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Forums - Sony - Eurogamer: Killzone 3 Interview - more responsive controls, no loading, etc

OK, I'm getting quite excited for this game now. I tried not to, but I failed :P



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Love everything i'm hearing. This is at the top of my list for 2011 game of the year so far.



4 ≈ One

They are Call of Dutyfying it.



still waiting for that one developer that says "fuck you! this isn't MW2 get better or GTFO".....



ElGranCabeza said:

They are Call of Dutyfying it.

yeah, I'm gonna pass on this one, I'm not prepared for another heart break *looks at copy of Bad Company 2*



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Happy to hear about the controls. That really annoyed about killzone 2 (demo)



  Kinect! who needs video games!

I for one didn't mind the controls. After an hour or so I could pick of helgast pretty easily.

Hopefully the SP campaign is more fun this time around. There were a few neat parts, but those parts were drowned out by long, boring sections with insufficient variety. I have a feeling I don't really like 'military' shooters though.



Demon's Souls Official Thread  | Currently playing: Left 4 Dead 2, LittleBigPlanet 2, Magicka

Nice :D the news keeps getting better and better



In-Kat-We-Trust Brigade!

"This world is Merciless, and it's also very beautiful"

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man sounds like a perfect FPS...lets see if it really can be the best...



New interview:

BITMOB: So how did you adapt Uncharted 2's approach to storytelling...does the protagonist have a lot of one-liners like Nathan Drake?

STH: It's not so much one-liners -- I think what they did really well is take sort of a more lighthearted approach and not take themselves too seriously. And that's something that people commented on Killzone 2 as well, that the game's very serious, very dark. It's not supposed to be a lighthearted war, but to be so dark and grim about it, it's not going to help either. So we're going to take a more lighthearted approach, and steer away from kind of the grim overtones that are so present in Killzone 2.

It's those kind of things that we take -- and of course we're looking at the cut-scenes, and how they did the facial animation, and what kind of things really worked for them -- and try and translate that into what does that mean for a first-person game? Obviously we have a lot of different rules to work with, but at the same time that gives us our own twist on their ideas as well.