Killzone 2 'stayed too long in Urban setting', says dev
- Posted February 25th, 2011 at 16:20 EDT by Mike Harradence
- 5 Comments
Killzone 2 lumbered players with too much urban-based warfare during the first half of the celebrated sci-fi shooter, developer Guerrilla Games has said.
Chatting with CVG, producer Steven Ter Heide conceded that the shooter’s environments lacked variety, and revealed that this was one of the areas the team made a conscious effort to improve for the follow-up.
"I think with Killzone 2 we stayed too long in the urban setting, there wasn't enough variety towards the first half of the game," he said. "There was more variety towards the end but a lot of people didn't get to there."
With Killzone 3 however – which PSU awarded a mighty 9.5 a few weeks back – Ter Heide encourages gamers to plough through the whole campaign, as there’s stacks more to see and do.
"I would like people to experience that, that there's something new every couple of minutes. Now I'm in a tank, now I'm doing this, now I've got a jetpack,” he explained.
"So I'd like them to have a better experience by playing all the way through this roller-coaster and see more of the stuff that we've made because there is a lot of good stuff in there. That variety has to come through."
- 11:57am EST - February 25th, 2011
I finished the game twice once on normal and once on ELITE... i got to say Killzone 3 was like a walk in the park compared with killzone 2 i mean i stayed hours at that final Boss... Anyways the game is freakin great and that jungle map is my favorite... can't wait for more DLC maps please bring them now don't wait like call of duty to release 5 maps...
- 4:08pm EST - February 25th, 2011
I rely hated the jumping all over the place, no concistency at all : S And all these viecle stages... and the lousy sneaking crap thrue the gras... I dident even know i was fighting the end boss untill the credits started roling : S Playd trew it on hard.
I think thy sould take a long and hard think on what there dream was in the begining on wat thy wanted to deliver to players. 3rd one was just a pile of every other game puttogether. Controler wise i dident like that you hade to klick to get out of the zoom, was much better in KZ2.
I give the game a 5 out of 10. I want to se more of thete owne ideas in the next game : )
Matt | hyp3rstrike_
- 5:31pm EST - February 25th, 2011
I actually liked the urban setting, although it did get rather dull after the first playthrough.
- 1:32am EST - February 26th, 2011
Last level or two are flipping awesome. The "light show" (yeah, making it really vague here to not give away spoilers) level was especially awesome.
@2, click to get out of zoom? How about you change zoom from "toggle" before you bash on the game.
I got mine set for "alt", and zoom and crouch set to "hold". I prefer L1 be zoom, and R3 to be melee.
Also prefer to have to hold it.
- 8:33pm EST - February 26th, 2011
Personally, I thought 3 was a bit too much like 2 (gameplay wise) that's why I don't think it's as good as 2 was. Also, I noticed that sometimes the controls were not responsding well to my inputs. At first I thought it was my controller, but I switched it out for another and noticed the same thing happening. One last thing, not really big, but I thought it could of enticed the player a little more, was during some of the cut-scenes there's huge explosions going on but the controller is not set to vibrate during the cut-scene explosions. Again, nothing major, but the experience would've been much better if the controller was vibrating during such action... It's the little things we learn to appreciate most ;)
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