Nettmøte Killzone: Shadow Fall

Misja Baas fra Guerilla skal svare leserne på spørsmål om Killzone: Shadow Fall.

Killzone-utvikler stiller i nettmøte på Gamer.no

Guerilla på spørsmål fra leserne om det kommende PlayStation 4-spillet.

Skytespillet Killzone: Shadow Fall er blant lanseringsspillene når PlayStation 4 lanseres i Norge 29. november, og et av spillene som sperret opp manges øyne under Sonys avduking i februar. Grunnen var det imponerende grafiske nivået, som er ganske fjernt fra de mørke og dystre Killzone-spillene vi har sett før.

Flommer over av detaljer

– Det ingen kan ta fra Killzone: Shadow Fall er at det skilter med imponerende grafikk. Tro meg, det er noe helt annet å se spillet i aksjon fra et direkte videosignal enn å se det i sin komprimerte form via Internett. Skogområdet vi fikk utforske flommer over av detaljer – og det hjelper at utvikleren kjører et betydelig mer unikt og tiltalende konsept enn seriens tidligere innslag, skrev Audun Rodem i vår sniktitt fra i sommer.

Lyst og trivelig.
Lyst og trivelig.Foto: SCEE

Ellers virker Killzone: Shadow Fall som et reinspikka skytespill, som ikke gjør mye for å utfordre sjangerkonvensjonene.

Guerilla har imidlertid uttalt at de løsrive seg fra Call of Duty-standarden, som blant annet betyr at man rykker opp på rangstigen ved å gjennomføre ulike utfordringer, i stedet for å stige i gradene med erfaringspoeng. Rangstigen skal belønne spilleren med våpentillegg og ferdigheter, og det skal være over 1500 slike utfordringer ved lansering.

Kunstnerisk sjef svarte på spørsmål

I dag fikk vi besøk av Misja Baas fra Guerilla her på Gamer.no. Han er kunstnerisk sjef for Killzone: Shadow Fall, og har jobbet med miljøer, kjøretøyer og våpen i skytespillserien siden 2005, men kan også svare på andre elementer knyttet til det nye skytespillet.

Leserne kunne stille spørsmål frem til nettmøtets avslutning klokken 15.00, og her kan du lese Killzone-utviklerens svar:

  1. Building environments

    Spørsmål fra Erlend E:

    Hello

    I am interested in the process of building the environments. Do you look at existing urban situations and landscapes and build on that or do you make everything from scratch? If you are inspired by real cities etc what are the inspirations?

    What is most important in the single player environments vs the multiplayer ones?

    Thank you for your response.

    Svar:
    Hi Erlend, we certainly look at real urban environments. We always like to take something from real life, be it weapons, vehicles, outfits or environments and give it a bit of a twist.
    For inspirations we looked at some real world cities like Shanghai, New York and Hong Kong. We looked at infrastructure, modern architecture and city planning.
    SP vs MP I would say that visibillity and view distance are very important for MP. You don't want to give players an unfair advantage because of visibillity issues. With SP we are a lot more free to play with those elements.

    Cheers,
    Misja
    Besvart: 8. nov. 2013 14:02
  2. The most advanced game ever?

    Spørsmål fra Snake:

    Hello!

    Is this the most advanced game you have ever been working on?

    Svar:
    Absolutely, and it was a lot of fun getting my hands on all this extra processing power. :D
    Besvart: 8. nov. 2013 14:03
  3. What will you do to keep the game fresh!?

    Spørsmål fra Jan:

    How will you make it interesting to play this game (Multiplayer) after 3 months...?
    And what sort of role will the vehicles play in the game ?

    Svar:
    Hi Jan,

    We plan to support the game extensively well after launch with DLC such as maps and other content.
    Vehicles in the game are mainly used for support or as enemy types.

    Cheers, Misja
    Besvart: 8. nov. 2013 14:07
  4. MP MAPS

    Spørsmål fra Belal:

    Hey,

    huge fan of killzone 2 and 3 mp. Seing mp gameplay of KZ: SF, how big are the maps? is it small maps or large maps like in the previous games?

    Svar:
    Hi Belal,

    It's a mix really. Some big ones, some small ones. I hope you're going to like the new ones too.

    Cheers,
    Misja
    Besvart: 8. nov. 2013 14:10
  5. What's your artistic background?

    Spørsmål fra Tom-Ivar Arntzen:

    Hi Misja! As an aspiring indie developer specializing in the art division, I am curious about your artistic background, and how this got you into the game's industry?

    I find the art direction in all of the Killzone games very inspiring, and I'm seeking advice on how I can one day wield the artistic skills Guerillas finest artists does.


    -Tom

    Svar:
    Hi Tom,

    I studied (2d traditional) Illustration at art school and in the last two years I started to focus on 3d as an extension of my skills. There was a lot of self studying because there weren't any game educations in The Netherlands back in the day (1998).
    So basically, a lot of hard work and find some people/friends that like to do the same thing. Don't ever assume you know it all and keep pushing yourself. Specialize in something that you love.
    Good luck!

    Misja
    Besvart: 8. nov. 2013 14:17
  6. My First Game On PS4

    Spørsmål fra Trond-Sigvart SoapMacTavish Dybvad:

    As what I am saying in the title, my first game on my pre-ordered PS4 will be KZ-SF. I was thinking about getting BF4, but the desission was made when I thought about the previous KZ Campaigns. Not in my wildes dreams would BF4 cope with KZ-SF's campaign.

    So now for the question. Will I, as the player, run into some of the people I have got to know during the last two innstallments in KZ franchize? And why didnt you go for 60fps in the campaign mode?

    Best Regards.

    Svar:
    Hello My First Game On PS4

    You'll run into one of the Visari family members and someone else, but I am not going to tell you who :)
    We went for min 30 fps in SP because we wanted to create really big environments and make them look awesome at the same time.

    Cheers,
    Misja
    Besvart: 8. nov. 2013 14:22
  7. Multiplayer maps.

    Spørsmål fra Jørgen Henriksen:

    Will we see any of the old classical maps from previous KZ games reappear in KZSF?

    Svar:
    Hi Jorgen,
    Maybe ;)

    Misja
    Besvart: 8. nov. 2013 14:23
  8. Operations multiplayer maps.

    Spørsmål fra Jørgen Henriksen:

    Being a fan favorite since they were introduced in KZ 3 and one of the most requested features why have you decided to discontinue such a popular and unique game mode?

    Svar:
    Hi Jorgen,
    this is more of a question for the MP designers. We do allow you to customize your game a LOT more now though.

    Misja
    Besvart: 8. nov. 2013 14:26
  9. High Precision controls?

    Spørsmål fra Jørgen Henriksen:

    Will KZSF retain it's original heavy feel from KZ 2 or will it be more streamlined along the lines of High precision patch 1.27 from Killzone 2?

    Svar:
    It will be more streamlined but still quite heavy.

    Cheers,
    Misja
    Besvart: 8. nov. 2013 14:26
  10. Art style

    Spørsmål fra Jostein H:

    It's clear that Killzone Shadow Fall has a slightly different visual approach than previous entries, I really like how colourful it looks.

    Did you start out day 1 thinking that this game should look very different from KZ 2 and 3?

    An additional question: Why not "Killzone 4"?

    Thanks!

    Svar:
    Hi Jostein,

    Yeah we knew from day 1 that we wanted a more colorful and clean game, but of course without sacrificing what makes Killzone Killzone. So you will see some familiar environments too ;)

    Shadowfall sounds cooler than 4 really. :)

    Cheers,

    Misja
    Besvart: 8. nov. 2013 14:29
  11. Questions about the Single-Player

    Spørsmål fra Snake:

    Hello!

    Question nr. 1: I was wondering on how long the campaign of this game would be?

    Question nr.2: How huge are the maps?

    Svar:
    Hi Snake,

    The campaign lasts about 10 to 12 hours. Kind of depends on your skill level too of course.
    The maps are bigger than before, some of them quite huge for Killzone.

    Cheers,
    Misja
    Besvart: 8. nov. 2013 14:31
  12. What is the hardest thing to do when you're creating a game for a new console?

    Spørsmål fra Andreas Røise Håkensen:

    What is the hardest thing to do when you're creating a game for a new console?

    Svar:
    Hi Andreas,
    Developing and learning new tools that allow you to make content you couldn't make before.

    Cheers,

    Misja
    Besvart: 8. nov. 2013 14:34
  13. FPS

    Spørsmål fra Andreas Kleppe:

    Does the multiplayer have 60fps or 30fps?

    Svar:
    Hi Andreas,

    MP aims for 60. That means that in some places it might not hit 60 depending on the situation like lots of grenade explosions, long view distances with lots of characters, destructibillity etc.

    Cheers,
    Misja
    Besvart: 8. nov. 2013 14:38
  14. DLC

    Spørsmål fra Marius Johnsen:

    Will there be any downloadable story driven DLC for the game ? Also will we see more Killzone on PSVita. Either another game or story dlc ?

    Svar:
    Hi Marius,
    I can't really answer that at the moment but we are looking into all our options post launch.

    Cheers,
    Misja
    Besvart: 8. nov. 2013 14:43
  15. Star Wars Fighting games

    Spørsmål fra Tom Andre Nilsen:

    Would you ever do a Star Wars fighting game? I love fighting games and Star Wars. I would love to see a Star Wars fighting game. It would be great income for you guys. Stars Wars Movie 7 is coming out very soon.

    http://www.youtube.com/watch?v=4yviJ26K3V4

    Svar:
    Hi Tom,
    We have no plans of doing a Star Wars game at the moment, but I am sure someone else is :)

    Cheers,
    Misja
    Besvart: 8. nov. 2013 14:44
  16. Killzone: Shadow Fall 4k?

    Spørsmål fra Ken:

    Is this game in 4k, 3D and PS Move supported?

    Svar:
    Hi Ken,
    the game is not in 4k and we don't support 3d.

    Cheers,
    Misja
    Besvart: 8. nov. 2013 14:45
  17. What about sev and the others?

    Spørsmål fra Runar:

    Hello!

    As the title says, we really don't know anything about what happened to Sev, Rico and Narville from Killzone 3, will Shadow Falls story give some hints etc about what happened to them?

    Svar:
    Hi,

    I guess you'll have to play and see. ;)

    Cheers,
    Misja
    Besvart: 8. nov. 2013 14:46
  18. Best thing

    Spørsmål fra P:

    Hi!

    What is the best thing with developing KZ for ps4 vs ps3?

    Svar:
    Hi P

    All the extra power and the new possibillities it brings. Then seeing it all come together in the end.

    Cheers,
    Misja
    Besvart: 8. nov. 2013 14:48
  19. Splitscreen

    Spørsmål fra Kim:

    Hi, I'm a big fan playing and sharing a screen with friends and and my gf while playing. Are Killzone on Ps4 a good game for co-op play? And with good framerates, or is it made for a single player?

    Svar:
    Hi Kim,

    Shadowfall does not support coop at the moment.

    Cheers,
    Misja
    Besvart: 8. nov. 2013 14:51
  20. PS4

    Spørsmål fra Lasse:

    As an experienced developer on the PS platform, how would you compare making games for PS4 compared to previous PS systems?

    Also, will I be able to enjoy this ganme to the fullest even though i haven't played the earlier games that much? Never really got around to playing the earlier ones, but this looks to awesome to miss!

    Svar:
    Hi Lasse,
    Developing was a lot easier this time around because the hardware architecture is more similar to that of a PC.
    I am sure you will be able to enjoy this one without playing any of the previous ones, it's a new story with a new cast (and some old ones)

    Cheers,

    Misja
    Besvart: 8. nov. 2013 14:54
  21. Having a friend over.

    Spørsmål fra Øystein, co-op gamer since 1984. :

    For years and years, I have teamed up with a friend and family-member to play the best co-op splitscreen games. The Killzone-series have been a default favourite of ours. The game we had to have. Then you abandon the format and interest groups like us, and I would like you to explain why that is. Is it hard to implement split screen coop? People get bigger and bigger screens every year, so it isn't rendered useless, is it? Does the PS4 not have the power to run separate gaming images?

    Svar:
    Hi Øystein,
    from the beginning we wanted to focus on delivering the best possible single player and online multi player experience. Splitscreen means you have to render your graphics twice, this means that you can only show 2x 50% of what you want regardless of how powerfull the hardware is or will be. We are listening to our userbase though and always keep our options open.
    Cheers,

    Misja
    Besvart: 8. nov. 2013 14:59
  22. New player, whats your best selling point

    Spørsmål fra Patrick Andresen:

    Hello

    I think i might have played the first Killzone a little bit, but i have not played the recent innstallments of the series. I am buying the PS4 on release, why should i pick up you game for 80$.

    I used to love shooters back in the days, but i prefer the SP side of the game. Recently i have played GTAV, Ni No Kuni, Rome TWII, Fifa and Orcs Must Die 2, why should Killzone be the next game on that list

    Svar:
    Hi Patrick

    Because it is the only science fiction shooter that allows you to play tactically or go guns blazing.
    And because it is awesome of course. :)

    Cheers,
    Misja
    Besvart: 8. nov. 2013 15:02
  23. Power of the PS4

    Spørsmål fra Jørgen Henriksen:

    Hermen Hulst said that KZ 3 did not max out Playstation 3's power and that compared to Killzone 2, Killzone 3’s polygon count was three times as high. Being so early in the PS4 cycle how much have you pushed the hardware and do you have any idea of the improved polygon count KZ 3 vs KZSH?

    Svar:
    Hi Jorgen,

    We certainly pushed the PS4 as hard as we could. As a target we set 4x the polycount and 4x the texture memory budget per asset compared to KZ3. So a pretty big increase. Also our levels got bigger too :)

    Cheers,

    Misja
    Besvart: 8. nov. 2013 15:07

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