One of Sony's product managers revealed to me that you guys have this unofficial goal of achieving "sensory overload" with your games. Care of elaborate?
Steven: It's definitely a term we live by. We want the experience to sometimes be overwhelming where you have to catch your breath. That's what we try to achieve. We want a lot to be going on at any given time, where there's so much information to take in whether you're playing in 3D or 2D as well as the sound system that you have.
Hermen: One of the defining elements I find in Killzone is the visceral, intense combat action. I think we pulled it off in Killzone 2 based on the response of so many people loving it. In fact there might have been too much of it, so we're now interspersing it. But it's still something inate to the franchise and we're always going to keep that. It's part of that sensory overload: it's the weight of your weapon, the epic set pieces around you, the sense of immersion in the world, and now the 3D will put it overboard once again.