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Guerrilla Games

Killzone DLC photo
Killzone DLC

Killzone: Shadow Fall's Insurgent Pack released


A new class, abilities, weapons, modes, and more
Apr 01
// Jordan Devore
Killzone: Shadow Fall Season Pass owners and those with $9.99 to spare can download the game's first big multiplayer offering, the Insurgent Pack, as of today. There's a lot included here, but the new Insurgent class and its...
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Killzone: Shadow Fall multiplayer, new maps free this week


No PlayStation Plus subscription? No problem
Mar 02
// Kyle MacGregor
Guerrilla Games is celebrating the launch of Killzone: Shadow Fall's first map DLC with a week of free multiplayer. The festivities kick off tomorrow and continue until March 11, giving those without PlayStation Plus subscrip...
Guerrilla Games photo
Guerrilla Games

Guerrilla's new IP has been in the works for 2.5 years


Perhaps not as far off as originally thought
Feb 25
// Jordan Devore
In a video about Killzone: Shadow Fall and developer Guerrilla Games posted to the PlayStation Japan YouTube channel, the studio's next project was ever so briefly talked about again. "We are working on a new IP," said execu...
Killzone photo
Killzone

Killzone: Shadow Fall patch adds framerate lock option


Patch 1.09 can be downloaded now
Feb 06
// Jordan Devore
The update that introduces Guerrilla Games' early work in supporting clans in Killzone: Shadow Fall is available for download as of today. Players can now display their tags as part of their name in-game and invite clan membe...
Killzone sales photo
Killzone sales

Killzone: Shadow Fall has sold over 2.1M copies


Helghan you believe it?
Jan 30
// Steven Hansen
Killzone: Shadow Fall was the one big old "next gen" carnival Sony had to stick to its PlayStation 4 and it seems that time in the uncontested limelight proved positive for the underdog series. The PlayStation 4 sold 4.2 mill...
Killzone photo
Killzone

Killzone: Shadow Fall clan support incoming


He's in the Garfield clan
Jan 21
// Jordan Devore
It strikes me as unusual that Killzone: Shadow Fall wouldn't include a clan system out of the gate when that functionality has become so common among not only first-person shooters, but competitive multiplayer games more gene...
Killzone photo
Killzone

Here are two of Killzone: Shadow Fall's free maps


The first free multiplayer maps
Jan 15
// Jordan Devore
Guerrilla Games has given a first look at two upcoming multiplayer maps in Killzone: Shadow Fall. The pair of maps, The Cruiser and The Hangar, are based on environments from the game's single-player campaign -- that often se...
Robot Chicken x Killzone photo
Robot Chicken x Killzone

Sweet Tooth planks in this Robot Chicken Killzone ad


No, seriously
Dec 17
// Brett Zeidler
Sony partnered up with Adult Swim recently to task the guys over at Robot Chicken with creating an amusing little ad for Killzone: Shadow Fall. It starts out with Sweet Tooth enjoying the game in his living room, and getting...
PS4 photo
PS4

Killzone: Shadow Fall patch fixes things and adds stuff


Left-handed support among the additions
Nov 30
// Harry Monogenis
A new patch for Guerrilla Games' Killzone: Shadow Fall has been released, altering certain aspects of the game's campaign, fixing various issues, and adding controller support for left-handed players. Chapters seven...
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Fallout: New Vegas creative designer joins Killzone team


Welcome to Amsterdam
Nov 29
// Harry Monogenis
Fallout: New Vegas' lead creative designer, John Gonzalez, has joined the team behind the Killzone franchise over in Amsterdam. Back in March of 2011, Gonzalez left Obsidian Entertainment and joined Warner Bros. Gam...
Killzone: Mercenary photo
Killzone: Mercenary

Killzone: Mercenary gets patch so it can get more patches


Best. News. Ever.
Nov 26
// Kyle MacGregor
A new patch for Killzone: Mercenary is coming in a few weeks. The patch will reduce the size of the previous patches so more patches can come along and patch the patches with more patches. Patches. After releasing a pair...

Review: Killzone: Shadow Fall

Nov 13 // Dale North
Killzone: Shadow Fall (PS4)Developer: Guerrilla GamesPublisher: Sony Computer EntertainmentReleased: November 15, 2013MSRP: $59.99 Killzone: Shadow Fall is set some 30 years after Killzone 3, in a time where the ISA and the Helghast are practically next-door neighbors, separated by a massive dividing wall -- a Berlin Wall-type situation. While there are still smaller bouts of fighting, the situation now leans more toward political conflict and distrust. There are two sides of this piece of Vekta, half covered with life and progress, and the other half with slums where refugees are barely scraping by.  So now, instead of going against waves of soldiers in all-out war, the fights in Shadow Fall are small and quiet, and are usually based around secret missions where protagonist Lucas Kellan has to keep a low profile as a covert operative. These are missions that are of the utmost importance to ISA, though Kellan begins to question their importance as he comes to understand the Helgan side of the story.  Shadow Fall is more open than any of the previous games, taking players out of corridors and into vast, open play spaces. In fact, the game’s first area is so large that I got lost in it more than once. I immediately found myself hiding in the bushes, nervous over just how much ground there was to cover. Fans of the series as well as shooter players will notice a new flexibility and openness here, with many stages having multiple options for approaches. For these areas, there are no wrong choices. You’re free to go with what fits your play style and mood best, which is a refreshing change.  It seems that avoiding engagement with any more than a couple of enemies is the going theme for Shadow Fall. It’s you against the Helgan world, so you’re best served by laying low, working to pick off enemies individually if possible. Of course, if you’ve got the chops, you’re free to take on everyone at once. But it seems that Guerrilla built Shadow Fall around more careful play, maybe taking cues from stealth games like Dishonored. This tone makes everything you set out to do feel a bit more meaningful, and that feeling ties in nicely with the game’s story. Most of the game’s missions have you doing things like sneaking across enemy lines to meet informants, or crawling in ducts to quietly take a target out. It’s stealth right alongside guns-a-blazing, making for a really entertaining mix across the 10 or more hours of the single-player campaign. In some cases, you can choose to play missions either way, though you’ll find a lot of them are best approached carefully. But you’re not completely alone out there. A remote drone called OWL is at your command, ready to be sent out to peek around corners and get some suppression fire going so that you can take a quick breather. OWL can also set up a temporary shield, jam other shields, hack into enemy security systems, and even send out a zip line for you. To call OWL useful would be an understatement. I don’t think I would have made it through this game without it. OWL’s control makes use of the DualShock 4’s touch pad, with directional swipes triggering its four main functions. Think of these swipes as a stand-in for more buttons on the controller. For example, to send OWL out to take down baddies, simply swipe upward to turn on its attack mode, move the reticle to where you’d like it to go, and then tap L1. OWL magically appears and starts laying down the hurt. Another tap of L1 brings him back. The zip-line function works the same way: swipe to the right, point, tap L1, and ride down. Shadow Fall’s objective system is simple and elegant. A tap up on the d-pad will give you a quick reminder of what you’re supposed to be doing as well as turning on a temporary waypoint to head toward. Holding up on the d-pad lets you get a better look at your objective as well as review your past ones.  The rest of the d-pad is used for other abilities, with the most useful being a scanning pulse echo that lets you see the position of enemies and items through walls. Holding down the direction increases the range of the pulse, but holding it too long sends out static that makes your location known to enemies. The opposite direction on the d-pad gives you a shot of adrenaline, which temporarily heals you up as well as slows down time, giving you a short double advantage.  Guerrilla attempts to break up the shooting with sequences with other types of action, though not all of these attempts are as enjoyable as others. Short sequences that have Kellan floating through space were a nice change of pace. Basic puzzles, mostly relating to unlocking doors or other pathways, reminded me of Dead Space, and were fine. But platforming in first-person is not an easy thing, and trying to do so on narrow platforms while dodging fast-moving obstacles was supremely frustrating. Finally, while the game’s couple of free-fall segments looked great, their control is clunky, which had me dying dozens of times each.  But these sequences are a small issue when factored into the full experience. Shadow Fall’s single-player campaign is well designed, thoroughly challenging, and full of surprises. It’s a journey that takes you from filthy underground ghettos to the top of towering skyscrapers, going up against everything from tiny automated robo-spiders to terrifying, building-sized sentries. There was never a dull moment.  Even if the single-player side of the game is good enough to warrant the price of entry, there’s still a robust multiplayer offering to add to it. Expect three classes, 10 maps, and almost two dozen weapons to play with. This 1080p, high-frame-rate offering will be what keeps you playing your PS4 beyond the launch window. Among the modes, Wargames have match rules changing over time to keep things lively. You’ll be thrown into games that have you capturing or destroying points alongside your standard deathmatches, all in a random rotation. And speaking of lively, all of the weapons are available from the start.  Instead of fighting to earn experience, you take on challenges during multiplayer to benefit your profile. Your rank goes up as you check items off the challenge list. For example, blowing up an enemy turret will add to your rank.  The action in Shadow Fall’s multiplayer keeps you on your toes, especially in one mode called Paranoia in the Park, where only scouts can play. You get one life, one gun for sniping, and no radar -- it’s kill or be killed. I spent a lot of time in the kill cams in this one. Play is fast, but not so fast that it’s hard to keep up. Being able to use the pulse echo to see all of your enemies within a short range is really nice, though they can see you just as well.  Matches take place across 10 maps, with fights going down anywhere from factories to penthouses to a future indoor shopping center. My favorite has you out in the woods in a wide area with plenty of hiding places in bushes and cave-like rock formations. You can climb up in tree perches to get your snipe on, but you’re a sitting duck for all those in hiding. Having cloaking abilities here makes things particularly interesting.  Guerrilla leaves it up to the players to determine match rule sets. Get as specific as you’d like with weapon requirements, lives, and player types, or leave it all open -- it’s up to you.  Of course, the feel is more important than any mode or progression method. I’m happy to say that Killzone: Shadow Fall is butter smooth in multiplayer, with aiming and movement that feel precise and well-tuned. I’m sure that Guerrilla put some solid work in under the hood to make this happen, but I feel like the DualShock 4’s new sticks and triggers are doing their part as well. I was surprised at just how quickly I became connected with multiplayer’s feel. Never has a game’s multiplayer locked in so quickly for me. If Killzone: Shadow Fall is what next-gen looks like, I’m pleased. Guerrilla aims to impress right out of the gate, with an opening that shows the high level of detail over what looks like millions of futuristic buildings glimmering in the sunlight. The full 1080p resolution with a solid framerate never let me down, and I got so used to how that looked that picking up a current-generation shooter right after was almost shocking. Background textures are almost photorealistic in places, and Guerrilla makes excellent use of PS4’s power to light scenes at every opportunity.  My only real visual gripe were the doughy faces and stiff animations in some of the cutscene closeups, though they have no bearing on gameplay. Aside from that, there was the rare set detail that looked poor in comparison to the foreground stuff, and some of the NPC models weren’t up to snuff. But for the most part, Shadow Fall is one hell of a looker.  I like Killzone: Shadow Fall for its change of direction from previous series games, as well as its change of pace over other first-person shooters. Guerrilla has tried a few new things this time around, and should be commended as such. I welcome the almost sandbox-ish level approach, and the stealth segments did a nice job of breaking up the standard shooting action. It’s really nice when gameplay concepts win out over big set pieces and cinematic events.  Oh, and it’s beautiful. A stunner. Killzone: Shadow Fall is the game that will make you happy to own a PS4. This needs to be on your PS4 launch game list.
Killzone review photo
A fresh start
For franchise sequels that accompany system launches, it's not uncommon to see the reuse of assets or game engines. We've come to expect a simple turning up of the graphics, if you will. The good stuff? The brand new stuff? T...

Killzone: Shadow Fall photo
Killzone: Shadow Fall

Killzone: Shadow Fall launch trailer is a sight to behold


The PlayStation 4's flagship launch game sure looks pretty
Nov 12
// Kyle MacGregor
Killzone: Shadow Fall is locked, loaded, and ready to unleash a torrent of next-generation gunfire on PlayStation 4 later this week. With just a few days remaining until the opening volleys echo across the world, Sony h...
Killzone photo
Killzone

40GB sound bad? Killzone: Shadow Fall could've been 290GB


Downloading the initial 7.5GB should be enough to get you started
Oct 24
// Jordan Devore
A previous report pinned Killzone: Shadow Fall as being around a 50GB download for PlayStation 4 users who opt for the PlayStation Network version. According to Eurogamer, the title is now 39.7GB in Europe and closer to 37GB ...
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Killzone: Shadow Fall gifs showcase power and design


Graphics thralls, unite and be delighted!
Oct 24
// Jim Sterling
The Killzone series has always pushed graphical horsepower as one of its biggest selling points, and it's hard not to get excited at all the pretty lights and motion blur. As such, gorgeous gif images tend to crop up whenever...
Killzone: Shadow Fall photo
Killzone: Shadow Fall

Zipline like a Batman: 13 minutes of Killzone Shadow Fall


Once upon a time I was shadow fallin' in love, now I'm shadow fallin' apart
Oct 22
// Steven Hansen
Hey! You! Yeah, you! Killzone: Shadow Fall comes out next month (that's this...Shadow Fall...man I wish I had used that when we were still in summer). If you're into it, you should cop this straight gameplay (starting around...
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Killzone: Shadow Fall is a 50GB download


Thankfully there's Play as you Download
Sep 30
// Hamza CTZ Aziz
Sony UK's Fergal Gara sat down with Eurogamer to discuss all things PlayStation 4 where it was revealed that Killzone: Shadow Fall is coming in at nearly 50GB. Specifically Gara was talking about the PlayStation Network and g...
Guerrilla Games photo
Guerrilla Games

Guerrilla has a new IP in the works alongside Killzone


Studio has a desire to 'keep it fresh'
Sep 30
// Jordan Devore
As work on Killzone: Shadow Fall wraps up, some members of the development team have transitioned to another project. This isn't an uncommon practice -- certainly not for larger studios like Guerrilla -- but there is a sliver...
PS4 photo
PS4

Killzone: Shadow Fall boasts dedicated servers


Should allow for those with slower connections to play without issues
Sep 29
// Kyle MacGregor
Worry not, Vektan dogs, Killzone: Shadow Fall will feature dedicated servers. Speaking at Eurogamer Expo in London this weekend, lead designer Eric Boltjes confirmed as much whilst fielding questions surrounding the mult...
Killzone photo
Killzone

Killzone: Shadow Fall season pass is for co-op players


Guerrilla details the $20 pass
Sep 24
// Jordan Devore
While the competitive multiplayer maps of Killzone: Shadow Fall will be free -- a great move, one that keeps things fresh but doesn't segregate the player base -- there's more DLC on the way, including a season pass. There's...

Review: Killzone: Mercenary

Sep 10 // Jim Sterling
Killzone: Mercenary (PS Vita)Developer: Guerrilla CambridgePublisher: Sony Computer EntertainmentReleased: September 10, 2013 (NA), September 4, 2013 (EU)MSRP: $39.99 Killzone Mercenary is an impressive attempt to preserve as much familiar Killzone content as possible and house it on a handheld system. Unlike previous attempts from lesser studios, Mercenary enjoys the distinction of being the inaugural first-person-shooter to actually get it right on PS Vita. Not only does it function with little in the way of compromise, it looks fantastic and plays exactly how it ought to. The fundamental controls are intuitive enough. You have your twin sticks for moving and aiming, your left shoulder button for iron sights and your right for shooting. Interacting with objects is performed either with the Triangle button or by touching an icon onscreen -- and I really appreciate not being forced to stretch a digit to the middle of the screen -- while sprinting can be performed either by tapping Circle while moving or double tapping the rear touchpad. Considerable effort has been made to keep the Vita's varied input options from overlapping and confusing the game, the only noticeable conflict being when crouching -- an action that required Circle to be tapped when stationary, which one often forgets in the heat of the moment. Switching between primary and secondary weapons, as well as using special VAN-Guard equipment or grenades, is all handled with virtual buttons located conveniently to the sides of the screen, a judicious use of touch controls that I always appreciate. Less convenient are melee attacks which, when initiated, require timed swipes across the length of the screen. It's gimmicky and forced, but it could have been a lot more egregious than it is and, once one gets used to them, they can be quite satisfying to pull off.  The only other annoying touch element is the mandatory hacking sections. Now and then, you'll be required to hack objectives by performing a banal pattern-matching touchscreen minigame. It's not especially difficult, it just feels somewhat unnecessary, and didn't really provide anything positive to my day. When something exists just for the hell of it, I can't say I'm ever impressed.  While Mercenary could easily have just condensed a regular Killzone experience and left it at that, efforts have been made to do offer a handful of unique toys. For one thing, players constantly earn cash as they play, scoring financial rewards for various kills, for hacking computers, and even for scavenging enemy ammunition. This money can be spent at Blackjack arms dealerships, to unlock new weaponry, armor types, and VAN-Guard gear.  VAN-Guard refers to a range of gadgets that offer some new amusements during the course of battle, taking the form of temporary weapons, buffs, and ordnance. You can have one VAN-Guard equipped at any given moment, and most of them are useful in some way, shape, or form. The Mantys, for example, is a remote-controlled bot that can sneak up behind opponents and stab them in the temples, offering silent kills without risking yourself personally. Less stealthy players may enjoy the Porcupine, which sends locked missiles onto any opponent the player jabs with their finger, or the Arc Missile, a bot companion that hovers near the player and fries incoming foes with a blast of electricity. My personal favorite is the Vultur, which locates all enemies on the map and allows every living thing to be seen through walls and floors. It's earned me a lot of kills.  Players earn ranks with every weapon they use, as well as general experience for kills and mission completions. As they rank up, players earn new loadout slots for multiplayer. One is also encouraged to keep playing daily to earn Valor Cards -- personal calling cards that raise or lower in ranking based on how well the player is performing. These cards are dropped whenever an enemy is defeated in multiplayer, earning whoever collects them extra points.  For its solo campaign, Mercenary offers a sidelong view at the conflict between Vekta and Helghan, seen as it is from the perspective of a mercenary. Soldier-of-fortune Arran Danner takes the lead role in a campaign that takes place alongside the events of both Killzone and Killzone 2, with several stages set on Vekta, and the latter half of the story told on the Helghast's home planet. While not exactly an impressive narrative, it's a decent little yarn, and manages to be one of the few sources of Killzone canon that actually portrays the ISA in a less-than-heroic light while making their fight with the Helghast morally greyer.  It's a shame, however, that the solo game is a fairly short experience, completed in a mere few hours. It rushes through itself, as players switch from fighting alongside the ISA to the Helghast and back again in short order -- a far cry from the "choose your side" promises seen in earlier trailers. The final boss also pops up out of nowhere (as well as being a pain in the ass to fight) It's a linear story that offers little in the way of replay value, save the monetary incentives -- and unless you really can't decide on what your favorite gun is, there's not even that much reason to keep earning the cash.  I wouldn't be so disappointed by the campaign if it wasn't consistently fun, however. Aside from making an FPS work on the Vita, Mercenary stands as a thoroughly entertaining shooter in its own right, giving us some unique insights into the Killzone universe while adding cool new optional stealth routes through missions, and plenty of explosive setpieces. The shooting action is solid as granite, with weapons that feel as heavy and powerful as they should, and a pleasant variety of enemies to deal with -- especially once you finally get to fight on the opposite side of the battlefield.  If the campaign is somewhat thrifty, however, its online counterpart holds up an impressive amount of slack. Featuring four-on-four battles across three game types (free-for-all, team deathmatch, and the Killzone specialty Warzone), Mercenary offers lag-free, highly competent handheld multiplayer combat across decently sized maps. While the Vita's less robust thumbsticks make human opposition a little trickier to deal with, it ought not take long to get used to the way things operate, and one is left with a very pleasing pool of violence that can be easily dipped into until the Vita's battery drains to its last gasps.  Adding touch-based interrogation objectives and randomly dropped VAN-Guard capsules into each match makes for an online offering that stands apart from the console alternatives while retaining a familiar series feel. There are no classes to choose from this time, but one can customize a loadout using equipment unlocked at Blackjack's, with funds and progress carrying over between the online and single-player portions.  While I can't quite see myself staying as engrossed in Mercenary's smaller-scale, simplified battles for as long as Killzone 2 had me, it's the perfect thing to crack out for the occasional bit of portable warfare, and it ought to serve fans quite well for those moments when they want to get in on some Killzone, but need something just a little different.  As explained at the start of the review, Sony Cambridge did a great job with the visuals, giving a title that easily ranks among the PS Vita's best lookers. There is the odd graphical glitch, and I did once have my character stuck in a hacking animation, but overall, things run smoothly and really look quite impressive on the OLED screen. There's some solid voice acting and a forgettable-but-suitable soundtrack backing things up, too.  Killzone: Mercenary could have stood to provide more content, but that which is on offer is all very well polished and plays almost impeccably on Sony's latest handheld venture. Distinguishing itself as the first Vita FPS to really showcase the system's strengths, this is one of those ambitious titles the system can be proud to showcase, proving that a console experience can not only work in the handheld space, but be damn fun without suffering too much in the way of compromise.
Killzone: Mercenary photo
Leading the VAN-Guard
This is the game I wanted a PlayStation Vita for. I have a long documented fondness for the Killzone series, and while Killzone: Liberation on the PlayStation Portable was enjoyable enough, I truly longed for a genuine first-...

Killzone photo
What intro will Jim come up with next?
Hamza and resident Killzone fanatic Jim played a bit of Killzone: Shadow Fall multiplayer at PAX Prime 2013. This is one of those series that represents a huge gap in my gaming library and, considering this will be a launch ...

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Killzone: Shadow Fall will have free DLC maps


Free stuff!
Aug 21
// Hamza CTZ Aziz
Yesterday we learned that Killzone: Shadow Fall will have a feature called Warzone where you can design the multiplayer matches. You can pick the number of players, rules, mission modes classes, abilities, and weapons that ca...
Killzone photo
Killzone

Killzone: Shadow Fall getting customizable Warzones


Make your own multiplayer
Aug 20
// Jim Sterling
Killzone: Shadow Fall will introduce custom Warzones when it launches on PS4 this year. You'll be able to tweak your own rules, conditions, and match types, before sharing your created game modes online.  We got shown a brief trailer for the multiplayer, and you can view that above. As little as some folk care about Killzone, I'm all about it. Looks good!
Killzone Mercenary photo
Killzone Mercenary

Killzone: Mercenary open beta kicks off August 20


The history of these days will be written in blood
Aug 18
// Kyle MacGregor
The Killzone: Mercenary open beta will be making planetfall next week. PlayStation Plus subscribers will have the first shot at the title's multiplayer on August 20.   Everyone else will have to wait until August 27 for ...
Killzone Vita multiplayer photo
Killzone Vita multiplayer

Killzone Vita's multiplayer is poisonous and I love it


Merce-nary a concern
Aug 01
// Steven Hansen
I initially scoffed towards every bit of this explanation of Killzone: Mercenary's multiplayer systems. I don't much care for multiplayer, so why should I care that offline singleplayer progress yields weapons and stats that...
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Killzone: Shadow Fall gets pre-order bonuses


Because of COURSE it does!
Jul 11
// Jim Sterling
New generation, old pre-order culture! Guerrilla Games has unveiled the bonus items you can gather into your anus when you pre-order Killzone: Shadow Fall for the Playing Stations Four. Let's list what they are in a list for ...
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Enjoy this 21-minute Killzone: Shadow Fall presentation


Shooting with the bang bangs
Jun 17
// Jim Sterling
Sony's popped a 21-minute demo walkthrough of Killzone: Shadow Fall for your saucy delight, hot from the bowels of E3. The gameplay section is taken from that seen during the original PlayStation 4 reveal, with the Helghast ...

Killzone: Shadow Fall looks like a strong launch title

Jun 11 // Brett Makedonski
A host of gadgets are available at all times to help make the conquest a bit easier. The likes of a zip line and shield are blended into a menu that overlays the middle of the screen. This is where the game's (optional) TouchPad integration comes into play. When you're properly lined-up to use the gadget that you want, you can swipe in the assigned direction to use it. The only problem? It's completely shoehorned in. By the time you're in the right position to use the TouchPad, all you need to do is hit L1. Not only is using the TouchPad more time consuming, but it's pretty awkward. Maybe that will improve as users are increasingly familiar with the console, but it feels really pointless right now. One of the developers told me that there would be an additional use during multiplayer, but couldn't say what it was. The other takeaway from the demo was that it was fairly difficult. A run-and-gun approach certainly won't suffice. Particular care needs to be taken to constantly minimize the number of enemies that show up, and to dispose of them while utilizing the environments as best as possible. It's nice that it's not just another mindless shooter. My approximately 30-minute demo with Killzone: Shadow Fall couldn't have gone any better. It looks like it's going to be a serious launch title that makes people want to upgrade their consoles. Hopefully the finished product is as solid as the demo segment. If so, it'll be a great indication of things to come.
Killzone Preview photo
Here's one reason to get excited about the PS4
One of the titles that Sony's putting on a pedestal for the PlayStation 4 launch is Killzone: Shadow Fall. With good reason too. Shadow Fall is shaping up to be the type of game that is actually worthy of ushering in a n...

Killzone photo
Killzone

Killzone looks just gorgeous on PlayStation 4 and PS Vita


The grim future sure is looking bright
Jun 10
// Kyle MacGregor
When  it comes to first-perosn shooters, the Killzone series is my jam. And that doesn't look to be changing anytime soon. Sony unveiled a pair of impressive new trailers for Guerrilla Games' latest efforts at their E3 ...

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