Killzone: Shadow Fall Thread

Love how all the DLC will be free. Even though I might not even get this one.

Not trying to be argumentative, but it won't. There's a season pass with exclusive modes, maps, and content. There will be a good number of free competitive multiplayer maps though (6).
 
I hope Sony do a demo for this game or maybe a trial for PS+ members. I think this is the only way I will buy this game becuase I am getting BF4 and don't really want 2 shooters. The only way to really convince me is with a demo so I Can at least try it before I buy it.
 
http://www.pushsquare.com/news/2013/09/dont_worry_killzone_shadow_fall_will_have_dedicated_servers

Don't Worry, Killzone: Shadow Fall Will Have Dedicated Servers
Posted Sat 28th Sep 2013 17:00 by Sammy Barker


"Look Ma, no lag"

Smooth as a Helghast's helmet

A lot like cloud compatibility and 60 frames-per-second, dedicated servers have become a bit of a buzzword in the build up to the PlayStation 4. While plenty of PlayStation 3 titles took advantage of the preferred online networking functionality, many pondered if the same would apply to Sony’s next generation console. Fortunately, developer Guerrilla Games has confirmed that it’s employing the feature for Killzone: Shadow Fall.

“[The game] has dedicated servers hosted in various regions around the world,” explained Victor Zuylen on the PlayStation Blog. “These servers do not run the logic of the game – they only act as a hub between the clients, forwarding network traffic from one player in game to all other players in game.”

He continued: “This allows people with a slower connection or strict firewall settings to play without issues. Almost all logic relating to you runs on your local PS4, with only a very small portion of the game logic running on the ‘session master’, one PS4 in the game selected for its connection quality.”

The summation should be a smoother experience for all 24 players participating in a single match. Naturally, this is positive news, as the online component in the Dutch developer’s launch title is shaping up very nicely indeed. We’ll have a lot more detailed impressions later in the week, but it’s safe to say that you should probably be excited.
 
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I'm mostly getting this game for the single player portion, I hope they don't go the COD route and have a 4-6 hour campaign.
 
http://www.thunderboltgames.com/pre...013-killzone-shadow-fall-multiplayer-hands-on

Eurogamer Expo 2013: Killzone: Shadow Fall multiplayer hands-on

In a sea of first-person shooters Killzone did nothing to elevate itself. Whereas Titanfall had earlier given me a rush akin to picking up Call of Duty 4 for the first time, as I never once thought “it’s just another FPS” whilst playing it, this did feel like just another FPS from the get go. It isn’t another modern military shooter and that’s a good start, for sure, but there was no adrenaline, no raw energy, no emotional bond or hook. It was confidentially constructed from a technical standpoint but that magic spark which prodigious videogames can conjure like no other medium was non-existent.

As the hands-on came to an end we put our pads down and walked away. The multiplayer of Killzone: Shadow Fall left me cold. It wasn’t a bad game but my emotions before, during and after were the same. A sense of indifference was all that remained.

Oh dear...
 
"Thunderboltgames", such a respected and reliable source of gaming journalism. The fact that he thought it was necessary to mention it's not a "modern military shooter", awesome. He's never played or seen a Killzone game in his life, but finds it necessary to pass judgement on it after a 5 minute match. Then in turn, we have someone on the forum that couldn't come to that conclusion on their own while reading it, and thought that was worthy of being posted? Even more awesome. A lot of gamers need to stop playing video games, and start working on their reading comprehension, deductive reasoning, and logic.
 
Killzone: Shadowfall is going to be epic. It's my most wanted game on the PS4.
You sure you don't have a twin going around with the same name, one being a Xbox fan and the other a PS4 fan :D

And yeah I thought with a new site people would give up trying to put other consoles down, I have as it just is a waste of time. But some people just continue to piss others off when it's obvious you can tell they don't like PS4 and just come on here to annoy others.

But not talking about you TDbank, others above you.
 
To Contradict General Kilbaba's post earlier

http://www.pushsquare.com/news/2013...shadow_falls_next_generation_multiplayer_mode

Hands On: Fighting for Fun in Killzone: Shadow Fall's Next Generation Multiplayer Mode
Posted Mon 30th Sep 2013 22:45 by Sammy Barker

Guerrilla Games reloads with Warzones


It may be one of the PlayStation 4’s first big exclusives, but Killzone: Shadow Fall finds itself surrounded by heavy firepower. With both Call of Duty: Ghosts and Battlefield 4 set to accompany the release onto store shelves later this year, Guerrilla Games’ next generation excursion to the Alpha Centauri system will need more ammunition than Sony’s meek marketing muscle to succeed. Fortunately, as we attested earlier in the year, the shooter is shaping up nicely – but does its multiplayer component deserve the same high praise as its more widely publicised single player side-order?

Based on our brief hands-on, the answer’s a resounding yes. The impending exclusive is certainly not reinventing the ISA Intruder, but it is packing some interesting improvements that should bring a glimmer to the orange eyes of fans, while also warming newcomers to the franchise’s established brand of team-based action. If you’re not a fan of the first-person genre, then the Dutch developer’s latest symphony of slaughter will do little to change your mind. Deathmatch Anonymous attendees, however, may find a new addiction to fuel their Friday evening sessions.

The snazzy exclusive’s biggest hook revolves around Warzones, but these are no longer merely rigid rounds of rotating online objectives. That functionality is still present and correct, of course, but it’s hiding in a Colonel Radec-sized shadow cast by user-generated content, in-game challenges, and a post-release roadmap that stretches further than Vekta City. This is a familiar affair on the surface – but it’s boasting more modifications than a budding mechanic’s supercharged StA-X6 jetpack.


For the first time in the franchise’s history, you’ll be able to create the Warzones that appeal to you. While the game will ship with a handful of pre-created playlists – expect Deathmatch, Capture the Flag, and the usual suspects – it will also come with all of the tools that you’ll need to construct your own custom game rules. These can range from simple tweaks – perhaps you’d like players to focus on your favourite weapon – to that rocket launcher versus IvP-18 shootout that you’ve always dreamed of. The possibilities, as the old cliché goes, are practically endless.

Naturally, the feature would be meaningless if the release didn’t have the chops as a shooter to back up its promise, though. Fortunately, the Dutch developer has put a bullet in any uncertainty by crafting a competitive component that feels more pacey than its predecessors – without losing any of the trademark heft that has set the series apart since its inception.

The map that we got to tour – an artificially illuminated, rain-slicked arena named The Wall – was a fairly condensed affair, but with a dozen more stages included out of the box – and the promise of free competitive multiplayer expansions in the future – there’ll be plenty of flavours for you to form the basis of your Warzones around. As one of the game’s smaller maps, there was little opportunity for us to test out the sequel’s improved spawn placement systems, but we’re earnestly ensured that the issues present in previous titles have been tackled once and for all.


Our demo adopted a simple Warzone spanning two rounds of Search and Destroy – played from offensive and defensive stances – as well as a deciding session of Capture and Hold. For time-based purposes, the custom playlist employed low score thresholds, but these can be tweaked when you’re constructing your own matches. You can also restrict the action to a specific class, with all three of the title’s main player types – the rough and ready Assault, stealth obsessed Scout, and sociable Support – available throughout the duration of our hands-on.

We plumped up for the aforementioned Assault role, kitting out our character with a submachine gun and a shield power-up. Instantly noticeable was the heightened sense of mobility, which allows you to sprint and slide around the world with the athleticism of an Olympic champion. The sequel certainly doesn’t fully shun its weighty origins, but it definitely feels much more nimble than its current generation brethren. This may be a consequence of the title’s faster frame-rate, which adds an all-important immediacy to the controls that the series has often struggled with. Despite this, though, the firearms still feel deadly, making every chirp-affirmed kill all the more satisfying.

The launch title’s other big departure revolves around its progression system. Experience points are no longer pivotal to the experience, with over 1,500 challenges taking their place. All of the game’s weapons will be available from the outset, but you’ll need to complete specific tasks in order to unlock attachments and enhancements. These range from obtaining a certain number of kills and headshots, right through to disarming a bomb with seconds left on the clock and taking out a robust quota of beacon carriers. The number of challenges that you complete will be displayed prominently on your profile, alongside the medals that apply to your playstyle.


These refinements help to give the impression that Guerrilla Games is aiming to nurture a long term fanbase beyond the exclusive’s release, and it’s certainly not going to lose its visual lustre moving forwards. The title looks leagues ahead of anything on the PlayStation 3, with atmospheric lighting and high-resolution textures bringing a succulent sheen to the studio’s customary artistic flair. There’s a grimy appeal to the map that we got to try, which is underlined by the churned up mud in its underground trenches and dilapidated architecture. Driving rain connects with the camera as you sprint outdoors, while animated puddles reflect the rippled lighting of far-off spotlights. Even more impressively, despite the improvements in visual fidelity, we didn’t notice too many framerate drops, with the title sticking to its promised 60 frames-per-second surprisingly smoothly.

We pondered whether Sony was putting too much faith into the Killzone franchise earlier in the year, but after the excellent Killzone: Mercenary, we have a feeling that it might be the series’ time to shine. The brand’s inaugural multiplayer outing on next generation hardware may not be breaking much new ground, but it certainly seems like a cleverly constructed community-focused first-person affair with enough hooks to keep it feeling fresh long beyond its launch. Even more impressively, it plays great, with much tighter controls than its predecessors and a far faster flow. The shooter may have some strong competition on the PS4, but perhaps it’s its more high-profile adversaries that should be shaking in their exaggerated armour.

Are you keeping your orange eyes on Killzone: Shadow Fall? Have you already pre-ordered the launch title alongside your next generation console? Is it the single player or multiplayer component that’s got you sweating beneath your replica Helghast helmet? Let us know in the comments section below.
 
I remember the footage from February and a little more during E3 and GC, singleplayer footage that is. But so far it has been so damn little and it's coming out in a little more than a month. Not saying its bad news, but damn...show off that singleplayer a bit more.
 
Not trying to be argumentative, but it won't. There's a season pass with exclusive modes, maps, and content. There will be a good number of free competitive multiplayer maps though (6).

Oh really? Why did they say earlier in the year that all DLC would be free?