[PS3] Killzone 3 game discussion

Finished the game last night, found myself actually liking the ending. I conclude that the story is actually very good, but the game does a shitty job of telling it. They haven't learnt enough from Uncharted yet in that respect. I agree that the fights could last longer, but I loved that there weren't any spawn points or 'get across this line to make Helgans retreat' type things, and the latter half had a better ratio of good, longer battles. I also really liked the ending in that I hated the final fight in KZ2 so much I never finished it.

Played through all of it with Move and loved every minute. The fighting system is quite deep too, and I still haven't mastered all if it.

Variation was awesome, but this game feels less hardcore than part 2, so I can see complaints in that area. This game should take some of its better fight areas and give them a horde mode to play around in, as a variation of botmode.

Absolutely nailed it Arwin ;-)

I cannot agree more... i really liked the story and i thought the characters were awesome, but it kinda felt too much to me as though GG were even trying to emulate Uncharted a bit too much. Much more in the sense that instead of taking the super immersive, albeit narrative-lacking, "always-in-the-action" gameplay of KZ2 and just trying to expand the story telling in a more non-intrusive way, they instead looked at U2 and thought to themselves "hey, what worked for them can work for us!"

The problem was really with their execution and direction. The cutscenes were far too frequent and pulled you out of the game far too much.

It's a shame because as many have said, the gameplay is just liquid gold. I think GG should for KZ4 focus on telling a personal story about the protagonist through the eyes of the protagonist. For all the people that complained about KZ2's lack of narrative, for the game it was that's really all it needed. I think these folks are now realising this with KZ3.

I think ultimately GG should no longer listen to their fans when it comes to the overall vision and direction of a KZ game. They should just make the game they wanna make and put their heart and soul into it.

Edit:
I also kinda got the impression that Sony's desire to have all major first party titles supporting 3D most likely put them under alot of strain as a studio and i think it shows in the areas in KZ3 that lack real polish (e.g. cut-scene issues and inexplicable omission of online co-op).
 
I dont get why its still counted as a death if you get revived by a medic.

Because you were still "killed" and the guy who shot you should get that as a "kill point". Makes you think about why you would want to be revived in the first place....

(obvious answer, yes, is because you're closer to the objective and don't have to walk the entire way to the objective again - other than that... well.....)
 
Because you were still "killed" and the guy who shot you should get that as a "kill point". Makes you think about why you would want to be revived in the first place....

(obvious answer, yes, is because you're closer to the objective and don't have to walk the entire way to the objective again - other than that... well.....)

GG needs to fix it so getting revived wipes out that death. Otherwise most of the time it makes no sense to get revived in a hot area when you could respawn where its safe.
 
Finally got the game :D ! The visuals are stunning ! absolutely that !

Can't say the same about gameplay, but it is just the start. It has lost the KZ2 feel, closed and dark places, but I can see the art reflects more of the KZ1 style, so it isn't really away from KZ style. Cut scenes are amazing this time around. Was playing with Move all the time, will try it with my sixaxis to see if the gameplay has the same feel as KZ2. The game becomes pretty different with Move :) !

Sadly, can't take it online as I got my net connection shifted to my (new ! )work place ! Lets see when I get a separate net for my home now !
 
There are additional befefits to being revived also, you get higher health and more ammo and grenades.

I think just being able to opt out of a revive would be a good change to reduce the frustration of being revived in the middle of a certain death situation, like the medics self-revive ability.
 
Just playing through the campaign...good and entertaining so far!

But, am I the only one who is super dissapointed with the MLAA performance?! Jaggies all over the place in industrial environments. Sometimes it looks to me like a game with no AA at all. Except the jungle level, which looks super clean!

Overall, a lot of shimmering edges around in this game, compare this to MLAA in the GOD (of war) game...dissapointing!
 
I think an even better solution is to just extend invincibility by 1 second upon revival.

Would be abused. You shouldnt be awarded invincibility for getting killed and then revive, if you are revived in a certain death situation you deserve to die, thus a simple opt out would just reduce the frustration of being revived by a stupid medic.

Just playing through the campaign...good and entertaining so far!

But, am I the only one who is super dissapointed with the MLAA performance?! Jaggies all over the place in industrial environments. Sometimes it looks to me like a game with no AA at all. Except the jungle level, which looks super clean!

Overall, a lot of shimmering edges around in this game, compare this to MLAA in the GOD (of war) game...dissapointing!

I thought it worked very well pretty much everywhere except the helghast labratorys.
 
Last edited by a moderator:
Would be abused. You shouldnt be awarded invincibility for getting killed and then revive, if you are revived in a certain death situation you deserve to die, thus a simple opt out would just reduce the frustration of being revived by a stupid medic.
I just don't see how 1 second of invincibility could be abused. As it currently stands, you can die before you can take a step. One second gives you just enough time to pick a direction and start to run. You can't even through a grenade or mine in that time (go time it). Everyone wins (the medic and the revived).
 
Put a group of five medics together all with drones and reviving eachother and i think there will be issues. Revives should only be possible in relative safety once, immediate threat is cleared imo.
 
Just playing through the campaign...good and entertaining so far!

But, am I the only one who is super dissapointed with the MLAA performance?! Jaggies all over the place in industrial environments. Sometimes it looks to me like a game with no AA at all. Except the jungle level, which looks super clean!

Overall, a lot of shimmering edges around in this game, compare this to MLAA in the GOD (of war) game...dissapointing!
Yeah, when compared to GoW3. When compared to GoW3, I'm disappointed in all other games AA.
 
Put a group of five medics together all with drones and reviving eachother and i think there will be issues. Revives should only be possible in relative safety once, immediate threat is cleared imo.
All that would do is give the other team a bunch of kills. You might would have enough time to revive the other medic, before you died. That medic could possibly revive someone, before he died. Rinse and repeat. The only time that method could work is if the other team all ran out of bullets/explosives at around the same time (or no ammo boxes are set up). By that time, the medics would deserve to have the upper hand. :)
 
Finished the other night and enjoyed it. Visuals were great. But I must say that the upgrade in visual doesn't make up for the perceived downgrade in scope. The battles felt smaller and with fewer NPC numbers even with the more open areas.

KZ2 had a way of making me feel like a special forces guy pulling off important side missions that were pertinent to the outcome of a larger ongoing battle. KZ3 at times felt like I was sent off to perform the main objectives while the rest of the ISA sat around.

The mission where you are supposed to find out what happen to the uplink is a great example. Im going with one guy to reestablish the uplink with earth with a silenced pistol while the other guys are doing what? And then when Sevs says there is a massive gathering of Helghast, Im expected to reestablish the link by myself! The fight with the giant Gundam and taking out the anti-air guns on the oil rig felt similar.

One part I find hilarious is that doing the final mission, Rico shouts about "only" having 60 men left to take up to the space station for the final battle. I was kinda of amused because there is only about 10 or so standing around and when you get up to the space there seems to be no more than 3 or 4 of your guys at any one time.
 
Back
Top