Killzone gets ripped to shreads in this article, do you agree with it tho?

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I think this assessment of the franchise is spot on.

http://vgfury.com/2013/03/04/killzone-shadowfall-should-have-been-new-intellectual-property/

Before you’re enraged by the relatively sensationalist headline, hear me out. I love the Killzone franchise, each title from the original, to Killzone 3. Admittedly I didn’t much take to Liberation, but spin-off aside I’ve stuck with Killzone through thick and thin.


HD remastered shot from the original, PS2 Killzone

Unfortunately despite my fondness of the Killzone series, Killzone never became what Sony needed it to. The original Killzone whilst a relatively solid game was very rough around the edges, although at the time I was blown away by its technical prowess. I’d never played a game before where the gunplay felt quite so meaty and visceral. Unfortunately this wasn’t the consensual opinion of reviewers at the time, the lack of polish exerted by the game lent it to a relatively modest critical reception.

Considering the original Killzone’s frankly, mediocre performance, it was a little bizarre that it was the FPS franchise Sony chose to flagship it’s next generation system: The Playstation 3. At E3 2005, Sony and Guerilla Games announced Killzone 2 with a mind-blowing target rendered trailer. At the time many claimed it as a deception because target rendering is typically used to glamorize the experience of a video game. To some extent it did that, but when Killzone 2 launched it exceeded everyone’s visual expectations.

Killzone 2 was met with a solid reception and garnered a score of 91 from metacritic. A glance at the reviews would suggest that this game would be Sony’s Halo beater; something that Playstation fans had longed for after the hopes they had placed in Haze fell through. Sadly despite Killzone 2′s remarkable reception, something held it back: the game simply doesn’t control like a conventional shooter. This created a sort of love-hate relationship between consumers and the game. Killzone 2 managed to see moderate success netting almost 3 million units sold worldwide, but it is still a long way from AAA franchises like Halo, and even Sony’s own first party titles, like Uncharted.


Killzone 2 depicted above, Guerilla games pushed the PS3 to its limits with this installment.

Two years after Killzone 2′s launch, Guerilla games released the third instalment in the Killzone franchise. Introducing a new, more conventional feel to the game, alongside new environments and tools like jetpacks and mechs which influenced the gameplay. This was largely a double edged sword as while the new controls were appreciated by some, Killzone 2’s fanbase were those that fell in love with the more weighted feeling controls and arguably intense visceral feel they brought to the unique title. That alongside a poor menu system and the abolition of the games server-browser left many Killzone fans discontented. Killzone 3 struggled to retain the already moderate success of its predecessor, and did very little to bring new consumers into the mix.

Now it’s 2013 and we’ve had a small taste of Killzone: Shadowfall. I can’t help but ask myself; why is this Killzone? The Killzone franchise, whilst moderately popular, has never become the exclusive FPS experience that consumers clamour to on the PS3; generally favouring third party productions like Call of Duty, and Battlefield 3. Regardless of which Killzone title you’ve played, there’s a good chance one of them left a bad taste in your mouth. If it was the original it may have been the problematic artificial intelligence or the relatively simplistic gameplay and level design. If it was Killzone 2, it might have been the unconventional controls. If it was the 3rd instalment then it may have been the departure of the established controls and multiplayer setup that you’d enjoyed in Killzone 2.

At any rate, as gorgeous as Killzone Shadowfall looks I can’t help but feel the effort is misplaced. The game looks like a rather large departure from what the Killzone franchise has been known for (dark gritty environments in particular), and even the name itself suggests it is attempting to detach itself from its own identity. Sony could have taken this opportunity to start over with a new, creative experience; instead it clings to established property as if it provides some sort of security. I hope Killzone Shadowfall finally enables the series to see the success it deserves; however, I personally believe the game’s fanbase is too insignificant and fragmented between varying instalments with differing favourable attributes to warrant holding onto the Killzone brand. Guerrilla games are an extremely talented studio, and I’m eager to see what they could do outside of the Killzone franchise.

It didn't win any awards at e3 either. I heard @ChrisDorner was gonna have this game hold him down til sometime in 2014 :bryan:
 

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So this is that "Halo Killer" I read about in EGM all them years ago? :patrice:
 

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Hey guys, killzone shadow fall will suck. why, you ask? because some guy said the ps3 kill zones were mediocre. & we let random Internet articles influence our personal opinion on the game, now don't we?
 

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Hey guys, killzone shadow fall will suck. why, you ask? because some guy said the ps3 kill zones were mediocre. & we let random Internet articles influence our personal opinion on the game, now don't we?
No I played the games, just like you did maybe. I'm not sure, most people felt it sucked :sitdown:
Whats your gamertag, I'm sure we can look up how you hardly played that series, and you know this man
Now I'll ask you the same thing I asked King sun. What part of the article did you disagree with :popcorn:
 

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:snoop: Did anybody notice that article in the OP is from March? Courtdog still using old-ass articles to troll.








But anyways, "Killzone: Shadow Fall" has gotten great reviews:
E3 2013: Killzone: Shadow Fall Has Made Me A Believer
Killzone meets Crysis? Kind of.

by Colin Moriarty JUNE 12, 2013

I’ve been critical of Killzone in the past. I’ve always thought PlayStation 3’s two franchise entries in particular are mechanically stellar, but presentationally vapid. The games’ graphics are undeniably gorgeous, but the very setting of both titles – the war-torn planet Helghan – forced Sony-owned Guerrilla Games to use a lot of browns and grays that feel admittedly realistic and true-to-form, but also monotonous and worn. This resulted in campaigns that were fun, but vastly overshadowed for most players by a deep and engaging multiplayer suite that didn’t hinge on the setting.

So when Killzone: Shadow Fall was revealed back at the PlayStation 4 event in New York City in February, I was surprised by how colorful and outright different it looked compared to its predecessors. Shadow Fall was bleak and dangerous in its own way, but it wasn’t tethered to a limited color palette or the sort of sameness that held back Killzone 2 and 3’s presentation from reaching the same heights as its gameplay. Shadow Fall no doubt has its own deep multiplayer options – we don’t know anything about that yet – but what was clear to me when I played this upcoming PlayStation 4 launch title was that this isn’t any old Killzone campaign.

Guerrilla Games is crafting what, to me, is most reminiscent of what a game would look like if Killzone collided with something more akin to Crysis. No, Shadow Fall doesn’t take place on a single wide open map that can be explored at will, but it does take place on a series of large, non-linear maps that encourage you – and outright require you – to tackle concurrent objectives in any order of your choosing. As a result, Shadow Fall is immediately deeper and more tactical than any of the core Killzone titles that came before it. And yes, if the map I saw and played on is any indication, the game’s bright aesthetic carries over from what we first witnessed back in February.

I was immediately intrigued when I started playing. There was nothing forced about Shadow Fall’s approach; it was thoughtful and calculated. One of the developers from Guerrilla noted to me that Shadow Fall, unlike the Killzone trilogy on PS2 and PS3, is about using your brain in addition to your brawn. And it didn’t take long for me to learn exactly what he was talking about.

Killzone: Shadow Fall takes place three decades after the events of Killzone 3, and much has changed. Helghan has been effectively destroyed, stranding the Helghast and forcing them onto Vekta, a planet long occupied by the ISA. The ISA and the Helghast thus split the planet in two, and a massive, crude wall is erected between the two sides of the planet. It wraps around the entire circumference of Vekta and keeps the two once-warring factions apart. But obviously, the wall doesn’t ultimately do much good.

The forested map I played on showed the wall in the near distance. But gamers are still cast as the ISA in Shadow Fall, and at this point in the campaign, I found myself stranded with the Helghast. It was up to me to find a way back to the safe side of Vekta, which required me to accomplish a few tasks, including disabling the alarm system in the area, obliterating the anti-aircraft guns that destroyed by ship and left me in the forest in the first place, and seizing a Helghan dropship to make my great escape. There appeared to be other optional tasks, too, and all of this – save the actual escape – could be accomplished in any order.

Immediately, Shadow Fall felt unlike any Killzone game that came before it, not only because of its non-linear mission structure and wide-open, fully explorable maps, but because it’s also a technically deeper experience from a gameplay perspective. This isn’t just a shooter anymore; it’s far more complex, so much so that I handed the DualShock 4 over to a guy from Guerrilla after being ruthlessly massacred several times so I could at least see the proper experience.

What was so difficult? Well, there’s a lot to keep track of if you don’t have the luxury of a tutorial. You have your two weapons, which can be switched between via the triangle button, but you also have control of an all-new device called OWL. OWL, as it quickly became clear, is absolutely essential in Shadow Fall, and if you don’t know how to use it effectively – which I didn’t -- you’ll quickly be victimized by the game’s cunning and rather smart enemy AI.

OWL is mapped to both the directional pad and DualShock 4’s touch pad. By swiping on the touch pad in certain directions, specific OWL skills – such as a shock attack, a zipline, or a shield – can be selected, and then activated with the directional pad. The shock attack stuns an enemy (or a group of enemies, if they’re close to one another), leaving them vulnerable to firearm-based and melee assaults. The zipline allows for quick travel between areas of the map, letting you scale up to 50 in-game meters at a single go, so long as you have an object to attach to and a clear path to that object. The shield reminded me most of the Auger’s secondary functionality in Resistance. Simply stand behind it to absorb enemy attacks with impunity.

Using OWL gives you a much-needed break in an otherwise brutally difficult game. Shadow Fall was set on normal difficulty, and for someone like me that beat Killzone 3 on hard, it was certainly a step up in that respect. It even claimed the digital life of the developer playing on several occasions. The good news is that, while health is regenerative, you can still use health packs on the fly that will heal you quickly and slow down time for a limited period, too, giving you an edge against incoming hordes of aggressive foes.

It was especially fun – and quite novel – to effectively use stealth in Shadow Fall. The Helghast are smart and fully aware of their surroundings, but you can get the jump on them, using silent melee attacks to strike quickly without being seen. Of course, once seen, all bets are off. The Helghast will beeline to the nearest alarm – a good reason to centrally disable those alarms before doing any other part of the mission – once they see you. It’s at this point that you get a taste of what the Helghast are packing in Killzone: Shadow Fall, as well as the more conventional weapons, apart from OWL, that you have at your disposal.

Like Resistance, weapons in Killzone now have secondary functionality. The rifle I started out the mission with can be turned into a longer-range rifle that, when charged, will blow your target to smithereens with a single strike. But the Helghast will come at you with everything they have, too. Some have long-range sniper rifles of their own, complete with red laser sights. Others have stealth camouflage that they can activate at will, including when they’re under attack and near death. And others yet have bright lights to search a map’s dark crevasses and corners. These are especially obnoxious, since they obscure your vision in a burst of brightness if you look directly at them.

Unfortunately, I never got to take a look at any of Shadow Fall’s cinematics apart from what’s already readily available on the Internet. As someone who was most recently extremely impressed by some of Killzone 3’s cinematics, yet disappointed by how underdeveloped the story was, I hope that Guerrilla Games doesn’t only get to replicate similar high-quality cutscenes, but gets to more fully investigate and flesh-out the Killzone series’ underdeveloped plot that would act as a wonderful complement to a game that’s already shaping up to be so markedly different from what came before it. I’ve always been fascinated by the potential of Killzone’s story, and Shadow Fall might finally be the game that lets it shine.




http://www.ign.com/articles/2013/06/12/e3-2013-killzone-shadow-fall-has-made-me-a-believer
 

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Plus, "Killzone: Shadow Fall" has the highest preorder numbers for a PS4 or a XB1 exclusive game

Pre-orders for Sony's Killzone: Shadow Fall on PS4 are tracking ahead of next-gen rivals Forza 5, Ryse and Dead Rising 3, a report from analyst Cowen & Co. has revealed.
By James Orry (@VGJames) On 30th Jul, 2013 at 9:44am

Pre-orders for Sony's Killzone: Shadow Fall on PS4 are tracking ahead of next-gen rivals Forza 5, Ryse and Dead Rising 3, a report from analyst Cowen & Co. has revealed.

29143_1_66ee16b717.jpg


The 2013 Cowen Video Game Odometer is based on an analysis of NPD sales data and Amazon.com best-seller data from past years, which the firm claims to give it 96 to 97 per cent accuracy. Data has been monitored since E3 in June and is updated every few weeks.

Out of a maximum score of 100, Killzone: Shadow Fall currently scores 30.3, which compares favourably to next-gen competition.

Forza 5 is the top placed Xbox One title at 18.8, followed by Dead Rising 3 at 15 and Ryse at 13.2. Sony may well be concerned about its full launch line-up, however, with Knack only scoring 7.7 and Driveclub barely registering on 3.0.

Cowen states that we are "very early in the pre-order cycle for most of the games we are tracking".

To put these figures into context, last year's Black Ops 2 scored 100 and went on to generate sales of $1 billion in 15 days. This year's Call of Duty: Ghosts has a score of 73, meaning it's on track to sell fewer units than Blops 2, but could perform better than Modern Warfare 3.

Battlefield 4 scored 54.7, tracking ahead of Battlefield 3, whilst Ubisoft's Watch Dogs is clearly set to perform well for a new IP with a score of 69.6.

Somewhat surprisingly, GTA 5 only scores 58.4, but Cowen notes that this doesn't take into account pre-orders prior to June 2013 – the game was accepting orders way back in November 2012.

http://www.videogamer.com/ps4/killz...rders_outpacing_forza_5_and_ryse_analyst.html

http://venturebeat.com/2013/07/29/c...osts-leads-preorder-demand-heading-into-fall/
cowen-odometer.jpg







Updated U.S. PS4/Xbox1 pre-order game sales chart for the week ending 27th July 2013:
Pos - Game - Weekly Change - Total
14: Watch Dogs (PS4) - 11,708 - 59,110
20: Call of Duty: Ghosts (PS4) - 1,916 - 45,705
22: Battlefield 4 (PS4) - 8,768 - 44,762
24: Killzone: Shadow Fall (PS4) - 1,798 - 43,183
25: Call of Duty: Ghosts (Xbox1) - 2,369 - 42,690
39: Battlefield 4 (Xbox1) - 1,424 - 27,458



http://www.vgchartz.com/preorders/41483/USA/
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Your IGN link, thats cute and all but IGN didn't vote for Killzone as the best FPS at e3, it wasn't even nomminated.
Not sure what your link has to do with this thread. You wanna discuss the topic now :heh:
What is it that you disagree with from the article @satam55 :popcorn:
 
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