Previews of Killzone 3

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just read one, I just put them all up so you could pick which one you like best
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->After Killzone 2 delivered critically and commercially on some impossibly high (and drawn out) expectations, you would think that the developers at Guerrilla Games would relax a bit and rest on their laurels. Nope. Almost immediately after finishing work on 2009’s PS3-exclusive shooter, they embarked on the development of its successor, which they intend to make bigger than ever: Killzone 3.
Sony has just revealed the latest installment of what has become one of their flagship first-person shooter titles (next to Insomniac Games’ Resistance series) with a first look at the game in action, in addition to some hands on time for the media in attendance. And it wasn't impossible-to-believe cinematics, argued over ad nauseum by fanboy legions this time, but real live gameplay. (On behalf of the nerds, let me just say: thank you.)

Spoiler Alert! Killzone 3 picks up where Killzone 2 left off, pretty much to the minute. It begins with Rico and Sev witnessing the destruction of the ISA forces by the Helghast after executing their emperor. The war is decidedly over, and the ISA has clearly lost. But there’s still a matter of survival at hand for our heroes, and Killzone 3 is about that escape in the face of an overwhelming Helghast force. From the point of view of our protagonist Sev, Guerilla describes it as a David vs. Goliath story. But for the Helghast, it’s a tale of political intrigue, as two rivals fight for control in the power vacuum left behind in the wake of the assassination.
As you fight your way across a variety of environments on Helghan (frozen arctic, a nuclear-annihilated wasteland, lush jungles, and ultimately, outer space) you’ll notice how much bigger the environments and play areas are. The theme of “bigger” extends to everything, actually, from bigger weapons and vehicles to bigger enemies. The concept of big will morph the gameplay into a more exciting and dramatic experience, giving Killzone 3 a decidedly different feel than Killzone 2.

The playable level on display at Sony’s event was set on a derelict oil rig in Helghan’s frozen wastelands was itself ten times bigger than any level in Killzone 2, and the action therein matched the scale. Heavy mounted weapons were made available, with which we shredded multiple Helghast bad guys, and a couple of the other new features like the "Brutal Melee" system and jet packs made the experience a lot more action-oriented. The melee system alone made for some really dramatic moments as we kicked, punched, stomped, and eye-stabbed our way through the horde. The increased mobility offered by the jet pack, which allowed short jumps augmented by mid-air dashes also suggested that the experience of playing Killzone 3 will feel extra fresh for fans of the series.
We also had the chance to play the game in 3D, giving us a feel for how that new feature will work for gamers who own such a television (and a pair of shutter glasses) and want to play it that way. The tech is solid, and the game runs rather smoothly in 3D, an achievement in itself that should tell Guerrilla Games that they’re doing the right things with the new graphical engine they’ve built for the game (which they reiterated they’re doing completely on their own, contrary to reports on the Internet.)

The only other big question we had about the game was about multiplayer, but unfortunately Guerrilla is still holding their cards tight to the chest on that one. What they will say is that they listened closely to the community, and are trying to make the new multiplayer modes more accessible. What that means exactly remains to be seen, but you can expect to see a lot more about that between now and when the game ships sometime in 2011. Until then we can dispense with the arguments about whether what we’ve seen is real or not and simply revel in the big plans Guerrilla Games has for one of the most anticipated PS3 exclusives out there.<!--QuoteEnd--></div><!--QuoteEEnd-->
<a href="http://g4tv.com/games/ps3/63796/killzone-3/articles/70896/E3-2010-Killzone-3-First-Look--Hands-On-Preview/" target="_blank">Source</a>
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Killzone developer Guerrilla Games and Sony showed off the first playable version of the PlayStation 3's next entry in the series, a Killzone that feels familiar, but much improved, a bigger world with smarter enemies. Oh, and stereoscopic 3D.

The playable demo, available in both 2D and 3D versions at Sony's Killzone 3 showing, started off with our futuristic squad of ISA soldiers approaching a Helghast oil rig planted in an alien arctic sea. The entry to the level known as "Frozen Shores" started aboard an ISA Intruder, a fly-by attack via mounted mini-gun. After taking down that rig by shooting out its supports, our dropship suffered an unfortunate crash, with Killzone heroes Sev and Rico down but not out and ready to take down scores of glowing-eyed bad guys.

Killzone 3's enemies and gameplay may feel familiar, but its environments certainly don't. As I took down distant Helghast soldiers with a conveniently placed mini-gun, then switched back to the stock M-82 Assault Rifle, snow flakes whipped by, as did the frigid winds of Helghan's shores. Oh, and it did it all in dazzling, but distracting 3D.

Helghast soldiers pop out against the brighter, whiter backgrounds of "Frozen Shores" as if they're illuminated eyes didn't already give them away. The alien army's newest trick, sporting big, unit enveloping jet packs added a little variety to the level. Seeing them pop in, hover down and attack from above added a sense of fright, even though our ISA soldier was indestructible in "god mode." That tension was alleviated the first time we saw a jet packer take damage, spiral out of control and fire into the air like a bottle rocket, crashing to his death.

It was a feeling of something old, something new and a game much improved from its predecessor.

Here's what else is new.



The WASP
The latest addition to the Killzone arsenal is the turret turned mobile missile launcher known as the WASP. This massive weapon launches an array of nine missiles at any unlucky Helghast target in less than a second.

There are two ways to deploy a cartridge of WASP missiles. The standard firing mode spews a rapid fire deployment of rounds almost as quickly as one can depress the R1 button. That barrage flies frantically at your target, so don't expect precision. It's good for clearing out a cluster of Helghast soldiers or whatever cover they're currently taking refuge behind. A quick tap of the R1 button will launch less than nine, if you so desire, but I was never able to fire less than three at a time.

The WASP also lets you paint a target, fire, and rain down the full nine at once on an individual unit in its alternate firing mode. The launch and the ensuing pummeling was almost instant, but Sony reps said the final firing rate of the weapon in will likely be slower.

Don't expect to see the WASP too often. It's super powerful, perhaps overcompensating, but with just nine rounds per cartridge and a standard ammo supply of three cartridges, expect to use the new weapon sparingly.

What WASP stands for, somewhat surprisingly, was one of those things that Sony "isn't talking about yet." That's right, this acronym is still to be revealed.



The Jet Pack
Perhaps the highest compliment one can pay Killzone 3's jet pack is that it feels like a natural addition, easy to control with a short learning curve about its behavior. While wearing the jet pack, a tap and hold of the L1 button on the PlayStation 3 controller will give you a short boost, then offer a slow floating descent. The pack feels more initially responsive than its counterpart in Halo: Reach, for comparison's sake.

In the demo level we played, the jet pack came in handy for a quick climb of the Helghan oil rig and a series of hops across a cluster of ice floes between the rig and Helghast base. While wearing the pack, our character's primary weapon was a mounted machine gun, a more than capable option for dispatching Helghast.

My one minor complaint about the jet pack was its mix up of the control scheme. Normally, the L1 button performs a melee attack. That changes when wearing the pack, as L1 fires your jet boost.

The "Brutal Melee" System
Killzone 3's other big talking point of the night was its close quarters combat. Sony reps informed us that only the M-82 rifle was cued up with melee attacks at this stage, so we kept that gun handy. The up close and personal attacks on Helghast soldiers consisted largely of boots to the face, knives in the back and, most fitting of the brutal description, a knife stab into the glowing eye of our enemies. A twist and turn into the skull later, Helghast soldiers fell lifeless.

The melee system didn't feel tangibly different from hand-to-hand attacks from other first-person shooters and the eye-stabbing was clearly early. There was no visible damage to those Helghast soldiers' helmets, giving the attack a less realistic effect. Frankly, I preferred shooting them in the kneecaps to watch them crumple.



The 3D
Killzone 3's three-dimensional effects, while offering a believable depth and a visually impressive distinction, felt like a lot of games we've already played in 3D. At time's it's distracting, at others it offers a better impression of being there. At one point, it made me nauseated.

HUD items and your targeting reticule layer nicely, at the depth of the TV screen. Entering iron sights is sometimes clear, sometimes disorienting. Killzone 3's 3D effect carries with it much of the trappings of the technoloy—you're better centered, there's ghosting and it can often add more confusion to the frantic fire fights.

Fortunately, the 3D effects didn't appear to affect the game's frame rate, moving as smoothly as the 2D version. While the game may have suffered slightly for its 3D wow factor, there's plenty of time left in development for Guerrilla to tweak, improve and further impress us with Killzone 3's big visual trick.

Killzone 3 is currently planned for a release sometime next year on the PlayStation 3. While we wait, here's a whole mess of new media, sadly only viewable in 2D.<!--QuoteEnd--></div><!--QuoteEEnd-->
<a href="http://kotaku.com/5548801/killzone-3-hands+on-bigger-better--more-3d" target="_blank">Source</a>
[title:Destructoid's preview of Killzone 3]<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->"The madness…begins."

It's with these words that Scolar Visari, leader and ruler of the Helghan planet, dies at the close of Killzone 2. He wasn't just being overly dramatic. Following his death, the Helghast army and planet loses direction, loses control. Two of the planet's most powerful men now fight for control, all the while while ISA forces crumble under the might of the powerful Helghan military force.

This is where Killzone 3 picks up, immediately following these events, the war and chaos reaching a fevered pitch like never before.

"To us it's a story of David versus Goliath," says Game Director Herman Hulst of the ISA's struggle to compete with the Helghan superpowers," but this time Goliath has brought thousands of troops and a thermo-nuclear arsenal."

Killzone 3 (PlayStation 3)
Developer: Guerilla Games
Publisher: Sony Computer Entertainment
To be released: 2011

While Killzone 3 begins without missing a beat, Guerilla has already been working on the title for just under two years, beginning in January of last year, as Killzone 2 wrapped production. The team was pleased with the sequel and its reception, but knew it could better. In the wake of huge PS3 experiences like God of War 3 and Uncharted 2, the studio knew that the bar had been raised. It had to increase the scale of the game across the board, "dial it up to 11" with bigger weapons, smarter enemies, and larger, more varied environments.

This time around, the Helghan enemies will be smarter, more terrifying, with new tactics and new toys at their disposal like boost packs and portable weapons of mass destruction. Guerilla says it will work on developing its own science fiction universe with a "unique twist," visiting a wide variety of Helghan locales like wastelands and jungles. The finale (spoiler alert!) will even take players into space.



Guerilla and Sony let me get our hands on an early version of the game's fourth level, an arctic environment with snowy hills, the wind whipping ice and debris across the screen. I also had a chance to man the gun of a flying ISA vehicle, taking out what appeared to be massive alien oil rigs, triggering explosions and bringing pieces of the structures crumbling to the sea below. Visually, it's as stunning -- if not more so -- than Killzone 2. And it should be -- Hulst rambles off a bunch of information about "every single clock cycle on the PS3" working hard to make Killzone 3 an epic experience. More to the point, he says this arctic level in question is 10 times bigger than a typical level found in the second title.

I also had a chance to not only see first-hand, but man the much-talked-about "jetpacks" found in Killzone 3. Yes, using one is as cool as you'd imagine, but let me be clear -- this is less of a "jetpack" and more of a "jump pack." Dark Void this is not, as maintaining flight is next to impossible with the massive backpacks. Instead, pressing the L1 button will give you a quick boost off the ground, or you'll be able to get a bit of air if you've made a jump on your own. As the pack slowly descends, pressing the "X" button will give you a quick forward dash; pressing it multiple times will let you cover even more distances.



With levels based around the use of the jetpack, it could potentially be a game-changer. There were a number of platformer-like elements in the demo I played, hopping from iceberg to iceberg, or using the pack to gain higher ground by leaping on boxes or platforms in the environment. It also provided a tactical advantage in a few situations, allowing me to get around or above Helghan forces. Fortunately, the thing is mounted with a machine gun with unlimited ammunition, the only concern the muzzle turning a bright red as it overheats.

Killzone 3 also features a new melee attack system which Guerilla is calling "Brutal Melee." And brutal it is. By tapping the melee button rhythmically, you'll be able to pull off a number of flashy, over-the-top kills based, like pulling out a knife and ramming into a Helghast's eye. The build of the game I played was early, and I only managed to pull off a few different kills -- a knife to the throat, a kick to the face, twisting my blade in the eye of an enemy. But I'm promised that there will be a wide range of these takedowns, some of which will be based on environment considerations, like throwing an enemy onto a table. Guerilla also showed off a video, set to the tune of Velvet Underground's "Venus in Furs" that showed off an ISA soldier kicking Helghast against walls, knocking them back with the butt of a gun, and more.

Both the ISA and the Helghast will have new vehicles, as well as new weapons, at their disposal. Of particular note, I got to play with the WASP, a cannon that sent a swarm of missiles flying in the direction of my enemies. Its alternate fire was just as devastating, unleashing an entire 9 missile clip on a target from directly above.



I also had the chance to play Killzone 3 in 3D, as well. According to Hulst, the team at Guerilla made the decision to include 3D right from the beginning of development, letting them tailor not only the engine but scenarios to the experience.

"We're trying to raise the bar," he tells me, "and that's what we love to do. We love taking the hardware and getting the maximum out of it. Something like 3D comes by, we jump on it. We love it."

Hulst is confident that it will provide a better, more immersive gameplay experience, even allowing the player navigate environments more easily. The game takes advantage of full stereoscopic 3D, which unlike some other 3D solutions, requires a television that supports it. I played the game on a prototype Sony Bravia that supports 3D; I'm told that it should work on competing sets that feature similar technology as well.

After about 30 minutes or more with the game in 3D, I'm still no the fence about whether or not this is how I'd like to experience games. It's impressive, for sure and may even have its benefits -- the reticle of the gun, for instance, will appear to be "on" the enemies you're targeting. The hud also pops more, making it look like it's "on the TV screen," separate from the action. It might have been psychological, but I did feel a low-grade headache coming on around 20 minutes in. Looking away from the screen (either left or right) for a moment didn't help matters, as the shutter lenses in the glasses would take a moment to adjust, my eyes having to do the same.



It should be noted that Killzone 3's 3D isn't mandatory; it's just a potentially cool feature for those who will be early adopters of 3D capable sets. That said, I'm told Guerilla didn't have to sacrifice anything in-engine to get it running in 3D -- the game should run a locked and solid 30 frames per second, with all of the bells and whistles you'd expect. But Hulst seems confident 3D is the way to play.

"I think it's a game-changer for a franchise that has always strives to create a full sense of immersion in every single way," he tells me. "You know, very realistic animations, great concept design, a world that's believable, that could have been built in reality. You know, us putting our guys, our playable characters on the frontline of the experience… in 3D, the frontline of the experience is now real. It's virtually real. You see yourself, and there's stuff happening behind you and in front of you, so you're almost literally right in the middle. And I think it's a real game changer in that we're continually strengthening that sense of immersion."

Right now, Guerilla isn't talking multiplayer, only saying that they've been listening to fans and can "safely say" it's addressed every feature fans have been asking for. Yes, that will likely include the use of the jump packs, although it's not making that official at this time. It's also mum on PlayStation Move support; Hulst only tells me they've looked at what Zipper is doing with SOCOM and that it's "interesting," but would say no more. Considering his comments on "raising the bar" and jumping on new technology, it doesn't seem like something that would be out of the question.

We'll be seeing even more of Killzone 3, which is set to ship in 2011, at E3 this year. If this early look is any indication, Guerilla has taken this whole "raising the bar" thing seriously, and they didn't even have to show us any "funny business" trailers. Why? Because it's already looking better than ever.<!--QuoteEnd--></div><!--QuoteEEnd-->
<a href="http://www.destructoid.com/killzone-3-stab-a-helghan-in-the-eye-in-3d--174727.phtml#ext" target="_blank">Source</a>
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Following yesterday's presentation by Guerrilla Games at a San Francisco media event, in which the developer outlined its ambitious plans for Killzone 3, I played two sections of the featured demo. Described as "extremely early" by Guerrilla and Sony staff, the segment I played, "Frozen Shores," is actually a level from later in the game's campaign. It takes place in the frigid Helgan arctic, which is home to iced-over oil rigs and, according to the mission description, an arms factory.

I headed toward one of the rigs, riding in on an Intruder dropship. I manned a gun turret during this on-rails sequence, picking off enemies and destroying sections of the oil rig as the ship swerved to avoid enemy fire. Massive pieces of the rig bent, collapsed and fell into what I can easily say is the best-looking ocean I've ever seen in a game. The scene was stirring, if not somewhat bleak due to the near absence of color in this stark world.

As ISA Intruders seem wont to do, the one I was on crashed, kicking off the on-foot majority of the mission. Thus began a gameplay sequence so incredibly intense that I was barely able to focus any attention on surveying the details in an attempt to draw distinctions between this experience and Killzone 2. It was all a blur of red, white and glowing eyes. Blood soaked into the snow and oil barrels exploded all around, as those creepy Helgast goggles haunted the scene.
Gallery:Killzone 3 (05-27-10)


The next section of the demo level featured the new jetpack-propelled Helgast troopers. Looking like something that Metal Gear Solid art director Yoji Shinkawa had designed, these guys sport heavy armor straight out of some mecha anime. I took on three at once, dispatching them in different ways. One I brought down with a headshot; another exploded when I shot his fuel tank; and the third went skyrocketing off (on fire!) after I damaged his jetpack. Not much later into this segment, I acquired my own jetpack from a downed trooper and used it to complete a platforming sequence. That's right: platforming.

The jetpack is best described as a "boost pack" -- it allows its wearer to take off vertically into the air for a very short time or to burst forward in a kind of "dash" move, but it can't be used for true free-form flying. To navigate across an expanse of ocean flowing with ice,
I used the jetpack to complete a platforming sequence. That's right: platforming.
I had to boost from chunk to chunk, headed toward a Helgast base. The jetpack has an integrated machine gun, which occupies one of your two weapon slots. You also can't take cover with the pack equipped; but switching to a secondary weapon allows the pack to fold up neatly onto your back.

I sailed up into the exterior of the base, into the next area of the demo, which featured a nonlinear level design. Fighting through the base, I was often presented with a direct route, which would draw heavy fire, or a couple side paths that offered more cover (but slower advancement). Speaking of cover, it's now possible to slide into cover while running -- a welcome mechanic. Cover objects are now more susceptible to being blown apart, which worked for and against me. If enemies were dug in behind sandbags or even metal plating, for example, I could destroy their cover with sustained fire. In fact, the environments in Killzone 3 are much more destructible overall than in the last game. Once I got my hands on a "swarmer" missile launcher, I was able to fire volleys of mini-missiles at oncoming tanks, using the alternate-fire mode to designate targets and launch the equivalent of small artillery strikes. I had a blast (ouch!) using this weapon to destroy cement columns and just about everything short of large buildings, too.



I gave the so-called "brutal melee system" a go with mixed success. This new gameplay feature was only working with the stock ISA carbine rifle, which had at least five different melee attacks associated with it -- most being contextual, based on an enemy's proximity to objects in the environment. In one case, I smashed a Helgast in the face with my rifle, knocking off his helmet, and then hit the melee button again to kick him, spinning him 180 degrees onto a control panel. Approaching where he lay and pressing melee once more, I grabbed his head, smashed it into the panel, and then stuck my knife in his back. "Brutal?" Check. (I was told that each weapon will have its own set of melee attacks, making use of the environment and nearby objects in various ways. It could be pretty cool, as long as it blends smoothly into the core shooting gameplay and doesn't leave you unnecessarily open to enemy fire.)

Apart from the jetpack platforming and dropship on-rails sequence, what I played was very similar to Killzone 2 -- and certainly in terms of visuals. While covered in snow, this segment looked a lot like the crisp yet colorless environments of the last game; though I did spot some subtle visual improvements outside of the environment, like increased weapon detail.
The trade-off of visual quality for the 3-D effect isn't worth it.
I'm incredibly eager to see some of the game's more colorful areas, especially the jungle environments Guerrilla has promised.

I'm going to wrap up my thoughts on my first impressions of Killzone 3 by talking about the game's 3-D mode. This feature was a big part of the game's announcement and was pushed pretty heavily during the preview event, where it was shown off on two large Bravia 3D TVs (which Sony is also gearing up to promote). There was a lot of talk at the beginning of the evening about how the 3-D mode would actually make Killzone 3 more intuitive to play -- more "immersive," if you will.

Putting on the required glasses, the 3-D effect was clear -- but the images were fuzzier looking and exhibited some pronounced shuddering. The trade-off of visual quality for the 3-D effect isn't worth it; at least at this stage of development. Running in "normal" mode, Killzone 3 looked much better. Guerrilla says it's been designing the game with 3-D in mind from day one, and I'm sure there's some optimization to be done, but I can't see the novelty ever being worth the graphical sacrifice. On a more promising note, however, I was told that running the game in 3-D mode will not affect its frame rate.

3-D disappointment aside, I'm eager to see and play more of Killzone 3. Guerrilla's overall pitch is an exciting one, so I'm hoping (just not expecting) to see an updated build at E3 in just a couple weeks time.<!--QuoteEnd--></div><!--QuoteEEnd-->
<a href="http://www.joystiq.com/2010/05/27/hands-on-killzone-3/" target="_blank">Source</a>
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