
Ray-tracing is great, but devs had gotten really good at faking lighting so it’s not as mind-blowing as it could be. 4K is nice, but isn’t the eye-opener that the first wave of HD was. The only purely next-gen game we’ve gotten significant gameplay from is Ratchet, which looks great, and I can definitely see some complexity in the reflections that looks like it couldn’t previously have been done, as well as the snappy loads (though it’s a little disappointing the portals have to take you to the warp zone for a second or two before the new area, instead of literally being able to look through the portal into another world and step back and forth through it instantly), but less realistic styles never show off graphics as well.īut we may just be at a point of diminishing returns where it gets harder and hard to wow with this stuff. The prevalence of cross-gen stuff this gen has made it so it feels like that hasn’t really happened. The fact that the sticks are slightly higher now, for instance, that's a small but crucial detail.Last gen Sony has Killzone and MS had Ryse, two games I have zero desire to ever actually play, but which did a great job of showing what the consoles can do. "This is an evolution of a controller that was great to begin with, and is even better now.

We will also use the lightbar in Killzone: Shadow Fall and it will glow red when the player is dying, for instance." We will use the touchpad, but exactly how is something we'll talk about later. We also like the outward-facing trigger buttons, the headset jack, and the internal speaker, which we will use for radio messages to the player. "The new DualShock feels very good in the hand and is very accurate. They will use its new features, but it's the the small, more subtle improvements they like best: like how the analog sticks and shoulder buttons will work: Guerrilla Games says also says they're fond of the new DualShock.

is many different things, it's a combination of things like character models, dialogue and animation." In this game, the flankings will be better, and the enemy comment on your actions. And it's important that you as a player really does exist in the world, and that the people around you acknowledge you. "We want to create a world you care about. When asked how the horsepower of the Playstation 4 will be used to create better artificial intelligence, we get a somewhat vague answer - and some more about the importance of a good game world. We're outsourcing between double and triple from previous games." "There's more art outsourcing, but that's not necessarily very expensive. But if you look at the scale of what we're doing and the detail in not just the assets but the more believable detailed animation and things like that, the effects, I think a lot of the effort has gone into tools. "The costs are actually quite comparable. It includes a hardware transition, so that explains potentially the six months of extra time." This is about a two-and-a-half year development cycle, which is roughly similar. We have 150 now, so it's marginally bigger. "When we did Killzone 2 and 3, we probably maxed out with a team size of 125. The budget as well as the staff are only slightly larger than it was during the development of Killzone 3.


But the jump to a new console and a new generation does not seem to have been a hindrance for Guerrilla and Killzone: Shadow Fall.
