The following are my guesses (I have no data).
2. Marketing:
I have little to say on the topic of the marketing campaign itself, as I have yet to see a single spot. But it seems that some people were "disappointed" by the spots. Some in this thread, it didn't stress the graphics enough, some said it neglected to produce an iconic figure which symbolized the franchise and which people identified with. Fact of the matter is however, that the game has been touted around for about 4 years, wearing out it novelty factor quite a bit.
Yeah, I don't think you need an iconic character to sell games (CoD doesn't have one). It is helpful but not mandatory or sure fire. I don't think it's the graphics because IMHO GG delivered and Sony has done its part to exemplify KZ2 visuals.
Marketing-wise, I think Sony only targeted very specific profiles (That's why you and I did not see any KZ2 marketing on mainstream media). I also think the 4 year lead time is not a problem. Afterall, KZ2 enjoyed a sharp uptick of interests just before the demo. The graphics hype/debates generated a lot of buzz too.
I think the first major problem started when they distributed the demo to everyone. The sluggish control alienated a lot of players. And the edgy presentation (motion blur, narrow field of vision, etc.) may also turn some off. The demo took
a lot of mysteries away from the game. If I am going for brand new experiences, I would have done controlled beta (with *both* Xbox 360 and PS3 owners) to gather feedback, fix the issues and then go straight to launch.
All the betas so far (I have highlighted this before) lack a purpose. If it's for driving interests, then some of the betas actually dampened/scared folks away because it's too early to show. If it's for gathering real feedback, the process was haphazard and the problems did not get fixed until much later. Many times, I have no idea what I'm supposed to test or talk about. This sort of public testing needs to be very focused to guide us. We are not professional game testers (Should have limited it to selected press only -- since they like to play game designer -- and do it earlier).
The other major problem is the (close to) one month lull period after the demo. People were left exposed to the negative opinions for one month, with no official stand/words from GG until weeks later. In addition, people who were ready to buy could not do so (Saw quite a few posts about it).
Ultimately, it falls back to the meat. KZ2 is aimed at the hardcore gamers squarely and it has to meet all their needs on the mark.
3. Shortcomings:
I haven't played it, so I am going to rely on forum impressions here. But apart from a bit controversial controls, KZ lacks a key component for modern FPS, a decent online modus. It has no coop (which would make it less appealing for me at least) and has some issues with its other modes (Lag has been cited quite a bit; but also other issues have been named). While the second part can be adressed via updates (also rebalancing classes), the damage in the mind of the online gamers might be irreversible; i.e. once people have set their mind on not buying changing their opinion (by an update) might be next to impossible.
KZ2 has great online ! But it lacks a party system. As a result friends cannot play with each other the way they want it. Even Home party system would have helped somewhat but Sony being Sony, it's a separate thing altogether (or is it no budget ?). It's very easy at this point to just go back to their old game to quench their collective thirst. I wouldn't be surprised if other MP games enjoy a slight jump in usage because of KZ2.
The lag is not that bad (unless you compared it to dedicated server gaming). I actually didn't pay much attention to it.
The other major problem, in general, is the player treatment:
* Again, the KZ2 MP game is great ! (but only after you have suffered because of unbalanced/unmatched games). I now know that they gimped the starting ammo size (I always ran out of ammo and had to kill myself to get new ones). Once I gained the ammo badge, I have been having lot's of fun nailing people (and getting nailed). They should keep new players very happy and satisfied first. Then worry about upgrades and longevity.
* Also fix the advanced soldier classes. They should address it fast (or at least calm people down first) rather than keep quiet 'coz words will travel. And lower level players are being used as cannon fodder now. Sebb has done a great job keeping us informed about upcoming patches. But in this case, he should press his CEO and lead game designers for a public response, and drop them *informally* to let the grapevine help him.
Once the "closed-loop" marketing/referer cycle is broken (Relatively new players keep playing --> bring in his/her friends --> so on and so forth), the multiplier effect will be affected drastically. What sells the game right now is the raw appeal of the game. So hitting 1 million plus under 2 months is solid, but they need to put the cycle back somehow.
These issues are subtle but their data should be able to tell them whether the churn is happening. Since they have started to fix party system, next thing I'd do is to quarantine the advanced soldier classes. They do make the game more unpredictable but they are harmful to lower level players. They may left expert players unchallenged (lose interest) when played against the noobs.
As usual, I could very well be wrong. But look at the data. All the things I speculated above should be verifiable by looking at play data.
I like Killzone 2 quite a bit (Just started playing again !). I don't generally buy specific criticisms of the game (e.g., lag) because other popular games have them too. I think it's multiple subtle factors that combine to form a general issue. I don't hate the advanced soldier classes. In fact, I find them interesting. When things cliqued, it's rather impressive. The only thing that has more and bigger explosion is high level Resistance co-op (ZOMFGBBQ). However when players exploit the game, you'll have to use your brain harder to get/stay out of the situation.
It's a rather intelligent game. Took me more than 8 hours of playtime to figure out some of the maps (Freaking Tharsis Depot is one confusing vertical maze). I am also not sure if the lazy gamers "get it". If they stop thinking and exploring, they may actually think that Tharsis Depot is small and broken (like I did during my first 8 hours).