There was recently an article posted here on N4G that Killzone 3 has been selling less than what Killzone 2 (KZ2) did around its launch date ( http://n4g.com/news/729292/... While the validity of the exact numbers can be disputed at this point, the general statement is likely true.
So this is where the main point of my blog comes in, but first a little background. I bought Killzone 2 a little late in its lifespan (the summer of 2010) and thoroughly enjoyed the single-player and its gritty presentation and graphical prowess. But of course, the hook of most FPSs these days is the multiplayer. I can easily say that while I don’t spend much time with it anymore, it’s one of my favorite multiplayer FPSs. The main draw for me was the nature of the controls. Some called it sluggish, but I relished at the opportunity to master my skills and best my opponents. It truly took practice and skill to down enemies. The semi-realistic recoil and bullet spread encouraged burst firing over long distances, as opposed to the ability to full-auto an assault rifle across a map and kill a player instantly (Call of Duty). Even, in my opinion, the most noob-friendly weapon ever conceived, the shotgun, took precision and care.
That being said, I very much looked forward to the Killzone 3 public beta (really a demo). I was impressed with the crisp visuals and the stealth kills were very satisfying to pull off. But of course, something near and dear to me was missing, but I knew it was coming. That’s right; the weighty feel that many bashed the game for had been nerfed. I don’t know about you guys, but that weight for me was a signature of Killzone 2. It added much to that sense of brutality that made the title so deserved – Killzone. I appreciate Guerilla Games’ (GG) efforts to appease the community, but I feel this was also their biggest fault. I very much do believe that this was a vain attempt to appeal to a larger crowd and thus, boost sales. But what’s this? It apparently has not.
It seems the very people who whined and complained about the “problems” of Killzone 2 didn’t even come back for the third entry, despite GG’s willingness to “fix” the game for them. So what did this essentially do? For gamers like me – those who appreciated the masterpiece that was KZ2 and dedicated time and practice to the game are met with (if you’ll pardon my phrasing) noobified gameplay. I do understand that GG tried to find the best of both worlds with KZ3, but to me, it was a transparent attempt to bring in the ADD kids who couldn’t be bothered with playing and learning how to play a game that’s actually different from the rest.
I’m not bashing Killzone 3. I thought the demos were fun and still contained that visceral violence that the series has become known for. But I can’t keep myself from thinking: How long will it be until developers stop trying to appease people who don’t even appreciate the work they put into their games? How long will it be until developers are confident enough in their product to stand up and identify the true fans and stop stressing over the random people who trash the game just because it doesn’t play the way they demand it to? Developers, please take note of this. Any true Killzone 2 fan would know that the weight was the icing on a beautiful product, and it certainly could have had a place in the already-great Killzone 3.
For someone with a similar opinion, hit the link below.
http://n4g.com/news/728356/...
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Omg, the whole world tore GG to pieces for the weight in KZ2, so they fix it, and everyone still hates it. Personally I love Killzone 3 controls, they are perfect.
GG can do no right in the eyes of gamers, same as Zipper...-_-
Along with the controls, the difficulty of the SP was noobified for the babies.
I know I am in the minority, but I think the controls in Killzone 2 were damn near perfect. That's why I am probably done with the FPS genre after Resistance 3. The masses won't be satisfied until every FPS is a pile of shit like COD.
I agree with what you've said in your blog. Killzone 2s weighty controls were awesome. For me the controls make K2 what it is and without them it's just not as good. K3 multiplayer is now much more generic than it should have been.
Killing people in K2 was so much more rewarding since it took time and skill. In CoD killing someone is just something that happens on a by the second basis and has lost a lot of meaning as the main thing that keeps you playing is leveling up. That's why they now allow you to hit level 70 and start all over again because you still feel like you're progressing without which you'd very easily get bored of CoD.
I really think they should have stuck with it and carved out their own following of gamers.
I agree with you as well, and my fears truly were realised, I appreciated KZ2 for what it was and have not purchased KZ3 as both PS+ beta and open public beta disappointed me, while having the best graphics is a very nice asset just cannot carry the game alone
If your interested in my thoughts just after the PS+ beta then click this http://n4g.com/user/blogpos...
I was praying to be wrong with what I said still KZ2 is there if I want to play an amazing and skill full game :)
I loved the KZ2 controls. The worst part of it is that they almost made it into the final game. I played the closed beta and that had controls that felt just like Killzone 2's. It felt perfect. Unfortunately they had to go and change it. I just don't enjoy it as much now. I bought it, played a few co-op missions and a bit of multiplayer and haven't touched it since. I plan to get a Move, which I'm hoping would make the controls more appealing to me. As it is, it just feels like Call of Duty, and it doesn't feel right for Killzone.
What irritates me is that this isn't the first time this has happened. Sucker Punch tried changed the appearance of Cole in Infamous and everyone bitched. Now, the new design is awful. It's just a bald guy with a giant scar now.
I wish developers would stick to their guns a little more rather than try to appease the idiot masses.