While Killzone 3 is equivocally one of the prettiest games to hit Sony’s black behemoth to date, developer Guerrilla Games wants to make one thing abundantly clear right off the bat: the shooter hasn’t come close to maxing out the PlayStation 3’s meaty innards.
Speaking with IndustryGamers, Guerrilla bigwig Hermen Hulst revealed he won’t repeat the blunder of declaring the studio has pushed Sony’s hardware to its limits again, as was the case with Killzone 3’s predecessor.
“At the end of every project, we say, ‘we’ve maxed it out.’ I made that mistake at the end of Killzone 2," he said. “We felt that we’d pushed it absolutely to the max. We now know from experience there’s always more mileage in the tech. You can always find new techniques.”
The Guerrilla co-founder went on to reveal how the team’s employed a more efficient anti-aliasing tech for Killzone 3 in comparison to its predecessor, which subsequently afforded the studio ample room to cobble together more expansive, detailed environments.
“For example, in Killzone 2, we introduced anti-aliasing to get rid of the jagged edges. We’re using that, but an improved version that is much more efficient, so we actually leave space for more detail, bigger environments and more polygons. Compared to Killzone 2, Killzone 3’s polygon count is three times as high, so we’ve been able to find new space, probably averaging out to 40 percent.”
We’re going Killzone 3 crazy here at PSU Towers this week, so if you’re a fan of the series we’ve got plenty for you to sink your teeth into. For starters, there’s our Killzone 3 review, which also comes in video flavour. Next up, we have a tasty Melee Medley to tuck into, followed by a MAWLR boss battle video for your consumption. Get stuck in.