Killzone 3 Beta Site Launches; Beta Test Likely
It could always be a test of the game's companion website. A Sony representative informed Shacknews that "Guerrilla Games is currently testing a number of elements internally with Killzone 3 and further details will be available soon."
A beta test was conducted for Killzone 2 prior to that game's release and it stands to reason that Killzone 3 would be tested as well. It remains to be seen if a beta, if planned, will be one of the bonuses included with a PlayStation Plus subscription as one of the advertised features is priority betas.
The game, which will support PlayStation Move and stereoscopic 3D, is scheduled to be released in February 2011.
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The respawning annoyed me. In team games they spawned you far from the enemy and your team. So a tram that manages to stick together can roam the map taking out onesies and twosies spread around the map and the objectives locked down due to their numbers.
That's what I love about BFBC2 because toucan spawn on a teammate and te gameplay flowed in one direction. -
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Killzone 2, while not being the "Halo-Killer" that it was supposed to be (I'm sorry, it wasn't even close, and yes, I finshed it) had some interesting ideas that were not executed very well. I really loved the 'mech walker segment, probably my favorite part of the SP, but it felt kind of directed and needed to be longer (but then, whenever I am given any sort of awesome vehicle in an FPS, I always feel it should be a longer segement). Hopefully they learned from the previous one and will tighten the controls and make it easier and reward you for exploring. And while you mention the realistic momentum of the controls Dave-A, (I noticed them the first time I played) that doesn't really translate to an enjoyble game. Yes its realistic, but so would be a dynamic damage system that would handicap you for getting hit in the leg, or stop you from being able to use your rifle because some asshole just blew out your elbow, or you going deaf because of that nearby grenade going off. There is a fine line between acceptable realism and annoying realism. Some realistic aspects can add to a game, whereas others can ruin it. I understand your point, but that is the fundamental rule of games (and I'm paraphrasing here): "You can have the prettiest, most realistic game on the planet, but if your controls suck, ain't no one gonna play it." Slow, realistic movement just doesn't work in a FPS, period.
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When I said "Make it easier", I meant for it to refer to exploring. I want them to make it easier to explore, and also reward you for doing so.
To set the record straight, I believe the difficulty was just about right, challenging enough to make killing that boss satisfactory, but not easy enough to where you can blow through in an hour.
I don't remember the designations for the difficulties, but I played it on their version of normal.
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