While most people would probably agree that Killzone 2 is the best game in the series, I'd wager that there is more of a split of opinion when it comes to whether KZ2 or KZ3 looks better as a technical and artistic showcase for the PS3.
Without a doubt both games sit near the top of the graphical heap in the PS3 library, alongside other marvels like Uncharted 2/3, God of War 3 and Ascension, and The Last of Us. To me eye, I'd probably have to give the Killzone games the edge overall given how well realized their sci-fi warzone aesthetics are in combination with being very technically accomplished. Killzone 2 and 3 both utilize the unique SPU-driven design of the PS3 architecture in ways that very few (if any) other developers managed to during that lengthy console generation, and I love reading or listening to interviews or behind-the-scenes featurettes pertaining to the games' underlying tech.
This interview in particular is what prompted me to make this thread.
The end-result in both games is something akin to a CGI film in many ways. Both games are still visually arresting even when revisiting them today, and I find myself continually impressed with each new area, setpiece, enemy encounter, etc. Just take a look at these GIFs to see what I mean.
Killzone 2
Killzone 3
While Killzone 3 has a much more varied color palette and arguably a clearer (albeit sometimes more jagged) image, the overabundance of post-processing eye candy in Killzone 2 puts it over the top for me. Killzone 3 has some absurdly gorgeous vistas and environments that are probably more technically impressive than anything seen in Killzone 2, but to my eye the second game has this perfect synergy between its art style and technical execution that makes it really unique in the console game space. It's just so damn immersive and filmic at the same time. Guerrilla's depiction of the ISA's invasion of Helghan in KZ2 is probably my favorite example of grounded militaristic sci-fi in all of gaming.
Check out Part 3 of this four-part behind-the-scenes documentary about Killzone 2 for some awesome insight into how Guerrilla Games utilized the PS3's cell architecture to get such spectacular results.
Without a doubt both games sit near the top of the graphical heap in the PS3 library, alongside other marvels like Uncharted 2/3, God of War 3 and Ascension, and The Last of Us. To me eye, I'd probably have to give the Killzone games the edge overall given how well realized their sci-fi warzone aesthetics are in combination with being very technically accomplished. Killzone 2 and 3 both utilize the unique SPU-driven design of the PS3 architecture in ways that very few (if any) other developers managed to during that lengthy console generation, and I love reading or listening to interviews or behind-the-scenes featurettes pertaining to the games' underlying tech.
This interview in particular is what prompted me to make this thread.
The end-result in both games is something akin to a CGI film in many ways. Both games are still visually arresting even when revisiting them today, and I find myself continually impressed with each new area, setpiece, enemy encounter, etc. Just take a look at these GIFs to see what I mean.
Killzone 2
Killzone 3
While Killzone 3 has a much more varied color palette and arguably a clearer (albeit sometimes more jagged) image, the overabundance of post-processing eye candy in Killzone 2 puts it over the top for me. Killzone 3 has some absurdly gorgeous vistas and environments that are probably more technically impressive than anything seen in Killzone 2, but to my eye the second game has this perfect synergy between its art style and technical execution that makes it really unique in the console game space. It's just so damn immersive and filmic at the same time. Guerrilla's depiction of the ISA's invasion of Helghan in KZ2 is probably my favorite example of grounded militaristic sci-fi in all of gaming.
Check out Part 3 of this four-part behind-the-scenes documentary about Killzone 2 for some awesome insight into how Guerrilla Games utilized the PS3's cell architecture to get such spectacular results.