Killzone: Shadow Fall Thread

U2, Thanks for posting that trailer the game looks great. I don’t know if its because I’ve seen a lot of footage for this game and I got used to it. But muzzle flash looks to be toned down a bit. Its still pretty flashy from hip-fire but when scope-locked on target its doesn’t look to hinder aiming which was a fear of mine. Another worry which hasn’t been put to rest yet are the game-play requirements to unlock weapon attachments since they ditched the traditional xp system found in most shooters. I hope they don’t require anything too crazy that will put me off and frustrate me.
 
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U2, Thanks for posting that trailer the game looks great. I don’t know if its because I’ve seen a lot of footage for this game and I got used to it. But muzzle flash looks to be toned down a bit. Its still pretty flashy from hip-fire but when scope-locked on target its doesn’t look to hinder aiming which was a fear of mine. Another worry which hasn’t been put to rest yet are the game-play requirements to unlock weapon attachments since they ditched the traditional xp system found in most shooters. I hope they don’t require anything too crazy that will put me off and frustrate me.

I posted a bunch of info Buster >.>
 
source: http://www.killzone.com/kz3/en_US/blog/features/2013-09-16_assault-class.html

Killzone Shadow Fall multiplayer features three distinct character classes: the Assault class, the Scout class and the Support class. Each class can be enhanced with special abilities, enabling highly specialized playing styles. In the coming weeks we will examine the character classes and their unique abilities, starting with the Assault Class.




Assault players can usually be found at the forefront of battle, heading the offensive. With five punch-packing primary weapons to choose from, they can overwhelm their enemies with sheer firepower. Don’t overlook their defensive potential, either – the primary ability of the Assault Class is the Nano Shield, which allows players to deploy a temporary energy screen that block enemy attacks while letting allied projectiles through.



In addition to the primary Nano Shield ability, Assault players can choose one of three secondary abilities:



  • Speed DashThe Speed Dash ability lets Assault players move faster for a short amount of time. It is very useful for seizing the initiative during mission modes where speed is of the essence, such as Search & Destroy. It can also be used to beat a hasty retreat when ammo supplies and health run low.
  • Stun Blast
    The Stun Blast ability temporarily stuns and blinds nearby enemies, making them easier to target. It is ideal for quickly turning the tables when faced with a particularly resilient opponent, or for situations where enemies are attacking from multiple directions.
  • Buddy DroneThe Buddy Drone ability deploys a flying combat drone that automatically attacks nearby enemies. As such, it works as an effective counter against impending brutal melee attacks. The Buddy Drone can be customized with skins.


Assault players who master their primary and secondary abilities are formidable opponents in combat, but like all classes their abilities do have counters - a well placed E-Pulse attack can be devastating against a deployed Nano Shield or Buddy Droid. Still, it’s better to avoid direct encounters with Assault players where possible, so learn to recognize their Helghast and VSA incarnations using the diagram and the screenshots below:

kzsf_fe_2013-09-16_assault-class_05.jpg
 
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I love the character designs, probably some the best I've seen in the series and they were already the best of any fps, but the multiplayer gameplay looks to have taken a step back in the videos, doesn't look as furious as KZ3.
 
I love the character designs, probably some the best I've seen in the series and they were already the best of any fps, but the multiplayer gameplay looks to have taken a step back in the videos, doesn't look as furious as KZ3.

More tactical maybe?
 
Killzone is looking pretty good to me.

I'm more of an single player gamer though so hopefully the campaign is great.
 
Killzone Shadow Fall Season Pass Revealed
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We’re pulling out all the stops for Killzone Shadow Fall’s multiplayer, and we already have several forms of downloadable content planned for extensive post-launch multiplayer support. In addition to new competitive multiplayer maps – which, as we mentioned before, will be released for free – we’re also working on paid expansion packs that will further enhance your online experience.

To help you save on the first six expansion packs, we’re introducing the Killzone Shadow Fall Season Pass. For just $19.99, you will receive access to the following packs as they become available:
  • Online co-op expansion pack
Focusing on team play and intense combat, the online co-op expansion pack adds a new co-operative game mode in which you and up to three online friends must survive against impossible odds. Fight waves upon waves of enemies in four new arena maps, featuring a unique leveling system and new unlocks.
  • Three online co-op map packs
Each map pack consists of two brand-new arena maps you can play in co-op mode with your friends. Please note that these arena maps will only work with the online co-op expansion pack.
  • Two additional multiplayer expansion packs
We’ll reveal more about these additional multiplayer expansion packs when Killzone Shadow Fall’s launch date nears. Suffice to say they’ll offer many hours of additional multiplayer thrills!

But that’s not all – if you get your Season Pass for day one of Killzone Shadow Fall, you will also receive access to an exclusive OWL combat drone skin and a unique Multiplayer Spotlight move. Take advantage of this excellent value deal to maximize your online experience!

http://blog.us.playstation.com/2013/09/24/killzone-shadow-fall-season-pass-revealed/
 
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Faster, or more "furious" games, are always more fun?

To me anyways, I know some people prefer slower paced shooters and good for them. But to say they are more tactical because of their reduction of speed doesn't make any sense.

I just hope we can still run through teammates in Killzone Shadow Fall. My favorite part of KZ3 multi is that I don't get stuck on teammates. *flips off halo 4*
 
To me anyways, I know some people prefer slower paced shooters and good for them. But to say they are more tactical because of their reduction of speed doesn't make any sense.

I just hope we can still run through teammates in Killzone Shadow Fall. My favorite part of KZ3 multi is that I don't get stuck on teammates. *flips off halo 4*

I generally believe pace is a major influence on a games direction.

Tactical - Adroit in planning or maneuvering to accomplish a purpose.

The key word in the above definition (thanks merriam-webster!) is planning. It's tough to plan between moments of violence/chaos when the game doesn't give you enough time. I would also argue a higher level of planning can occur if give more time. Still doesn't make any sense?

Have you ever noticed the more tactical a game is, the slower the pace usually is? I'm looking at you Arma III.
 
To say a twitch shooter (I will use Q3A as an example) doesn't require tactics because you have to be a quick shot is silly. You can use the environment to your advantage as well as each weapon has a different style of employment. Tactics made in a split second versus tactics made in a few minutes doesn't change the fact that they are both.. tactics.

I have a few friends who enjoy ARMA.. not my type of game.
 
To say a twitch shooter (I will use Q3A as an example) doesn't require tactics because you have to be a quick shot is silly. You can use the environment to your advantage as well as each weapon has a different style of employment. Tactics made in a split second versus tactics made in a few minutes doesn't change the fact that they are both.. tactics.

I have a few friends who enjoy ARMA.. not my type of game.

Where did I say "twitch shooters don't require tactics"?
 
You never did. Just your end point about slower is more tactical and then brought up ARMA as your example. I also never actually stated that you had said "twitch shooters don't require tactics". I apologize for my phrasing. I was just using Q3A as my example versus your usage of ARMA to define slower gameplay versus twitch. We used two extremes on opposing ends to state that both are filled with tactical opportunities.

Or did I misunderstand something?
 
Killzone had arguably the best intro to any game, ever.



But the controls where a nightmare and killed it for me. I was so wanting to love this game. IMO this is a franchise that "could have been" and ended up just a footnote for Sony. This could have been their Halo.
 
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I hope this game doesn't have the usual heavy feeling gunplay. That is the sole reason why I avoided the Killzone games.
 
You never did. Just your end point about slower is more tactical and then brought up ARMA as your example. I also never actually stated that you had said "twitch shooters don't require tactics". I apologize for my phrasing. I was just using Q3A as my example versus your usage of ARMA to define slower gameplay versus twitch. We used two extremes on opposing ends to state that both are filled with tactical opportunities.

Or did I misunderstand something?

Nope. In post #48 I said that I believe pace is a major influence on a game's direction.
 
I'm still wondering about how unlocking weapons and perks will be different in this game compared to KZ3. I liked the way it worked in KZ3 and I've heard they changed it.
 
I’m really interested in seeing Horde Mode Killzone style. I hope GG will put their own stamp on it and take the shooter survival mode even further. I’d really like them to do something similar to what Mass Effect 3 did with rotating objectives found all over the map. Doing the turtle thing in one area can get a bit boring but making the players move around different parts of the map helps keep things exciting.

This game is sounding better and better as we approach its launch. :bang:
 
$20 for multiple coop map packs, and 2 mutliplayer map packs, is a pretty good price. I'm used to throwing down $50 for season passes that have little I end up enjoying.

Pretty lame the "day one" bonus for getting the season pass is the exact same "day one" bonus for preordering the game though.
 
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Agreed Mofo ( :laugh: ), but then this makes me wonder if the COOP missions are even in the game or if they're all going to be DLC.

Then I'm like.. :txbconfused:

I'm still wondering about how unlocking weapons and perks will be different in this game compared to KZ3. I liked the way it worked in KZ3 and I've heard they changed it.

They did, info provided earlier in thread. All weapons unlocked at the start - read the posts sir, lol.
 
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