Killzone 2 producer: PlayStation Home part of our multiplayer strategy

Killzone 2 on OPM UKKillzone 2 on OPM UK

The Official Playstation Magazine was so damn lucky to be one of the first to play Killzone 2. Aside from the BBC who were also there in the demo room of the Guerrilla Games labs, OPM was more than ecstatic to be able to tell the world of how their playthrough of the third level went. Sparc from the PS3Forums was able to scan (ok, fine, photograph) some pages from OPM’s magazine. Click the thumbs to enlarge the pics. Here’s part of the OPM author’s impressions:

One of the best things about Killzone 2 is death. Thanks to a mix of ragdoll physics and traditional animation, you really feel like the Helghast are giving it 100% when they die. […] much of the scenery is destructible. Pull the trigger and the world around you crumbles, shatters and splinters. […] I follow my AI-controlled comrades into a nearby building complex. Once inside it’s the audio that impresses. Guerrilla uses a technique called ambient occlusion. […] behind concrete walls the noise of battle from outside becomes thick and muffled, while your own shots echo through the corridors.

While the preview of it is all good, an interview with producer Steven Ter Heide and managing director Hermen Hulstwas included towards the end. They talk about a lot of things but what caught our interest was some hint of future plans on multiplayer features. The best part comes at the last page when Heide said “…there’s a lot of interesting things we’re going to be able to do. But we can’t talk about it yet. Home is also very interesting. There’s a lot of opportunity there, and it’s all part of our multiplayer strategy.

Killzone 2 on OPMKillzone 2 on OPMKillzone 2 on OPMKillzone 2 on OPM

Via PS3Forums

Killzone 2 on OPM UKKillzone 2 on OPM UK

The Official Playstation Magazine was so damn lucky to be one of the first to play Killzone 2. Aside from the BBC who were also there in the demo room of the Guerrilla Games labs, OPM was more than ecstatic to be able to tell the world of how their playthrough of the third level went. Sparc from the PS3Forums was able to scan (ok, fine, photograph) some pages from OPM’s magazine. Click the thumbs to enlarge the pics. Here’s part of the OPM author’s impressions:

One of the best things about Killzone 2 is death. Thanks to a mix of ragdoll physics and traditional animation, you really feel like the Helghast are giving it 100% when they die. […] much of the scenery is destructible. Pull the trigger and the world around you crumbles, shatters and splinters. […] I follow my AI-controlled comrades into a nearby building complex. Once inside it’s the audio that impresses. Guerrilla uses a technique called ambient occlusion. […] behind concrete walls the noise of battle from outside becomes thick and muffled, while your own shots echo through the corridors.

While the preview of it is all good, an interview with producer Steven Ter Heide and managing director Hermen Hulstwas included towards the end. They talk about a lot of things but what caught our interest was some hint of future plans on multiplayer features. The best part comes at the last page when Heide said “…there’s a lot of interesting things we’re going to be able to do. But we can’t talk about it yet. Home is also very interesting. There’s a lot of opportunity there, and it’s all part of our multiplayer strategy.

Killzone 2 on OPMKillzone 2 on OPMKillzone 2 on OPMKillzone 2 on OPM

Via PS3Forums

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