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  1. #26
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    Quote Originally Posted by Minnzy View Post
    Haven't played Killzone 2 or 3 but discussing physics in a game where you can flip a tank with your pinky just seems strange lol, no way that tank would budge :O
    Of course. No way that in real life any human could budge a tank. (FYI in Halo you can't either).

    But you seem to be confusing "realism" with a "robust physics engine". Developers aren't obligated to create a world were the laws of physics mimic real life. Take LittleBigPlanet for example (which is a game considered to have a thorough physics engine) in LBP you are able to maneuver your character mid jump. Of course in real life you wouldn't be able to do this. That's not a knock on the game that's just how things work within the "laws of physics" the developer has created for the game.

    So while a game like Halo doesn't have the most realistic physics it may still be considered by many to have an in depth physics engine. And yes KZ does LOOK great (the best in console gaming?) and stuff is in your face. But in the years I've watch both KZ2 and KZ3 come to fruition I haven't seen a single clip of a physics engine managed event that made me say "wow".. I've seen the clip of a building collapsing (it was featured in the trailer I believe) but that seems scripted and not managed by the physics engine. (What I mean by scripted is that it will go down in the same manner every time, because it's coded in as a fixed sequence).

  2. #27
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    Double post. Sorry gents.

  3. #28
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    Killzone has very little interactive objects. It has some nice destructive walls and stuff tho.

    Resistance has more physics based animations. Mostly pressing triangle to butt your weapon at stuff like the billiard balls in Resistance 1 or the fridge doors that don't even have stuff inside.

    ~~ Xbox, go home ~~

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    Since both games use the Havok engine, the only real difference is mnor settings changes. At the core level the physics in both games is nearly identical.
    Last edited by Completely Average; 09-12-2011 at 15:27.

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