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Killzone 2 [PS3 Hype]

  • Viestiketjun aloittaja Viestiketjun aloittaja Oliver
  • Aloituspäivämäärä Aloituspäivämäärä
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Vastaus: Killzone 2 [PS3 Hype]

Päinvastoin. Edes pieni annos realistisuutta (irtoilevia raajoja ja punasta väriä) lisää tunnelmaa. K-18 leima kylkeen ja gorea kiitos. Hyvän maun rajoissa tietenkin, WaWissa oli jo pientä yritystä.

Kyllä. Ois kyl ite ihan kiva päästä testaa noita edellisiä osia, mutta kun ei ole ps2 tai psp:tä.. Noh, ei kyl kauaa tartte odotella niin pääsee jo tähänkin peliin käsiksi. Menis vaa nopeasti tää aika nytten.
 
Vastaus: Killzone 2 [PS3 Hype]

Juoni jatkuu ja siihen on panostettu hieman enemmän kuin perus FPS:issä, kuten vaikka CoDeisa, haloissa tai resitanceissa.

Mitäs sammakoita täällä tulee suusta? Haloissa ja Killzoneissa on käsittääkseni yhteistä se, että itse pelissä ei juoni ole kummoinen mutta taustatarinaan on panostettu paljon. Halo-kirjat ja Killzonen nettisivut kertovat paljon mielenkiintoista juttua. Halon kirjoja en ole lukenut, mutta netistä olen lukenut tiivistelmiä niistä. Killzonen taustatarinaan en ole vielä tutustunut, mutta sen aika koittaa ennen kuin pelaan peliä. Ehkä vasta loppuvuonna intin jälkeen. Thomas Puhan juttuja kuunnellessani Pelaajacastista, hypetyin itsekin ihan mielettömästi. Peli näyttää mahtavalta.
 
Vastaus: Killzone 2 [PS3 Hype]

[Varmaan aika pirun isokaliiberinen tykki, mutta siis miksi pitää pilata tunnelma tuollaisella turhalla ja epärealistisella gorella.

Epärealistisella? Tiedätkö mitä oikeat aseet saavat aikaan? Hyvä että väkivalta näytetään sellaisena kuin se on. Mikkihiiri -väkivalta se vasta turhaa ja epärealistista onkin. :rolleyes:
 
Vastaus: Killzone 2 [PS3 Hype]

Epärealistisella? Tiedätkö mitä oikeat aseet saavat aikaan? Hyvä että väkivalta näytetään sellaisena kuin se on. Mikkihiiri -väkivalta se vasta turhaa ja epärealistista onkin. :rolleyes:


Tuohon voisi tietysti lisätä toiveen, että ihmisvihujen vartalo pään alapuolisilta alueilta ei kestäisi puolikasta lippaallista.

Se tuntuu olevan toimintaräiskinnöissä mahdoton pähkinä purtavaksi.
 
Vastaus: Killzone 2 [PS3 Hype]

Neogafissa joku jamppa oli nähnyt melkoisti vaivaa ja kirjoittanut (kopioinut) koko stoorin oletettavasti Killzonen sivuilta.

Suuria spoilereita kaikki.

Terran Era 2055 - 2126
This era marks the last days of the Earth as humanity's sole home
With regards to the story, I think it's helpful to have a 'hard copy' of it for people to read. So I've gone ahead and copied out the story in its entirety (all of it that is unlocked as of this point). I may disagree with Dibbz, overall. But I think we can both agree that neither side is innocent, and that Guerilla has done a fantastic job of fleshing out the universe. The way this story develops just feels exactly how global conflicts evolve in our own world (out of groups vying for supremacy based on self interest). I think, when reading this, it's important to distinguish between:

UCN
ISA
ISCA
Helghan Corporation
The Colonists
The 'Helghast'

I'm going to leave it all unquoted so that it can be quote by people as need be, and I'll be adding a few notes at the end of each era that encompass some basic thoughts. (although this took so long that I'm just going to put them in a different post I think.

2055 Downhill

A shortage of oil triggers a global meltdown as nations fight for control of scarce resources. What starts as a limited strategic release of nuclear weapons snowballs into a bitter exchange of warheads aimed at civilian population centers. When the dust clears it becomes evident that a new way will have to be found to survive and to secure the raw materials needed for society to continue.

2060 - 2090
The Extrasolar Colonization Plan
With the natural resources of the planet all but tapped out, and the continued survival of the human race at stake, it's deemed necessary to begin colonizing other planets.

The decision to begin colonizing other planets and moons which can support life is made. A coalition is formed of the richest Earth world companies and governments, and called the UCN, or United Colonial Nations. They begin planning for their future.

In order to colonize the outlying planets, Earth has a number of things to do. These include:

* Taking the time to identify planets ideal for colonization
* Developing space propulsion technology to travel near light speeds in order to reach the planets
* Developing cryotechnology ('Ice-Nod', to send the crew/passenger into deep sleep for the duration of the journey to the target planets
* Building the fleet of deep-spacecraft
* Traveling to the planets
* Building the infrastructure of society on the newly colonized planet
o Transport network - roads/rail/tunnels
o Energy creation and distribution
o Communications networks
o Housing/shelter
o Manufacturing plants
o Water and waste management

The process of building and deploying ships will take upwards of 30 years.

As it's in the UCN's best interest to support privatization for the sake of finance, they also allow other companies/governments to fund their own colonization projects, but under the strictures of the global (UCN) owners. Some immensely wealthy companies are also able to finance their own colonization, among them the Helghan Corporation, which has made its sizable fortune in energy and industrial refinement.

The global governments issue licenses to pursue colonization projects under strict criteria. Violation of these rules is considered a very serious infraction, warranting economic penalty. Continued infractions, depending on the circumstance, could result in anything from stiffer penalties, economic sanctions, and finally expulsion from the UCN to military action as a last resort.

2095 - 2010
Exploration

The colony ships begin to leave Earth, bound for various planets within the Terran solar system.

As colonization is still in its infancy, the UCN has not yet managed a way to skillfully deal with the massive amounts of administration necessary to deal with all these new colonies on top of their own significant requirements as a newly minted agency. They are, in a word, swamped. They rely on stiff economic penalties and overwhelming military force to keep the colonies and habitats in line.

UCN Defense Force

The UCN retains a defense force levied from volunteers all across the colonies. Although many colonies still retain their own armed forces, the UCN Defense Force is widely recognized to have the highest tech and best trained troops. What they don't have is a lot of them. The UCN Defense Force is conceived as a temporary solution at best.

201? - 201? Locked

2111
The UCN Survey of Alpha Centauri System

The first ships, having left ten years ago, begin to arrive in the Alpha Centauri system. The system is a 'hub' system between Earth and the outlying proposed colony sites and thus will come to hold great significance in the years to follow. Initially two worlds are pinpointed for colonization: a rocky world around Alpha Centauri A, and a lush Eden planet around Alpha Centauri B.

The UCN reserves the colonization rights of Alpha Centauri to itself - not opening them up for competitive bidding, according to its charter responsibilities.

2113
Inauguration of the UCA (United Colonial Army)

The UCN Defense Force is dissolved due to allegations of incompetence, corruption and bureaucratic inefficiency. Part of this deal is the formation of the United Colonial Army, now the only legally permitted military force on Earth and her stellar dominions. The UCA Navy is the first service branch formed.

2116 The Omen

A cluster of six colony ships, Archon, Triumph, Pacifica, Jericho, Seraph, and Harbinger, completely drop off the tracking imager during a particularly intense solar flare. Contact cannot be re-established with them. The last transmissions from the ships seem to indicate a catastrophic systems failure. At the time, all hands are presumed lost.

The loss of the colony ships is a significant financial hit for the UCN. They simply cannot afford to fund another interstellar colonization effort of the same size, and the chances of a smaller colony failing are too high. In a mood of desperation, the UCN opens the bidding on the settlement rights for the Alpha Centauri system. After a highly competitive bidding process they are won by the Helghan Corporation. The post-bidding news is full of allegations of vote fixing and bribery - and much is made of the fact that the Helghan Corporation has a fleet of colony ships almost completed - but nothing is proven. Key to the success of the Helghan bid is underwriting and credit from the IBG (Interplanetary Banking Guild) in return for some 10% of colonial profits once the colony is established.

2118 - 2127
The Helghan Journey to Alpha Centauri

The journey is difficult at best, and although the 'Ice-Nod' chambers work well they do not work perfectly. 2% of the total Helghan population expires en route. Upon reaching the nearer planet, dubbed Helghan, there is some dismay as scientists realize that life here will be hard. Despite enormous free-energy resources, the eco-system on Helghan is extremely poor. A prefabricated space station is left in orbit around Helghan, staffed with volunteers who stay to seed the surface with automated refineries and power generators. The rest of the ships take a chance on their dwindling resources and push on to the second planet - which they name Vekta, after Helghan Corporation CEO Philip Vekta.
THIS MARKS THE END OF THE TERRAN ERA

____

Early Vektan Era 2129 - 2155
This era marks the early days of the colonies of Alpha-Centauri. The planets are settled, the infrastructure established and slowly things are built up. This period ends at the beginning of the great boom on Vekta.
2129 The Settlement of Vekta
The first ships arrive on Vekta. Roughly 12 colonies are founded during the years 2129 to 2140. Vekta, roughly Earth-sized, is an agrarian and idyllic world, full of natural splendor and lushly forested; an Eden. Agricultural produce skyrockets on Vekta, and the colony quickly becomes able to feed itself.

2133 Settlement of the Altair System
The planetary colony of Gyre is founded in the adjacent Altair system. Gyre is largely ocean, smaller than Vekta and colder, with millions of tiny islands dotting the surface.

Inauguration of the ISA

As the first colonies get underway, the UCA discovers that communications do not allow it to efficiently manage colonial defense from a central headquarters. To combat inefficiency, the UCN creates the Interplanetary Strategic Alliance - a concept which allows systems of varying degrees of integration to enjoy membership of a unified defense alliance. The UCN provides backup, training and equipment whilst the local colonial administration provides funds and men. ISA duties are to include revenue gathering, policing and local defense. The local ISA Commands are subordinate directly to the civilians of the UCN and not under the military command of the UCA. All ISA Commands are completely independent of each other, their strength and budget determined solely by the funds the local authority provides.

ISA Altair and ISA Alpha Centauri are among the first ISA Commands created.

2135
Colonization of Vekta is Secured
Despite some very rough early years (and numerous occasions when the colony was almost wiped out) the initial Helghan settlers have managed to make the Vektan colony secure. In addition, their space station around the planet of Helghan is perfectly positioned to service ships that pass through Alpha Centauri on course Earth and the new colonies. Starships come here to be supplied, maintained and refueled. Tankers begin to ply the routes between their homeworlds and Helghan, bringing vital energy resources that command top prices. The money starts to roll in, offsetting the need to import comforts, medical supplies and food to the space station.

2138 Establishment of the Helghan Protectorate
Communications technology improves to the point where real-time communications are possible between Helghan and Vekta. The government on Vekta establishes the Helghan Protectorate, whereby both worlds are administered from Vekta. Helghan taxes and energy are now pouring directly into the Vektan market without going through the ISA, whilst Vekta provides Helghan with a wider, healthier variety of foodstuffs and luxuries. Employment is at 95% and morale skyrockets on both worlds. A new emblem is created to symbolize the mutually dependent relationship between Helghan and Vekta: three interlinked arms, labeled Peace, Justice and Freedom.

The Helghan Protectorate forms the first legally recognized militia service that is not a direct part of the ISA or UCN/UCA chain of command. They are small and lightly armed, performing only customs, police and ceremonial duties. Nevertheless, the ISA views them as something of a challenge and threat and imposes strict limitations on their size and equipment. In addition, all officers of the Helghan Militia are to be provided by the ISA.

2149
Infrastructure of Helghan is Completed
Much of the infrastructure of industry has been laid by now, from turbines to the massive processing facilities in the Helghan wastes. The Helghan Corporation is in possession of vast sums of money and power, earned by selling energy to the passing colony ships, the newly established colonies, and Earth itself. Their presence on Earth has become minimal, with most of their assets and offices located on Vekta.

2152
Inauguration of the Helghan Administration
Due to the increasing complexity of managing the colonies on Helghan and Vekta, the Helghan Corporation decides to set itself up as a civil administration. This expanded charter allows it to take over all local administration duties from the ISA, levy taxes against the entire population, and reorganize all social services. However, they are still bound by strict ISA regulations on ship construction, orbital industries, and the establishment of new colonies on their worlds.


2155 The Helghan/Vektan Purchase
The Helghan government turns in a significant tax-surplus in each budget, stockpiling the money in case of disaster. By 2155, this stockpile has gotten so big that the Helghan Administration makes an offer to the ISA to purchase the Alpha-Centauri system outright. This will allow them to avoid sending their yearly tithe to Earth in favor of a fee-paying system for individual services, such as support of the local ISA Command.

The UCN, which would normally have rejected the offer, is suffering from a shortage of funds. Other colonial endeavors are costing them heavily. The idea of getting a big cash payout up front, followed by negotiable fees - with no requirement for the UCN to underwrite any colonial costs - is too attractive to refuse. The UCN Senate votes to go forward with the Helghan/Vektan purchase by a majority.
THIS MARKS THE END OF THE EARLY VEKTAN ERA

____

Platinum Era 2156 - 2199
This era marks the heights of Vektan/Helghan civilization - before the dark days of the coming war.
The Platinum Age 2156 - 2190
Free to tax and invest in their colonies as they wish, a period of runaway economic and industrial growth grips the Helghan Administration's two worlds. The automated refineries on Helghan are expanded and developed; the orbital shipyard becomes the largest orbital structure outside the Terran system.

The Helghan system is a 'hub' system that connects Earth to her colonies - every ship MUST travel through it to get anywhere. The Helghan Administration begins to charge each ship for the privilege. Allegedly a fee for traffic control, customs, search and rescue and other such services, it is actually a thinly disguised tariff upon all trade in space. Helghan-based ships are granted a 'residence permit' that frees them from many charges, encouraging some shipping companies to relocate.

Tensions 2198
The UCN grows concerned at the increasing domination that Helghan exerts over star travel and space trade, areas which were traditionally under UCN control. They also become frustrated that the Helghan are creating vast wealth off the backs of colonial endeavors that the UCN itself has underwritten. In response, it levies stricter controls and tariffs on all space traffic, and taxes the colonies more heavily than ever before. The money is used to expand the UCA, with the UCA Navy receiving the bulk of the new budget. For the first time the UCA Navy develops large scale troop transports and 'Heavy Cruisers' - warships principally designed to smash the ISA fleets of the outer colonies and invade them by force.

As part of these new regulations, several privileges granted to the Helghan Administration as part of the Helghan/Vektan Purchase are rescinded; specifically, the right to a large home fleet and tariffs on shipping. The Helghan Administration refuses, but does agree to high-level talks on a compromise solution. Back home, however, the wealthy people of Vekta and the powerful companies in orbit around Helghan pressure the Helghan Administration not to budge on the issues of tariffs or self-defense.

The Secession 2199
Despite multiple attempts to negotiate a settlement, the talks between the Helghan Administration and Earth fail to bring a mutually satisfactory resolution. Earth flat out demands compliance from the Helghan Administration, and the Helghan Administration responds by formally seceding from the UCN, declaring itself an independent colony.

The UCN considers retaliation by slamming an embargo on all trade with Helghan, but this is deemed to be counterproductive. The Helghan could simply prevent trade ships from reaching Earth, in the knowledge that Earth cannot survive for any length of time without colonial resources. The decision is made to send a powerful UCA Navy fleet to the Helghan system, to seize control of the navigation points between the Colonies and Earth. Protecting the flow of colonial trade to Earth would also allow a blockade of Helghan by the UCN, and bring this matter to resolution.
THIS MARKS THE END OF THE PLATINUM ERA

____

The First Extrasolar War 2199 - 2204
This marks the lowest ebb of Vektan/Helghan civilization - the system makes a bold stand for freedom and fails. War comes to Alpha Centauri.
2200
The Helghan Police Action

As the situation worsens, the Helghan Administration attempts to first co-opt and then expel all ISA forces from Vekta and Helghan. The ISA Marines and Navy respond with lethal force, and a number of skirmishes erupt on and around the two colony worlds. Despite their overwhelming numeric superiority, Helghan troops are underequipped, poorly trained and inexperienced, allowing many ISA forces to escape the initial fighting. The experienced ISA troops and ships scatter to conduct hit-and-run operations from hidden bases.

2201 The First Extrasolar War
The UCA Navy fleet dispatched in 2199 arrives at the Helghan system, hooking up with the local ISA ships and quickly moving to secure the navigational points. The main force of the fleet heads to the planet of Helghan for a blockade, but the massed custom fleets of the Helghan Administration attempt to prevent this by engaging the UCA Navy fleet in battle.

The UCA Navy Cruisers prove to be untouchable by the much smaller Helghan vessels. The fleet action is a massacre, with almost the entire Helghan fleet being destroyed or disabled. During the fighting, however, the massive orbital structure is destroyed under mysterious circumstances.

The UCA claim that the Helghan aboard the station fled to the planet below and sabotaged it to prevent it from falling into UCA hands. The Helghan Administration claim that the UCA fired on the station deliberately. The true story never emerges, but as a result of this incident the Helghan Authority declares war on the UCN.

The UCA Navy fleet decides that dropping directly onto Helghan would be a waste of resources and lives. Leaving a picket fleet to watch the planet, they push on to Vekta.

2201 The End of the First Extrasolar War

The combined ISA and UCA Navy fleet arrives around Vekta and quickly subdues the remnants of the Helghan Customs Service in orbit. Initially the Helghan Administration threatens to fight to the last man, but after a demonstration of orbital bombardment they quickly yield to the inevitable. The Helghan Administration is shut down; all senior civil servants are arrested, as are any executives of the Helghan Corporation. Many escape into hiding.

When a courier ship returns from Alpha Centauri with the news, the UCN Senate debates the matter. Eventually, it determines that the Helghan are too unruly to ever settle comfortably within the UCN. They also decide that the ISA needs a colony nearby, to keep an eye on the Helghan and stop them from causing trouble in the future. A decision that is little more than outright theft dressed up as diplomacy is drafted, and a broken Helghan Administration can do little more than rubberstamp it. The local ISA takes over administration of Vekta. New colony ships of loyal UCN civilians start to be sent from Earth to expand the Vektan Colony.

The harsh consequences of rebellion are not lost on the other colonies. The UCN's right to regulate and tax space shipping is never challenged again.

2202-2204 The Resistance

Helghan extremists begin a terrorist campaign in an attempt to make the occupation of Vekta too expensive for the ISA. Although the majority of Vektan-based Helghans simply want to live out their lives peacefully, sufficient numbers of the local populace assist the guerrilla movement to enable it to flourish. Bombings, ambushes and shootings against the UCN minority become more common. Vekta is no longer an innocent paradise.
THIS MARKS THE END OF THE FIRST EXTRASOLAR WAR

____

Early Helghan Era 2204 - 2340
The loyalist Helghan peoples leave Vekta on a trek to the harsh and unforgiving world of Helghan. Long seen as a chemical and mineral storehouse, now Helghan must be tamed - but it changes the Helghan as much as they change it - if not more. This era covers the early days on Helghan.
2204 - 2210The Exodus
The ISA Governor General of Vekta responds to the growing terrorism by clamping down harder and harder on the local Helghan population. Finally, in desperation, many prominent Helghan families pool their wealth to purchase the old colonizing ships and get them space worthy again. The community appoints a representative to speak with the ISA Governor and request permission for the Helghan to resettle on the planet of Helghan - joining those few souls who escaped there from the transfer station. The ISA Governor agrees and the Helghan exodus begins, shuttling millions of disaffected Helghan from Vekta to the growing Helghan colonies.

Neither the ISA nor the UCN want to foot the bill for establishing this colony, preferring to leave the Helghan to either survive or die on their own merits. In order to legitimize the operation, the UCN formally recognizes the Helghan Administration as a sovereign nation and declares the planet of Helghan to be their territory in perpetuity - subject to ISA blockades and restrictions until diplomatic relations are normalized.

2215 - 2220 The Surface of Helghan Formally Settled
The bleak existence on Helghan is a far cry from the paradise of Vekta. Initial casualties due to illness, storm damage and starvation are very high. Within ten years, though, the death rate subsides as the Helghan begin to adapt to their surroundings. Slowly, a civilization arises from the refugee camps, and token industry and food production starts again.

2220 Hardships
In 2220 the heads of the various refugee camps come together for the first time to reform the Helghan Administration. 90% of the refugee camps agree to collectivize their resources and labor, in order to cooperate in the rebuilding of their civilization.

Disturbing medical problems are found to be common throughout the colony high gravity, exotic radiation and storms have serious effects on the longevity of the human being. Medical support from the ISA is non-existent, and indigenous facilities are too primitive. The wearing of masks for those who work in the outdoors becomes mandatory. Mask wearing becomes the sign of having a working class profession. Even with masks, 'lung burn' (as the settlers call it) becomes the primary cause of death in Helghan over the age of thirty.

On a positive note, however, vast mineral resources are discovered by the settlers. Mining fast becomes one of the more common jobs on Helghan.

2223
Helghan Approached by the ICSA

As the colony on Helghan begins to reform the Helghan Administration and secure the basic infrastructure and facilities needed for life, the ICSA (Independent Colonial Strategic Alliance) approaches them offering membership and support. The ICSA is an unaligned version of the ISA, created to allow worlds that decide to go it alone have some sort of support. Despite the ICSA making few demands and offering much help, the Helghan are now paranoid of outside influences and strongly decline the offer.

2223 - 2305
The Early Helghan Era
ISA trade sanctions force the Helghan to trade on unfavorable terms for over a decade, and initial growth of wealth is slow despite the unexpected addition of a trade in minerals. Life is short, hard and painful for the majority of Helghan, as they fight to cope with poor nutrition, poor environment and grueling work conditions and practices. Frequent austerity drives and a Spartan approach to existence allow the Helghan to survive (and even profit) under these harsh conditions, but the more things improve, the more the Helghan become angry at the restrictions imposed upon them by the ISA and meekly accepted by the cowed Helghan Authority.

2304 Construction of the ISA Defense Networks Begins
Several of the richer ISA forces begin construction of elaborate orbital defense facilities in favor of maintaining an extensive fleet. The Vektan ISA High Command decides to stand down the blockade of Helghan in favor of a smaller customs fleet and its own orbital defense network around Vekta.

2305 The Inheritors
The third generation of indigenous Helghan are beginning to be born. Helped along by basic genetic conditioning and the harsh environment, they are more suited to the heavy gravity. They also feature lungs that are more efficient against the pollutants on Helghan, and cells that are more resistant to the high radiation levels.

2307 The Birth of Scolar Visari

The man who would one day be Autarch is born to a wealthy family of diehard Helghan nationalists. Rumored to be descended from one of the original Helghan Directors, Scolar Visari shows great early promise as a thinker and leader.

2330 - 2350 The Great Depression
Vekta's monopoly of the Helghan trade allows them to develop great wealth, at the expense of reinvestment on Helghan. As the Helghan population increases, more and more of their own wealth is diverted to the feeding and protection of their civilians. This leads to a series of industrial accidents, where expensive machinery is not serviced sufficiently to cope with the harsh Helghan conditions. The resulting downtime that occurs while Helghan pays for the servicing and replacement of its old machinery causes a severe economic downturn that lasts almost 20 years.

Helghan economists blame the depression on greedy Vektan exploiters. Vekta has its own troubles with the collapse of the lucrative black-market trade in Helghan minerals and can spare no resources for a relief effort.

For the first time since 2220, citizens of Helghan die of starvation in the cities.
THIS MARKS THE END OF THE EARLY HELGHAN ERA

____

The Helghast Era 2340 - 2357
The tough conditions finally spawn social and economic change. Forced to adapt to a situation so tough that mere humans could never survive it, a charismatic new leader pronounces the birth of the Helghast people: a people no longer human, with a bold drive and vision to succeed.
2340 - 2347 The Rise of Visari

With the economy in the abyss and Helghan morale below that, a singular and remarkable figure rises to prominence: Scolar Visari I, the eventual self-proclaimed Autarch of Helghan. Visari's ideology is simple and compelling: the Helghan people had once come here as humans, but they are humans no longer. They are different, changed. Changed cosmetically in their travels, changed physically by their residence on the alien planet of Helghan, changed spiritually by the hardships they've endured in every circumstance. The government that has brought them to this end could only give them structure; it could not give them life, could not give them a reason to go on, and could not fully express the magnitude of the transformation. The world has changed us, Visari claims, and now it is our turn to change the world.

Visari's oratorical skill and magnetic personality draws many of the disaffected public to his cause. It spreads among them like wildfire and galvanizes them in a single recognition: that they are one people, one nation, united against all aggressors. More significantly, perhaps, Visari is the first to give voice to what will later become the keystone of the Helghast agenda: their identity as an entirely new and entirely superior race the 'extra-human' race. He goes on to preach the militaristic, absolutist values that will become the trademark of the Helghast. More importantly, he transforms the value of mask-wearing once a badge of low station and makes it integral to the Helghan identity. There is nothing shameful in its history, Visari tells the people. It is testament to their fortitude to wear the mask. And the Helghan rally around him, rich and poor alike.

2347 The Birth of the Helghast

Visari coins the term Helghast in a public speech. Its purported origin is from the Old English word, gast, meaning spirit, or ghost, connoting great fear. Visari states that they are no longer what they once were. Where they were once human and spiritless, their generations on Helghan, their sufferings; these have forged them into a new race, the only truly 'living' race. Whatever the etymology, the name sticks.

Feigning an attempt on his life to garner public support, Visari leads a military coup backed by a popular uprising to assume the title of Autarch. He seizes unrestricted power from the Helghan Administration and begs the army for 10 years of unchallenged authority to reforge the Helghast into a true independent power. As part of his plan, Visari begins a major enlargement of the Helghast Military. A secondary aspect of the Helghast revolution is a cultural evolution, led personally by Visari to change the face of Helghan society. Visari bans the use of written English in 2349, devising a new Helghast alphabet to be used in its place. Plans for an entirely new Helghast language are never fully implemented due to the logistical difficulties, but the ideal of this linguistic separation remain dear to Visari. As a final touch, the old Helghan banner is dropped in favor of a simpler, starker and more dynamic logo. The Helghast Triad becomes the official banner of Helghan: three arrows representing Duty, Obedience and Loyalty signal the new values that Helghast society is based upon.

2350 The new Helghan economy

Starting with low level smuggling operations but gradually building up in scale, the Helghast begin breaking the ISA embargo of their world to trade directly to black-market suppliers. At first the trade is exclusively to the Vektan energy market, but slowly Visari encourages off-world agents to source their power from Helghan. The whittled down ISA fleet is powerless to do more than put a dent in the trade, and some factions on Vekta question whether the Helghan blockade is even needed at this point. The Helghast rebuild their transfer station, albeit on a more modest scale than before, and trade really starts to take off. The depression officially ends when the Helghast secure a contract with the ICSA for energy and materials. The deal is mutually beneficial, and both parties gain immensely from it.

2356 The Second Defense Platform Begins Construction

Concerned by the Helghast military build up in progress, the ISA Governor orders the construction of an additional orbital defense platform to complement the 52 year old defense network already in place. ISA General Stuart Adams is appointed the military commander of the network.

The ISA governor does not increase funding to the ISA Navy, making the issue of containment a moot point.
THIS MARKS THE END OF THE HELGHAST ERA

____

Second extrasolar war
Swollen with pride and new strength the Helghast embark on a bold plan of conquest to rejoin the two halves of the Alpha Centauri system and rebuild their great empire. Their gamble fails and their armies on Vekta are defeated, leading to their worst nightmare: the invasion of Helghan itself. But does Visari have a trick up his sleeve?
2357 Plans for invasion
(The Start of Killzone 1)

Autarch Scolar Visari outlines his bold strategy for changing the face of governance in this system by returning to Vekta and seizing it again as a Helghast colony. Ignoring the many generations of UCN settlement under the ISA he inflames the passions of the Helghast for revenge. The Helghast High Command takes the bait and eagerly declares loyalty to Visari for the coming campaign, offering to make him Emperor if it succeeds.

Visari's plan is simple:

1. Utilize deep-cover agent ISA General Stuart Adams to neutralize the orbital defense platforms.
2. Utilize deep-cover agent ISA General Dwight Stratson to gain access to intelligence and lure the ISA troops out of the cities.
3. Mount an invasion of Vekta whilst the orbital defense platforms are down, under the command of General Joseph Lente.
4. Reactivate the defense platforms in time to defend Vekta against the inevitable support fleet sent by the UCA.
5. Declare the system to be under Helghast control and sue for peace with the UCN whilst the UCA is still reeling from the loss of its fleet.
6. Use the resources of Helghan and Vekta, as well as technology captured from the wrecked UCA Navy fleet, to build a Helghast fleet capable of defending the system from the UCA Navy.
7. Begin charging trade tariffs for passage through Helghast space to Earth again.
8. Blockade the Earth and strangle the UCN into submission.
9. Capture the UCN Navy shipyards and orbital defenses. Leave Earth's population to starve to death. Build an enormous fleet and establish Helghast hegemony over all colonies.

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235? - 235? Locked

235? - 235? Locked

235? - 235? Locked

March 2358 The Vektan Council

With the Helghast forces on Vekta shattered, a council is called at Vekta City to decide the best policy for pursuing the war against the Helghast to its conclusion. The Council quickly establishes a working list of priorities:

* Remove the Helghast as a military threat.
* Capture Autarch Visari for a public trial.
* Establish a more easily controlled regime on Helghan that avoids the oppression that sparked this conflict.

These priorities are in clear violation of the UCA orders given before their fleet's withdrawal, but the ISA Council becomes concerned that the UCN wishes to blame past decisions regarding treatment of the Helghast upon them.

September 2358 Operation Archangel Commences

The ISA fleet launches for Helghan to begin the most complex military action in human history.

November 2359 The Invasion of Helghan Begins

Twelve battle groups arrive at Helghan. Among them is Battle Group Mandrake, comprised of one division of ISA and 10 divisions of Legionnaires. ISA Cruiser New Sun is the flagship of the battle group, under the command of war hero Colonel Jan Templar. Mandrake is to deploy to Pyrrhus and take the city, hopefully snagging Visari in the process. Pyrrhus is of the utmost strategic importance, because it constitutes one of the primary population bases, as well as a centre of trade for the planet.

The ISA and Helghast warships engage each other in orbit. The ISA fleet outclasses the Helghast fleet significantly and quickly establishes a total orbital blockade.

At this point the ISA Council reaffirms its decision to break the UCA orders to simply isolate the Helghast, and launch their invasion. Channels are cleared for the troop deployment and the way is paved for the invasion. Negotiations are not a possibility. Visari vows that the entire world of Helghan will repel the invaders. The ISA knows it has to complete the invasion swiftly.
THIS MARKS THE END OF SECOND EXTRASOLAR WAR

http://www.neogaf.com/forum/showpost.php?p=14141997&postcount=9660
http://www.neogaf.com/forum/showpost.php?p=14142007&postcount=9661
http://www.neogaf.com/forum/showpost.php?p=14142010&postcount=9662
http://www.neogaf.com/forum/showpost.php?p=14142016&postcount=9663
http://www.neogaf.com/forum/showpost.php?p=14142021&postcount=9664

Kuten näette, niin asiaa on - ja paljon. Siitä vaan iltalukemiseksi vähän taustaa Killzone 2:sta : )
 
Vastaus: Killzone 2 [PS3 Hype]

Tuohon voisi tietysti lisätä toiveen, että ihmisvihujen vartalo pään alapuolisilta alueilta ei kestäisi puolikasta lippaallista.

Se tuntuu olevan toimintaräiskinnöissä mahdoton pähkinä purtavaksi.

Kannattaa seurata tulevan Operation flashpointin tuloa sekä mahdollisesti tutustua vanhoihin. Se on kaks kutia tai parhaimmillaan yks niin se on menoa oli pelaaja tai ei.
Gore kyllä uupuu ainakin vanhoissa osissa.

Niin ja juu on varmaan turvallista sanoa että Killzone2:sessa ei vihut kyllä kestä kovinkaan montaa osumaa, eli vähemmän arcade menoa kuin esimerkiksi Resistancessa.
Parempi pysyä suojan takana ja pistää pari tarkkaa kuin kärsiä rekyylistä.
 
Vastaus: Killzone 2 [PS3 Hype]

Tuohon voisi tietysti lisätä toiveen, että ihmisvihujen vartalo pään alapuolisilta alueilta ei kestäisi puolikasta lippaallista.

Se tuntuu olevan toimintaräiskinnöissä mahdoton pähkinä purtavaksi.

Killzone 2:ssa omalla hahmolla on 12 tasoa, jokaisessa avautuu jotain uutta. Sen verran voin paljastaa, että sieltä löytyy loppupuolen tasoilta erittäin tehokas ja tarkka kertatulirynkky, jolla saa ammuttua noin 2 kutia sekunnissa, miinuksena vain kahdeksan kudin lipas. Julkaisupäivänä isken tänne listan kaikista aseista ja niiden ominaisuuksista + rankeista ja kokemuspisteistä jolloin ne aukeavat, kaikki pääsevät lähtemään samalta viivalta:)

Betassa tuli siis avattua kaikki mahdolliset aseet. KZ2 tulee olemaan todella kova peli, sen tiesi jo ensituntumasta.
 
Vastaus: Killzone 2 [PS3 Hype]

spoilaako noi rookie siis jotain tuosta tulevasta kakkososasta vai...?

sen verta pelottaa toi: "Suuria spoilereita kaikki." :D
 
Vastaus: Killzone 2 [PS3 Hype]

Tuohon voisi tietysti lisätä toiveen, että ihmisvihujen vartalo pään alapuolisilta alueilta ei kestäisi puolikasta lippaallista.

Se tuntuu olevan toimintaräiskinnöissä mahdoton pähkinä purtavaksi.

Täysin totta. Ja toive siitä että jalkoihin osuminen hidastaisi vihua ja käsiin osuminen esim. vaikeuttaisi tähtäystä. Edes hetkeksi.
 
Vastaus: Killzone 2 [PS3 Hype]

Täysin totta. Ja toive siitä että jalkoihin osuminen hidastaisi vihua ja käsiin osuminen esim. vaikeuttaisi tähtäystä.
En ole ihan varma tuosta käsiosumasta, mutta muistelisin kyllä katselleeni jotain videoita, joissa vihollinen kompuroi vähän, kun sitä ammutaan jalkaan.
 
Vastaus: Killzone 2 [PS3 Hype]

Täysin totta. Ja toive siitä että jalkoihin osuminen hidastaisi vihua ja käsiin osuminen esim. vaikeuttaisi tähtäystä. Edes hetkeksi.

En ole ihan varma tuosta käsiosumasta, mutta muistelisin kyllä katselleeni jotain videoita, joissa vihollinen kompuroi vähän, kun sitä ammutaan jalkaan.

En tiedä miten tuo ideani toimisi itse peleissä, mutta voisivat pelien kehittäjät edes hiukan miettiä näitä. On meinaan tuskaisan ärsyttävää kun ammut toista jalkaan ja silti se rynnii päälle kuin raivohärkä. Tai kuten eräässä nimeltä mainitsemattomassa räiskinnässä, pelaaja jää ennen kuolemaansa puoli-istuvaan asentoon ja nakuttaa tarkemmin kuin täysissä voimissa. Luulisi että kuoleman läheisyys , kivut ja verenhukka vaikeuttaisi tähtäämistä edes jollain lailla, mutta ei.
 
Vastaus: Killzone 2 [PS3 Hype]

Pitäisi olla samanlaisia vaurioita kuin swat 4:ssa. Siinä jos ampuu jalkaan niin ei voi kuin nilkuttaa eteenpäin ja jos ampuu käteen niin lävähtää se tähtäin ristikko jokaiseen ilmansuuntaan.:p
Semmonen ois ihan hyvä.
 
Vastaus: Killzone 2 [PS3 Hype]

Pitäisi olla samanlaisia vaurioita kuin swat 4:ssa. Siinä jos ampuu jalkaan niin ei voi kuin nilkuttaa eteenpäin ja jos ampuu käteen niin lävähtää se tähtäin ristikko jokaiseen ilmansuuntaan.:p
Semmonen ois ihan hyvä.

Tai edes mahdollisuus tälläiseen moninpelissä. (HC-moodi)
 
Vastaus: Killzone 2 [PS3 Hype]

Oliver ootko tosissasi tuon julkaisun kanssa?

Parisen viikkoa vielä kärsittävänä...loistavaa. Heti saman tien ostoon kun tulee (netti)kauppoihin ja ruveta treenaamaan tosissaan, nyt kun tuota vapaa-aikaakin on arkisin. Kun pistivät lomalle hetkeksi töistä.


Oujee!
 
Vastaus: Killzone 2 [PS3 Hype]

Hieman veikkaan näppäilyvirhettä tuossa Oliverin viestissä, sillä ainakin mitä nettikauppoja olen selaillut niin julkaisupäiväksi ovat ilmoittaneet 25.2.2009.
 
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