They were saying this not long ago:
I can very simply share with you that when we did Killzone 2 and 3, we probably maxed out with a team size of 125. We have 150 now, so it's marginally bigger. This is about a two-and-a-half year development cycle, which is roughly similar. It includes a hardware transition, so that explains potentially the six months of extra time.
It's actually quite comparable. But if you look at the scale of what we're doing and the detail in not just the assets but the more believable detailed animation and things like that, the effects, I think a lot of the effort has gone into tools. Making sure we can develop smart.
We've also learned a thing or two in previous installments on the PlayStation 3. So it's not, in terms of the cost, it's not as scary as maybe some people have led you to believe.
There's more art outsourcing, but that's not necessarily very expensive. We're outsourcing between double and triple [from previous games]. There's a lot of art.
-Herman Hulst, Guerrilla Games
Other developers seemed to agree:
http://www.gamasutra.com/view/news/187037/
So what's the true story?
No troll is too much for me to handle. I rehabilitate trolls, I train people. I am the Troll Whisperer.







