Killzone 3 split-screen co-op was sighted last week - now it's confirmed.
In an interview with 1UP, Guerrilla's game leader Herman Hulst picked out the two-player mode while waffling on about 3D.
"We found a lot of power after we completed Killzone 2," Guerrilla's Hulst said, beating his chest. "Just to give you an example on the graphics side: we pulled a level from Killzone 2 into the Killzone 3 engine and it ran at 50 per cent. That's how much power we've been able to find.
"You can see it in split screen co-op." Ding ding ding.
"We had to do the double rendering anyway," he added. "I don't think there's that much that's suboptimal. Of course, there's some trickery you have to do. But at the end, what I think is much more core than the resolution or frame rate issue, because that isn't an issue with us, is the amount of tender love and care you put into things like the HUD - things that are blatantly obvious if they're wrong, like if there's a crosshair that's just right in front of your face.
"That's what pulls you out of the experience. Or, if there's so much detail on the screen that you get overloaded. We blur stuff like that out. We make sure it's comfortable one the eyes and that it's intuitive."
Hulst's suggestion that 3D doesn't have a detrimental affect on game performance echoes what MotorStorm Apocalypse's Matt Southern spouted at the Eurogamer Expo 2010 in October.
"I've seen people say that it takes a huge chunk of the processing power. Bollocks," he said. "It takes a little."
But will Guerrilla Games have the know-how to produce 3D split-screen co-op? Southern didn't think that was possible, what with two images already being produced for 3D. "[That's why] there's no 3D split-screen, because then it would look like a Spectrum game," Southern said.