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Killzone 3: 'Now I'm in a tank, now I've got a jetpack'

Guerrilla producer talks Call of Duty, NGP and 3D...

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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.

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."

Obviously you've got the Helghast storyline and the sci-fi twist but what do you think, in terms of the FPS mechanics, sets Killzone apart from Call of Duty and Battlefield?

I think some of the basic gunplay we have is - to my personal taste - something that I really like. I like the effect that my bullets have on the world, I like the hit-response on the characters, they're believable, they're like, "Yes I'm actually doing damage, I'm getting to these guys."

I like our AI where they'll flank you and they'll do things that you don't expect and I like all the different elements that we have where I'm sliding into cover, picking off a guy, jumping over it, knifing him - It's that flow of things where there's so much happening where the game really shines.

All of these mechanics come together and I think that's something that I don't see in a lot of other games.

Obviously it's a crowded genre with a lot of high quality titles. Do you think an FPS can survive in today's market if it isn't hitting 9 out of 10 at review?

Reviews are important to a certain extent because people know what they like and they know what kind of experience they're after, so yes getting good scores is an indicator of the quality of the title.

At the same time, if I don't agree with what I'm reading from the guy then it's worthless because it's not a game to my liking or I don't think that he's done a particularly good job.

Reviews are just opinions and I'd rather experience what's out there so that's why we do things like the betas, get the feedback, get it into people's hands, get the demo out so they can see what they think for themselves.


I think there's a lot more to FPSs and a lot more to come still. You can see the genre's broadening, there's elements from other genres being brought in so it's not exactly a true first-person-shooter genre - it's broadening into a kind of action genre where people are lending sandbox kinds of things, RPG elements. So it's different things.

What kind of things can we expect from Killzone on the NGP?

It's still very early days for the NGP, the hardware's just been announced, right now we're still doing work on Killzone 3, making sure that launches well and we continue to support that and then we're looking forward to a holiday.

After that we'll start looking into what we want to do with NGP and how best to use all that stuff, so more news on that later.

But it's an exciting time for developers, right?

It is, I mean, any time new hardware's there; the 3D, the Move that came around, you see a wave of excitement go through the team because we are able to do new things and that's also exciting.

How important do you think multiplayer is to the success of an FPS now?

It's very important. I mean, it's integral to what people expect from an FPS, to have something that stands on its own that you're able to enjoy the game after your roller-coaster ride and be able to share with your friends. It's something you can get bragging rights with or get revenge on other guys; that's something that people really value.

So for us it's a really big part, as with Killzone 2 we really heavily invested into what makes a multiplayer great. We've kept the Warzone, we've kept the stuff that people really liked with the rolling mission objectives.

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