So, we've given you our Killzone 3 review - and tried to get as much ground covered as possible. Now it's time to mop up the rest.
Earlier today, we asked the CVG readers if they had any specific queries related to the game that we might otherwise not mention in our standard review.
Your main concerns, quite rightly, were based around single-player, with questions of variety, replay value being asked and generally whether the campaign could stand up on its own.
There's certainly more variety than in Killzone 2 - the addition of monster vehicles and the giant mechs makes sure of that. There's also a nice sniping section that, as you'd probably expect, adds a new dynamic to the game.
Then comes the inclusion of jetpacks which, as we said, we weren't entirely taken with but there's no denying they do add variety in the sense of a different kind of combat and movement.
The environments, we'd say, are designed more intelligently as well to shake things up in areas and can be used more tactically this time.
In gameplay terms we think the single-player does stand up on it's own even if it doesn't stand out from the top tier of FPS games, which was asked by TheCrimsonFenix. The narrative, as we said is still a bit lacking.
Multiplay does provide some defining features as well; the rotating objectives do return Taus and the class system is well executed and does make you think properly about how you play with your character.
The most unique feature in multiplayer is Operations, which you can think of as mini-multiplayer campaigns. Players take up roles as the ISA and Helghast and each are given ojectives with a few narrative trimmings. If the ISA gains control of a super-weapon for example the end cut-scene will be one of the Helghast being wiped out with the new acquisition. It's a neat touch that does separate it from the likes of Black Ops. Is it better? Well now that's all down to preference isn't it? We'd say it certainly stands up to it, but like allygray69 said, get on the beta and find out for yourself.
In the end it is the visual standard of Killzone 3 and the 3D quality in particular that's going to make this one stand out. We hope we expressed our feelings on the third dimension enough for you in the review Krommm.
In terms of enemies, Munkhee, they still take a fair battering before going down, it's perhaps slightly improved. The justification for this is that they are massively armoured and head shots will get you a kill 99 percent of the time.
As for the Move, Gambini it's going to come down to taste. The most entrenched analogue user isn't going to want to give up the traditional pad any time soon. In our opinion, while Move doesn't add anything other than any satisfaction you might gain from mimicking a gun more closely, it is a viable control system and works smoothly on the whole.
We actually found it easier after some practise (about an hour's worth) when it came to aiming the gun in order to take a shot, and there are three different levels of targeting assistance you can activate (as well as none, of course).
Actually navigating with the Move is slightly tougher, although better than we expected. Guerilla has implemented a system whereby pushing the crosshairs into the sides of the screen rotates the camera - but it only takes a small movement back again to stop it dead.
Is Rico less annoying, Mental and gillri? No. In a word: No.