game is confirmed to be 60 fps in mp.
weird how SP will be 30 fps though.
weird how SP will be 30 fps though.
Back at E3, I went hands-on with Killzone: Shadow Fall, Sony-owned studio Guerrilla Game’s maiden foray on the PlayStation 4. I was left thoroughly impressed by what I played as I rapidly went from skeptical to excited about the launch day shooter.
Killzone: Shadow Fall is also at Gamescom 2013, and this time, Guerrilla has decided to focus entirely on its game’s multiplayer functionality. Not surprisingly, Shadow Fall’s online component appears to be very strong, continuing the trend first started with Killzone 2 and Killzone 3 on PlayStation 3.
Guerrilla's multiplayer approach revolves around three key tenets: they want it to be accessible to all players, they want it to be a game that you continuously get better at, and they want it to be a game that nurtures a community and contributes to its longevity and growth. From what I played, Shadow Fall easily has the potential to fulfill all three goals, though whether it will when it’s launched into the wild remains to be seen.
On the periphery, Killzone: Shadow Fall is deceivingly simple. It totes only three classes, and these classes are easily defined and understood. The Assault class aims to be “in the middle of the action,” while the Scout class wants to “strike from the shadows.” The third class, Support, is the “real team player,” with the ability to heal fallen comrades while contributing only moderately to the offensive success of a given team.
These classes constitute typical multiplayer fare, and as with any good online shooter, the way these classes interact with one another can make or break the experience. But it seems that even for new players – which was everyone playing in the room – team dynamics shone through. Players were reviving each other, snipers snuck around in the background, and bruisers rushed forward to both take and deliver the brunt of the team’s damage. Even for newbies, the class system was easy enough to understand as teams began to organically figure things out, even if the final result as a team was a very far cry from what Killzone veterans will be accustomed to once they jump into Shadow Fall.
That deceiving level of accessibility is belied by Shadow Fall’s deeper systems resting just underneath the surface. There are a ton of guns, attachments, abilities, and augments, but more importantly, Guerrilla has crafted a series of modes that don’t rely on experience points, replacing such a straight-forward approach with an extensive series of skill-based challenges. Killzone: Shadow Fall will launch with a staggering 1,500 of these challenges, which range from achieving kill streaks to using certain weapons effectively. Completing challenges, in turn, increases your online ranking.
There’s further beauty to this challenge system, however, since there’s a more practical application for it apart from the online ranking and associated metagame. Completing challenges will unlock new scopes, improved abilities, and more, meaning that if you dedicate yourself to mastering Killzone: Shadow Fall, you’ll have more to show for it than merely a numerical ranking.
Killzone: Shadow Fall also introduces a vast array of match controls under the guise of “Warzone Options,” or the ability to craft detailed and completely unique sets of rules that can be contained to your group of friends or shared with the world. Creating a ruleset is all about controlling the minutiae in Shadow Fall; you can swap game types on the fly like in previous Killzone games, but you can also turn off certain weapons, abilities, attachments, and more. You can have complete control over the experience, should you want to dive in that deep.
This is a cool option that Killzone fans will undoubtedly enjoy, but what’s even cooler is how functional Warzone customization is within the community. Guerrilla will ship the game with pre-set options, but new rule permutations can be shared with anyone in the community. The best ones can be featured and discovered by others online, and each shared ruleset will even have its own, completely dedicated leaderboards. Of course, Shadow Fall will also support clans, bots, party chat, and much more, but deep Warzone options really seem like they’ll sit at the center of the newest iteration of Killzone’s online community.
Of course, while all of these options and features are great, they’d all be useless if Killzone: Shadow Fall wasn’t fun to play. The good news is that Shadow Fall is decidedly enjoyable in a multiplayer environment. The matches I played suffered from some technical hiccups -- including an occasionally stuttering framerate and sound that completely cut out – but the core of the experience was fluid and responsive. The game feels less heavy than previous Killzone games, your opponents appear to have just the right amount of sponginess, and it’s clear from the way the game plays and the aforementioned options that Guerrilla has been paying close attention to some of its competitors in the shooter space.
The diversity of the maps I played on (thankfully) reflected Shadow Fall’s single player’s vivid color palette and locational diversity. Unlike Killzone 2 and 3, Shadow Fall really does seem like it’s moving away from a bland, brown, monochromatic aesthetic. The first map I played on, The Park, was full of green flora, with blues and oranges interspersed all over the place. The Wall, on the other hand, was a rainy, decrepit locale that had an almost prison-like atmosphere. But even there, there were shades of color that made Shadow Fall look decidedly un-Killzone.
Messing around with Killzone: Shadow Fall at Gamescom further reinforced the beauty of the DualShock 4, as well, as it’s so clearly a controller designed to make the life of the PlayStation shooter fan easier. The triggers are reactive and the analog sticks are tight; it was funny how I resorted to using R1 and L1 at the outset of battle only to realize that DualShock 4 is going to push PlayStation 4’s shooter controls back to the triggers.
I was also pleased to learn that Guerrilla has “extensive plans” to support Killzone: Shadow Fall after it's released. The game will launch with 10 maps, but as we first reported yesterday, all subsequent maps released will be made available completely free of charge. And there’s a team at Guerrilla already dedicated to making this DLC, so you can probably expect those maps sooner rather than later.
Killzone: Shadow Fall will be available for PlayStation 4 when the console launches this November.
game is confirmed to be 60 fps in mp.
weird how SP will be 30 fps though.
day one
this is what every company needs to do. i remember when they finally released all the halo 2 maps for free. it makes more sense to pay for the whole game, and then get dlc's for free, considering the coding should be exactly the same. no point in paying 5-10$ for a dlc.They want the game to have more longevity so they're specifically giving away free DLC throughout it's lifespan to do that.
This isn't the case of some incomplete game releasing that won't work without you downloading DLC prior to playing it. The game is releasing with 10 multiplayer maps, which is a good number.
What the hell were you listening to last nightMe and @Rain were playing the KZ Mercenary Vita Beta last night for a hot minute. If SF is ANYTHING like that.....
If you got a Vita, KZ Mercenary is a MUST COP. shyt is incredible.
What the hell were you listening to last night![]()
game is confirmed to be 60 fps in mp.
weird how SP will be 30 fps though.
the sp is so forgettable that i doubt if anyone cared if it ran at 10fps
KZ2's campaign was nice. KZ3's shyt looked nice but yeah who gives a shyt about that.
From what I've seen, Shadow Fall's campaign looks to be a lot more free roamish so I wouldn't shyt on it before playing the game just yet. One thing for sure though, graphically, it's going to be the best looking launch title on either console.
weird how SP will be 30 fps though.