2018-02-04
Cosimo Galluzzi
RMH
dirt enthusiast
will byers stan first human second
Jules of Nature
"I'm Dorothy Gale from Kansas"
art blog(derogatory)
we're not kids anymore.

shark vs the universe

@theartofmadeline
PUT YOUR BEARD IN MY MOUTH

blake kathryn

JVL

Discoholic 🪩
Claire Keane
Aqua Utopia|海の底で記憶を紡ぐ
i don't do bad sauce passes
🪼
todays bird
Three Goblin Art

seen from United States
seen from Netherlands
seen from Greece

seen from Malaysia
seen from United States

seen from Malaysia

seen from Malaysia

seen from United States

seen from Malaysia
seen from Canada
seen from United States

seen from United Kingdom

seen from Canada
seen from Malaysia

seen from United States
seen from Türkiye

seen from Indonesia

seen from Malaysia

seen from Netherlands

seen from Malaysia
@yabo-san
2018-02-04
Designers & Illustrations by Ichiro Tanida
Killzone 2 Difficulty Analysis
Some time ago I was thinking alot about video game difficulty. This has been a topic of conversation and Twitter discourse many times, especially around FromSoftware releases due to their reputation for being difficult to play to the end and the lack of any options to ease that difficulty. However I was thinking about it from the angle of what exactly we mean when we say something is difficult. Does it mean the player takes fewer hits before being reset to an earlier point, whether it be the very outset of a run in a rogue-like or a checkpoint a minute earlier in a Call of Duty campaign. Is difficulty determined by how many hits an enemy can take before being defeated, is it harsher scoring qualifications for a Devil May Cry, is it enemy behavior becoming more adaptable or sophisticated, learning from the player actions or being given more capabilities the higher the setting? Killzone 2 has a reputation of being one of the tougher games to complete on its hardest difficulty level: Elite. And so I wanted to take an analytical, frame-by-frame look at Killzone 2 and its four difficulty levels to see what exactly separates each option from each other.
As a first person shooter I expected the main differences between difficulty settings are: player takes less hits to die and be reset the higher the setting, the enemy takes more hits to die the higher the setting, and I was curious as to whether the enemy AI is more aggressive with flanking/grenade usage/firing at an exposed player the higher the setting. Below is a table with my findings upon reviewing my footage in Premiere Pro going frame by frame to count the amount of actual hits to kill and milliseconds to die:
Former is multiple, latter two are a single enemy firing. No aiming reticle. Enemy moved while in cover back and forth, throwing grenades at my cover point. Blood splatter to indicate taking damage appears in the frame before the bullet is actually fired.
Reviewing the footage and the table both Recruit and Trooper are relatively tame. The standard ISA M82 assault rifle takes 6 hits on average to kill while the Helghast assault rifle the StA52 takes 5 hits to kill. Your time to die on Recruit is over 15 seconds while Trooper is barely over 10. On Recruit the enemy AI was more preoccupied with the ally NPC than my player character, focusing fire on him despite me standing in the open. On Trooper their hits were more consistent, and the time to die would have been even shorter if not for the enemy soldier reloading and taking time to take cover. Veteran is where things really change drastically. Enemies take more shots to kill, ranging from 2-4 on both assault rifles. The time to die is significantly shorter, about just 2 seconds continuously exposed before death. Elite had a consistent 9 bullets per enemy with the M82, whereas the StA52 was more varied between 6 and 10 bullets. Time to die on Elite is pretty much the same as Veteran. Additional details on the Elite difficulty is I noticed enemies would move while in cover to avoid the player zeroing in on their exposed areas. Grenades were thrown more often on Elite than on easier difficulties, and the player lacks the aiming reticule when firing from the hip that is present in every other difficulty setting.
Reviewing this it appears Killzone 2 has two main difficulty levels: Normal and Hard with more acute differences between their sub-divisions. Killzone 2 adheres to the expected difficulty variation of the higher the difficulty the more damage is required to achieve a kill and the less damage you can take before being reset to an earlier checkpoint. I do appreciate the finer details on Elite with enemy AI appearing to become more capable to combat the player’s actions compared to every other option.
Lastly, some miscellaneous details: Average time to load a checkpoint upon death was 9 seconds 39 milliseconds 26 microseconds. Average time to load a level from mission select was 28 seconds 59 milliseconds 40 microseconds.
Recent get. A second Sega STV Titan Motherboard. Radiant Silvergun and Shienryu running side by side.
Metal Gear Solid 3: Snake Eater (PS2 / Konami / 2004)
Much has been said about MGS 3’s brilliant boss fights, incredible visuals, and inspired stealth and survival mechanics. I’d like to add that in addition to all of that, you can also capture monkeys.
Suzanne Treister
1991-1992
Fictional Videogame Stills
stasis module my behated </3
Horror Video Game Ads
Dead Space (2008) | Platform: PC
Render of Lara Croft found exclusively on the Sega Dreamcast version of Tomb Raider: The Last Revelation (2000).
Sons of Sparda
Shintarō Kago
1980’s Casio EG-5 Cassette Player/Recorder Guitar w/Speaker (white)
Retrato de una dama