scuderiaT1fos1 Posted February 1, 2013 Report Share Posted February 1, 2013 Am i the only one pissed at the launch date ? Link to comment Share on other sites More sharing options...
VelivolusDas Posted February 1, 2013 Report Share Posted February 1, 2013 Am i the only one pissed at the launch date ? No.... I don't know why in the world R* had to change the release date for GTAV to September 17th.... Link to comment Share on other sites More sharing options...
scuderiaT1fos1 Posted February 1, 2013 Report Share Posted February 1, 2013 What is this GTAV you speak of? Sent from my iPhone using Tapatalk ^^THIS Link to comment Share on other sites More sharing options...
VelivolusDas Posted February 4, 2013 Report Share Posted February 4, 2013 Killzone: Mercenary – behind-the-scenes interview, single player details For a series that’s always been at the bleeding edge of modern FPSdesign – both in terms of technical performance and muscular gameplay –it’s fair to say that expectations are sky high for Killzone: Mercenary – the first PS Vita entry in Guerrilla’s acclaimed franchise. Until last week’s reveal, all the studio had shown off was a brief teaser clip at Gamescom lastSeptember. However, the wraps are now finally off the game, and you canbreathe easy – it looks absolutely stunning, packing all the visceralgrit and gristle of its home console brethren into the PS Vita with real style. We sat down with Piers Jackson, who’s leading development at Guerrilla Cambridge (the same team responsible for the exemplary LittleBigPlanet PSP), to find out more about the game, with particular attention paid to itsgenerous single player campaign. Read on below, and come back next weekfor a closer look at multiplayer. And if you’ve got any questionsrelating to how the game plays, feel free to ask away in the comments. Where does Mercenary fit in the full Killzone narrative? Piers Jackson: Mercenary starts shortly after thebeginning of Killzone 1. We commence the game with the battle for Vektain full flow – you actually start out in a destroyed Vektan city and theopening few levels are all about liberating the planet. We thentransition into the Killzone 2 universe and the invasion into Pyrrhus.The story itself wraps up at some point in the Killzone 2 universe. The game looks phenomenal on PS Vita. Was it a challenge shrinking the full console experience onto a handheld device? Piers Jackson: In some regards we’ve tried not toshrink it at all – we’ve tried to get a full Killzone experience runningon PS Vita. The system is incredibly powerful – we’ve got graphics thatare comparable to Killzone 3 running on a handheld. How easy was it getting the Killzone game engine up and running on the system? Piers Jackson: It’s optimised in a lot of locationsbut the core AI system is based precisely on Killzone 3. We’ve had toreplace a few of the audio and rendering systems but the back-endleading into them is pure Killzone engine architecture. We’ve also gotcertain things in the renderer that are unique to our system – we’veadded reflection mapping on the floor and particle systems can actuallybe lit as well. There may be a few areas we’ve had to tone back a bit, but we’repretty convinced that we’ve come up with something that touches most ofthe technical features from the main Killzone engine. You’ve managed to retain that crunchy, weighty feel to the controls that really helped define the game on PlayStation 2 and 3… Piers Jackson: So much of it is in the accelerationcurves on the controllers and, obviously, as we were using the Killzonecontrol input system, a lot of that came over for free. We needed torebalance it slightly for the PS Vita stick inputs – which are slightlydifferent than the DualShock – but that is the feeling you expect fromKillzone; that weightiness. If you don’t have that you’re not making aKillzone game. It was imperative that we kept it. How do you change your thinking when you’re designing an FPS for a portable system rather than a home console? Piers Jackson: There are elements in terms ofvisibility that you have to pay attention to – how far away you’repositioning enemies, and what you’re positioning them against. Whenyou’re playing on a large TV screen you can get away with more. Havingsaid that, we have a really high-resolution screen on the Vita so thecharacters stand out very well, even at a distance. Multiplayer is obviously important but I know Killzone fansare really hoping for a meaty solo campaign too. How much content canthey expect? Piers Jackson: We have nine single player missions.On average, on a first-time play-through, they’ll take between 40minutes and an hour each to complete. So, it’s a lengthy game. It’s got afull narrative too – every mission brief is set up as a full story.There are twists and turns. It’s a very detailed single playerexperience; it’s not cut back in any way. How are you encouraging repeat play-throughs? Piers Jackson: When you first get to a level,there’s a standard play-through mode. Once you’ve completed that you’llunlock three challenge modes – Covert, Precision and Demolition. Eachchallenge mode will dictate that you need to play the level in adifferent way. You may have gone in guns blazing first time, but if youtake the Covert challenge you’ll need to be much more stealthy – you canfail it if you get detected. Precision is usually about accuracy and how you’re taking out theenemy – headshots, melee kills, interrogations. There can also be atimed element to it. We also have gun challenges in there as well, soyou may have to play the mission using a certain weapon. Demolition is largely about exploding things, as you might expect!You’ll have additional requirements in the mission that you’ll need todestroy. Big action set pieces are a key component of any great shooter. Is it harder to pull those off on a handheld device? Piers Jackson: We’ve got some pretty hefty setpieces in there. We have a halo drop, as you might have seen – that’s apretty epic way to open a mission! We really don’t skimp on set pieces.We blow up giant cruisers, we have flight sections – there are all sortsof big moments. What new gameplay mechanics can fans of the series expect? Piers Jackson: The shop is the biggest one for usreally – the fact that you can go into a level kitted out however youwant. You can then purchase new weapons as you go, to tailor theexperience as you see fit. Stealth is another big one – we have light stealth in the game. Ifyou’re being quiet and using silenced weapons the AI will not pick up onyou. If you kill a trooper and the body is left lying around andanother enemy finds it, they’ll come and hunt you down. We’ve extendedthe AI to cater for additional play-styles. Those are the big ones, but obviously the melee system now uses thetouch interface. And outside of the core mechanics, I think the factthat we’re showing the Killzone universe from a different angle willappeal to core fans as they get to see the universe in a differentlight. You’re the first studio outside of Guerrilla HQ to develop a Killzone title. That’s a lot of pressure! Piers Jackson: It’s worth pointing out that a goodnumber of our art team have been working on previous Killzone titles soit’s not like the franchise is entirely new to us. When we embarked onMercenary obviously we worked very closely with the guys in Amsterdam tomaintain the continuity, and we’ve had a very tight relationshipthroughout the process. But it’s been great. It’s been a rush! It’s a big project, and a veryexciting one – it feels great to finally be showing this to peopleoutside the studio. Hype Meter is through the roof for this one...... Link to comment Share on other sites More sharing options...
silentassassin Posted February 5, 2013 Report Share Posted February 5, 2013 .. .. .. .. Link to comment Share on other sites More sharing options...
PS Fan Posted February 5, 2013 Report Share Posted February 5, 2013 Graphics are lot like Kz2...amazing Link to comment Share on other sites More sharing options...
hope Posted February 5, 2013 Report Share Posted February 5, 2013 No Vita Link to comment Share on other sites More sharing options...
PS Fan Posted February 5, 2013 Report Share Posted February 5, 2013 ^Wait for reviews if game is good then buy one... Link to comment Share on other sites More sharing options...
Dbz_479 Posted February 9, 2013 Report Share Posted February 9, 2013 Link to comment Share on other sites More sharing options...
Dbz_479 Posted March 8, 2013 Report Share Posted March 8, 2013 Link to comment Share on other sites More sharing options...
VelivolusDas Posted March 8, 2013 Report Share Posted March 8, 2013 Hyped! Hyped! Hyped! Hyped! Link to comment Share on other sites More sharing options...
PS Fan Posted March 8, 2013 Report Share Posted March 8, 2013 Damn...Graphics are so good... Link to comment Share on other sites More sharing options...
scuderiaT1fos1 Posted March 9, 2013 Report Share Posted March 9, 2013 Damn i want 2 play this so bad. Link to comment Share on other sites More sharing options...
silentassassin Posted March 9, 2013 Report Share Posted March 9, 2013 Release Date ? Link to comment Share on other sites More sharing options...
VelivolusDas Posted March 9, 2013 Report Share Posted March 9, 2013 September 18th, 2013..... Link to comment Share on other sites More sharing options...
rAgHaV Posted March 10, 2013 Author Report Share Posted March 10, 2013 HAHA WTF releasing it withGTA5 fix this sh*t gg Link to comment Share on other sites More sharing options...
Razpor Posted March 10, 2013 Report Share Posted March 10, 2013 Vita needs this Link to comment Share on other sites More sharing options...
KnackChap Posted March 11, 2013 Report Share Posted March 11, 2013 HAHA WTF releasing it withGTA5 fix this sh*t gg when someone asked them about it, this was their response....... Link to comment Share on other sites More sharing options...
IshmaelIsBack Posted March 11, 2013 Report Share Posted March 11, 2013 GG If GTA V was a Vita exclusive Link to comment Share on other sites More sharing options...
rAgHaV Posted March 11, 2013 Author Report Share Posted March 11, 2013 Link to comment Share on other sites More sharing options...
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