By using this site, you agree to our Privacy Policy and our Terms of Use. Close
Munkeh111 said:
IllegalPaladin said:

Reminds me of hearing "budget doesn't equal a great game. I could throw tons of money at something and still get crap". Now it's "Well, it had a big budget so obviously it would turn out like this".

Now, I do agree that you'll need the right talent to properly use all that money, but I'm just remembering some arguments against the game over the past few years.

What I am saying is that the large budget and help from other Sony studios has been what has allowed them to make such a great game. Though they have to be talented developers, not as good as someone like Insomniac, who can make a game every year with a similar sized studio. It was not like they were a great studio that nobody noticed, they needed quite a lot of help to make this game, but lets hope it is a good long term investement

 

Ultimately, it was Guerilla at the core of Killzone 2.  You can't fly in experts to tweak the controls or improve level design.  That was all done chiefly by Guerrilla.  Being a part of Sony, however, did gave them access to a alrge budget, which always helps, and far more testers, giving them the means to fine tune everything. However, all ideas, gameplay decisions, level creatoin, etc. were done by Guerilla, and those are the core of any game.

To quote Iain Howe, an employee of GG, on the matter:

The tech team behind the game engine was comprehensively Guerrilla Games, the Game and Level design teams ditto. The cinematics, music and sound engineering were based out of Amsterdam. The online team was in the same building and consisted of either old Guerrilla hands or newly hired employees. Creative control was based in Amsterdam and all three of the major players were old Guerrilla hands.

That's not to say that all the work was solely done from Amsterdam - there was offsite work and collaboration with other studios - but to suggest that Sony parachuted in a creative team to lead the effort at Amsterdam, or that the meat of the work was done elsewhere is Grade-A tosspottery.

In the end, this was Guerilla's game (pun not originally intended, but I'll go with it, lol), and that's all there is to it.

Speaking of level design, I highly recommend checking out this awesome feature discussing level disign in Killzone 2 on Killzone.com:

http://www.killzone.com/kz/news.psml?kz_news_article=From+Infancy+to+Maturity,+Part+1&kz_news_page=0&kz_news_category=Developer%20Blogs

I'm still waiting for part 2.  =/