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Did Guerilla Games take a different direction with KZ Shadow Fall?

Yes but they got somethings worse than what they had with KZ2 even KZ3.

Its apparent coming from KZ3 and Mercenary. They completely got rid of cutscenes and it hurts the SP campaign. One part you are falling from an explosion only for the next second to be up and walking. Then one mission has you spawn in the middle of space and make your way to some space station. Ok how did Kellan get there and how did he survive that fall?

Also how can Kellan shoot rockets when in the space sections? Alot of things make no sense. Also I dont get how Vekta allowed a Helghast army.
 
Killzone is the one shooter that is judged by its SP more than its MP...its odd, but it is unique in this.

COD kinda does get judged by its 'story', but not so much its actual execution of SP, and probably 75% of people 'boot to multiplayer' from day one.

BF, well, most of us would agree they should just drop the campaign nonsense and add more resources to MP...or making the game work.

Whereas, in KZSF once you play the MP for a week and adjust to all the ways it isn't COD of BF (its slower and heavier but does control precisely this time), its quite stunning, technically and visually (and its actually fun)...and as long as you have people who but spawn beacons down, its a peer to any other MP game on consoles....but people just rant about SP...all day...every day...and I think it prevent people from playing MP.

Its such a divisive game (perhaps its just 'hard' and people just like to feel like they are always winning), multiple threads a week people feel the need to start a new thread about it, I dunno, its just odd.
 
I liked the direction they tried to go, I would like to see them continue to do so. Shadow Fall was flawed game though, but they shouldn't try and go back to making more CoD clones.
 
Yes but they got somethings worse than what they had with KZ2 even KZ3.

Its apparent coming from KZ3 and Mercenary. They completely got rid of cutscenes and it hurts the SP campaign. One part you are falling from an explosion only for the next second to be up and walking. Then one mission has you spawn in the middle of space and make your way to some space station. Ok how did Kellan get there and how did he survive that fall?

Also how can Kellan shoot rockets when in the space sections? Alot of things make no sense. Also I dont get how Vekta allowed a Helghast army.

And why give them half the planet? And what was the whole refugees thing about? The ideas are there, but they just don't know how to sell them.


You are holding onto the OWL if I recall correctly. The OWL is shooting the rockets.


Aaand now I realise what that horizontal HUD thingie is whenever you float about.
 
You are holding onto the OWL if I recall correctly. The OWL is shooting the rockets.

Wow really? I at one point thought of that but the OWL is apparently on your back? (I dont even know where it stays when you dont summon it) See a simple scene would help in this instance. its like GG expect us to know this or they rushed the game and had to cut corners. Whatever the case, things like this made KZ3 SP a better experience.
 
Wow really? I at one point thought of that but the OWL is apparently on your back? (I dont even know where it stays when you dont summon it) See a simple scene would help in this instance. its like GG expect us to know this or they rushed the game and had to cut corners. Whatever the case, things like this made KZ3 SP a better experience.

Good lord, no. KZ3's disjointed, unfinished cutscenes were far more jarring and disorienting than anything in SF.
 
I really hope they expand on the concepts of Shadow fall, honestly i think it shows the most interesting concepts of the franchise but it simple doesn't come together. Expand on it, but most importantly make it actually fun to play.

I'm glad they experimented with this entry though.

for the love of god get better writers

I do dig the multiplayer, i need to spend more time with it.
 
Yes but I don't really think it worked that well unfortunately.

I agree. It is more tactical but it's really dull in some parts and aggravating in others. There is some really odd level design and encounter design in the game. The MP is pretty good though and it is very nice to look at. If I was grading it I would probably give it around a 7.
 
I'd really like to see more open, non-corridor level designs in shooters so I'm not complaining about the direction they took, but it could have definitely used more polish.
 
Wow really? I at one point thought of that but the OWL is apparently on your back? (I dont even know where it stays when you dont summon it) See a simple scene would help in this instance. its like GG expect us to know this or they rushed the game and had to cut corners. Whatever the case, things like this made KZ3 SP a better experience.

Yea i think you are right that it's attached to your back...not Kellan holding it. Jetpack style I guess haha.
 
Good lord, no. KZ3's disjointed, unfinished cutscenes were far more jarring and disorienting than anything in SF.

My point is KZ3 had cutscenes. SF only has when you talking to the black dude sargent. Anything else is not explained. Remember when Sev got the jetpack in SP? I do because it was shown how he got it. In KZSF you are guided with the OWL in the space scenes? Who the fuck knew that? I didnt until I was told a few minutes ago. Simple things like that help you know. So to me KZ3 still had some helpful scenes to explain the events.
 
My point is KZ3 had cutscenes. SF only has when you talking to the black dude sargent. Anything else is not explained. Remember when Sev got the jetpack in SP? I do because it was shown how he got it. In KZSF you are guided with the OWL in the space scenes? Who the fuck knew that? I didnt until I was told a few minutes ago. Simple things like that help you know. So to me KZ3 still had some helpful scenes to explain the events.

There were also scenes like the one where you were just magically in some vehicle you've never seen before, in an entirely different area, closely following a ship that was far away a second ago.
 
There were also scenes like the one where you were just magically in some vehicle you've never seen before, in an entirely different area, closely following a ship that was far away a second ago.

Yes I remember that scene too where they escape that prison or whatever it is and I did complain about that also back then. You go outside with Rico(?) and that other dude. The next you are all in that snow carrier thing racing though some mountain side. It made no sense. But again, its like that but kicked up alot in KZSF.

KZ3 wasnt perfect. I think I even posted how it was worse than KZ2 at one point but to be worse than KZ3 and Mercs? Got Damn I dont know what GG is doing in the SP department.
 
Yes. Deliberately.

The OWL really changed things up.

And why give them half the planet? And what was the whole refugees thing about? The ideas are there, but they just don't know how to sell them.
The are not going to explain the whole backstory to you. The gave them half the planet because Vekta is the closest habitable planet and they just made helghan completely unfit to live on.

The refugee thing in the middle of the game were about deported "helghast" that moved to the vektan side of the wall. They were deported after all the terrorist attacks by the black hand. Hence all that talk about them being traitors.

My point is KZ3 had cutscenes. SF only has when you talking to the black dude sargent. Anything else is not explained. Remember when Sev got the jetpack in SP? I do because it was shown how he got it. In KZSF you are guided with the OWL in the space scenes? Who the fuck knew that? I didnt until I was told a few minutes ago. Simple things like that help you know. So to me KZ3 still had some helpful scenes to explain the events.

You could have simply assumed. Do you also needed to see a cutscene to show your main character getting into a Spacesuit to survive the vacuum of space? Did you need a montage, to show kellan growing up and training as a shadow marshal?

There are some things you can arrive to your own conclusions because they simply aren't that important n telling the story.
 
KZ: SF was terrible. Guerrilla are just awful at telling a coherent story; I fear how they're going to manage on that rumoured RPG they are supposedly making.
 
You could have simply assumed. Do you also needed to see a cutscene to show your main character getting into a Spacesuit to survive the vacuum of space? Did you need a montage, to show kellan growing up and training as a shadow marshal?

There are some things you can arrive to your own conclusions because they simply aren't that important n telling the story.

I assumed something completely different. I thought he had a magic jetpack and Kellan could shoot rockets out of some magic gun he isnt holding. Should GG have done something to help people being confused? Hell Yes. (ALSO when you look at your god damn shadow when on Space sections you only see your body and not the OWL FFS!)

In KZ3, we see Sev find a jetpack and then we control him with it. There is an understanding how he got it and why we could use it for the section. Its a small thing but it a natural way of moving the story forward.

So the OWL I know appears and disappears on your command. I dont know if when idle it stays on your back side or its just something that appears on your command. Should GG have explained something about the OWL and the space sections? Hell yes.

I assumed that you controlled Kellan on the space sections because when you get to Mission 8, in the dive you see that HUD similar to the space sections. So forgive my confusion on this BS but yes it helps when certain things are explained to you no matter how small they are. Guess I made my point so ill just move along.
 
Reading a review here and there (not having played the game myself yet) i was under the impression that the game only has this new approach for the first few levels and then scales back to a textbook corridoor shooter.

Thoughts?
 
Reading a review here and there (not having played the game myself yet) i was under the impression that the game only has this new approach for the first few levels and then scales back to a textbook corridoor shooter.

Thoughts?
Unfortunately, yes.

It's only the 2nd level (which is actually the first real level) that has wide-open spaces.
 
Reading a review here and there (not having played the game myself yet) i was under the impression that the game only has this new approach for the first few levels and then scales back to a textbook corridoor shooter.

Thoughts?
It does scale back considerably but it's still got a decent amount of exploration, just not in wide open areas.
 
Yes, hence it being KZ:SF and not KZ4.

In comparison to previous games, I really like the visual variety in the environments between each chapter. But the game design is absolutely abysmal, it's no fun at all.
That's my problem as well. I enjoyed KZ2, 3, and Mercenary on Vita (all were fun to play.....but this doesn't feel that way.
 
Yes they took a different direction

-Levels are objective oriented instead of "go from point A to point B"
-There are sections where you aren't simply shooting a gun
-Dialogue sometimes happens in-game (a la Half Life 2) as opposed to cutscenes
-The game is very colorful

Having finally finished the game about two hours ago, I can also state that Mercenary was a much better entry in the universe with an even better story. If the series does continue, I hope Guerilla Cambridge handles it. I literally got so frustrated I screamed on many occasions because the level design is absolutely atrocious. Hopefully their rumored WRPG is better
 
I have not finished it, but I've put about 3 hours into the SP of KZ:SF, and I felt it was just a bland shooter and I enjoyed COD:G and BF4 more. I thought the graphics looked good, but the animations were definitely not as good as KZ2. I would have loved if Guerrilla would have kept the art direction and animations of KZ2. I'm even going to say that even with the upped resolution that KZ2 in a lot of ways still looks better than KZ:SF.

killzone2-1qusiw.gif
 
I have not finished it, but I've put about 3 hours into the SP of KZ:SF, and I felt it was just a bland shooter and I enjoyed COD:G and BF4 more. I thought the graphics looked good, but the animations were definitely not as good as KZ2. I would have loved if Guerrilla would have kept the art direction and animations of KZ2. I'm even going to say that even with the upped resolution that KZ2 in a lot of ways still looks better than KZ:SF.

killzone2-1qusiw.gif
People need to stop using this gif to illustrate hit reactions in KZ2. The final game was nothing like that.
 
People need to stop using this gif to illustrate hit reactions in KZ2. The final game was nothing like that.

Uh it was for me.

Also yeah, its kinda disappointing to see certain aspects of the old Killzones completely dropped....like the brutal melee from KZ3. I mean its still in this game but not to the extent of Killzone 3, like how guys would sometimes fall over and lean on crates and such and you could run up and finish them off.

Also where are the bullet wounds from KZ2 and 3? Sure its minor but its still kinda jarring considering the additional horsepower of the system that they couldnt get bullet wounds in the game.
 
My bad for using that gif. But I would argue that the final game looked very close to that.

iJDNhg0ArJp1V.gif

This is what it was. The hit reactions in SF are similar but the enemies have much less health so you don't get to see them as much, which is unfortunate.

Uh it was for me.

Also yeah, its kinda disappointing to see certain aspects of the old Killzones completely dropped....like the brutal melee from KZ3. I mean its still in this game but not to the extent of Killzone 3, like how guys would sometimes fall over and lean on crates and such and you could run up and finish them off.

Also where are the bullet wounds from KZ2 and 3? Sure its minor but its still kinda jarring considering the additional horsepower of the system that they couldnt get bullet wounds in the game.
I agree with these points. I actually just made a huge post for things for the series to improve on in later entries and I mentioned both of these.
 
I guess I need to finish this game because I still like it. I wonder where on the gaf hyperbole chart I'll end up.


I'll probably just play more Warframe instead.
 
This is what it was. The hit reactions in SF are similar but the enemies have much less health so you don't get to see them as much, which is unfortunate.


I agree with these points. I actually just made a huge post for things for the series to improve on in later entries and I mentioned both of these.

I did not play Shadow Fall, but judging from what i've seen in video walktroughs, the hit response/animations seem not anywhere as good as Killzone 2, which is disappointing, considering that is great part of the little things that make a shooter satisfying.

I miss this:

http://www.youtube.com/watch?v=GYCu3enBXoo
 
The biggest problem i had with the game is thats its just plain boring,there was no sense of urgency through the entire game. Couple that with characters and story i found hard to care about, it all adds up to a rather lackluster experience
 
KZ Shadow Fall and KZ Mercenary. Open maps (or at least, more wide), stealth sections, and tactical with gadgets. I like it.

This. So far it's been mostly great. Some tedium but I really like the open spaces and lack of handholding (no map!). Feels Half Lifeish.
 
I think they took different approaches to singleplayer in Mercenary and Shadowfall. More open levels and more freedom for the player.

It worked out quite well in Mercenary. You really could choose between different playstyles for each section.
You could just go in an gun everybody down. Or you could choose a stealthier approach and kill everybody without alerting other enemies. Or you could try and find different routes through the area to avoid a lot of enemy contact in the first place.
The game lets you change your weapons everytime you reach a new section, so you can choose what fits your plans on approaching the section best.
I really enjoyed that.

Shadowfall tried to achieve a similar thing with wide open levels. You get a bunch of objectives and you're thrown into a pretty big area and you have to complete them, how you do it and in what order is your business.
Good idea, but I don't think they nailed it. I enjoyed it only in a few levels. Most of the levels had really terrible leveldesign so you basically ended up hitting UP on the D-Pad so that the game showed you where to go next because you had absolutely no idea where to go and what to do. That combined with some pretty dull puzzles and plattforming made a really frustrating and boring experience.
I really didn't enjoy that.
 
Can't say, haven't played the old ones. But it's easily one of the worst games I've ever played so I hope not for the sake of the earlier games.
 
I really enjoyed Killzone SFs open maps. It really made you pay attention and you HAD to use your tactical visor to spot enemies and keep a track of them in the environment. I liked how much they actually made you use the stuff that you had at your disposal. I want a full game full of bigger maps like the forest, except even bigger, with more objectives, various ways of tackling them etc. Not open world, just very open levels.

That and Killzone Mercenary are easily my favourite Killzone games, I liked 2 and 3 as well but not as much as them two.
 
Yes, because Guerrilla Games is lost. They need someone to give them directions.

The only place Shadow Fall went is down. As a fan of the series up to now, I was bitterly disappointed. So much so, that I really can't overemphasize my distaste for this latest game.

Edit: I will give them credit, though. They appear to be listening to players and patching some of the biggest problems with the game. I can appreciate and respect that.
 
I assumed something completely different. I thought he had a magic jetpack and Kellan could shoot rockets out of some magic gun he isnt holding. Should GG have done something to help people being confused? Hell Yes. (ALSO when you look at your god damn shadow when on Space sections you only see your body and not the OWL FFS!)

In KZ3, we see Sev find a jetpack and then we control him with it. There is an understanding how he got it and why we could use it for the section. Its a small thing but it a natural way of moving the story forward.

So the OWL I know appears and disappears on your command. I dont know if when idle it stays on your back side or its just something that appears on your command. Should GG have explained something about the OWL and the space sections? Hell yes.

I assumed that you controlled Kellan on the space sections because when you get to Mission 8, in the dive you see that HUD similar to the space sections. So forgive my confusion on this BS but yes it helps when certain things are explained to you no matter how small they are. Guess I made my point so ill just move along.

Sorry. I just made the assumption that it is always flying and invisible. My Assumption is based off of drones in previous KZ games. They never rested on users body. And I wouldn't imagine seeing the shadow of something that refracted light like the OWL can.
 
While I was never a huge Killzone fan, I at least found 2 and 3 interesting and enjoyable enough to finish their SP campaigns. I bought Killzone SF at launch and just sold it a few days ago; I only made it to Chapter 7. It just wasn't fun to play and I really didn't see myself completing the SP campaign.
 
the first two chapters turned me off completely and I decided to trade it in.

I value single player replayability, I like to replay good single player games multiple times.

The problem with Shadow Falls is that the TWO first chapters completey turned me off from ever touching it ever agian

1st weaponless mission as a kid

2nd, oh fuck me, I only have a fuckin' knife in mission two

= fuck off, i don't care about your game. Cut scene, cut scene, then equipped only with a knife? fuck you

-----------

KZ2 started you off with an assault, that's how it should be. I don't get why ''immersion'' bullshit means that I have to start a game SLOWLY weaponless
 
I must be a very small minority to actually liked the Killzone series (including 1) and enjoying it for what it was (remember when it was being poised as the Halo-killer around the launch of the original) and not for what it wasn't.

By game press, not Sony, yet the myth lives on.
 
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