user friendly said:
It's funny, I thought the same thing earlier today. I wonder how the whole team feels about these changes. Would love to be a fly on the wall in the next meeting. Hermen needs to throw some sharp elbows around that building. I have a shred of hope that it will turn out enjoyable, won't live up to KZ2 but I've accepted that and will just keep watch from a distance.
Honestly I'm still waiting for Killzone 2 to live up to Killzone 2. If feels like Killzone 3 just shuffled around their problems into new categories. The weird thing is that I think they could have built a much more MP enjoyable game by at least using Killzone 2 as the base, but with things like the massively improved netcode and controller lag from Killzone 3 along with the new classes. Not that it necessarily should have had recoil and spread exactly like Killzone 2, but something closer to than that what we have now (while still keeping the lag free input, and more responsive aiming) would probably work out very well.
I'd love to play a Killzone 2 with all the aiming, control response, netcode, class improvements of Killzone 3.
The biggest problem with Killzone 3 is actually the map design. It feels like the entire concept of choke points has completely been abandoned, as every area seems specifically built to have at least 6 spots where another person can cheaply kill you from (more often than not from across the map).
Remember how in Killzone 2 they designed most of their maps around game sizes smaller than 32 player, only to make every map 32 players? It feels like almost the other way around for Killzone 3 (Specifically the highway level), in that they made the maps even bigger than they use to be, and then killed the player count. The maps seem purposefully designed to encourage cheap kills, unfortunately.
They need to bring back 'spawn on squad leader', or a 'spawn on tactician' or something. Because as it stands, the game lacks a feeling of flow to it, and everyone ends up respawning at their base and having back to the objective every time.
I'd almost say that Spawn grenades should come back, but remove the 'you spawn facing the other direction from the player that threw it' element that needlessly confused the players.
I also wouldn't mind if they put in a PROXIMITY RESTRICTION for spawn grenades relative to objectives.
None of this will happen, however, because I don't think they're going to abandon their current implementation of spawn points.
it's also really hard to see people in this game, not only because of the color palette, but because they're dramatically toned down the over exaggerated lighting. In Killzone 2 multiplayer you could see the light color of an opponent almost the enter way across the map. With Killzone 3 I'm frequently being shot and I can't really make out the enemy. You just sort of aim for the muzzle flash and pray.
I hope that the MLAA improves in the final release because I really preferred the old Killzone 2 AA. Sure the very edges of objects are incredibly smooth now, but anything within the space of the object itself has an incredible amount of sub pixel aliasing. To the point that I feel like the overall image quality is actually worse than the original. It actually ends up obscuring the overall detail onscreen, when coupled with the much higher color values.
Killzone 2, while by no means perfect, was unique, and Guerilla has shown a ton of promise in their transition from Killzone 1-2, but in the process of responding to the criticisms of Killzone 2 they seem to be partially abandoning the more unique aspects. It feels like a Resistance 2 style white washing to homogenize with the Call of Duty market.
Fingers crossed that the final product shows improvement. That doesn't mean Killzone 2-2, but there's still a lot to be fixed here.