allied Assault (2002)
* Myth: The Fallen Lords (1997)
* F1 Challenge '99-'02 (2003)
* Baldur's Gate (1998)
* IL-2 Sturmovik (2001)
* Freespace 2 (1999)
* Tom Clancy's Splinter Cell (2003)
* Crysis (2007)
* World of Warcraft: The Burning Crusade (2007)
* World of Warcraft: Wrath of the Lich King (2008)
* Longest Journey, The (2000)
* Star Wars Jedi Knight: Dark Forces II (1997)
* Tiger Woods PGA Tour (2004)
* Tony Hawk's Pro Skater 2 (2000)
* Galactic Civilizations II: Dark Avatar (2007)
* No One Lives Forever (2000)
* Battlefield 2 (2005)
* Planescape: Torment (1999)
* Neverwinter Nights (2002)
* No One Lives Forever 2: A Spy in H.A.R.M.'s Way (2002)
* Madden NFL (2003)
* Call of Duty (2003)
* Championship Manager: Season 01/02 (2001)
* Sims 2, The (2004)
* World of Goo (2008)
* Wolfenstein: Enemy Territory (2003)
* Black & White (2001)
* Portal (2007)
* NHL (2000)
* Tony Hawk's Pro Skater 3 (2002)
* Deus Ex (2000)
* Half-Life 2: Episode Two (2007)
* Chronicles of Riddick: Escape From Butcher Bay - Developer's Cut, The (2004)
* Civilization III (2001)
* Silent Hunter III (2005)
* Falcon 4.0: Allied Force (2005)
* Microsoft Flight Simulator (2001)
* Freedom Force (2002)
* GTR 2 (2006)
* Command & Conquer: Red Alert (1996)






