Killzone 2 Preview

Guerrilla outlines its multiplayer strategy.

We doubt you'll cry foul if we point out Sony's E3 conference was boring, but slotting between PS3 appointments elsewhere it's clear it didn't have to be: Resistance 2 was in grisly form, Sucker Punch is showing superhero free-roamer inFamous, and Media Molecule is stealing our hearts in LittleBigPlanet, as you'll be able to read tomorrow. Even as you were turning the air purple in the comments thread, we were watching Guerrilla's Eric Boltjes outline the firm's Killzone 2 multiplayer strategy.

Boltjes' session was hands-off - a slideshow with some video attachments, really - but it still happily ran to the 50-minute mark as he ripped through every detail. Killzone 2 is a 32-player online game, he explained, with a range of game-types, mix-and-match character classes, Call of Duty 4-style character progression and all sorts of unlockable options, backed up by heavyweight community services like leaderboards and clan management features.

The maps will cover various themes and locations, and will be optimised for groups of different sizes (eight versus eight, duels, etc.) albeit without hard-coded player limits to prevent you putting 32 players on a smaller map. But we're only shown glimpses of the maps, so it's hard to gauge anything about layout. What we are told is that there are several game-types (identified as assassination, body count, team deathmatch, capture-and-hold and search-and-destroy - although we hear something about "search-and-retrieve" later), that each map will support all of the game-types (called "mission types" by the developers), and that it's possible to play through multiple game-types within the same session on a single level. You could begin with capture-and-hold, for instance, then go to team deathmatch for round two and finish on assassination, and the winning team would be the one that won the most rounds.

'Killzone 2' Screenshot 1

Levelling up your online FPS persona has become all the rage lately. Thanks to all the rage, presumably.

It will also be possible to set up Custom Matches that specify the fine details of each (for instance, you can change the bomb timer length or defusal time on search-and-destroy). You can also enforce more esoteric restrictions, like reducing the in-game arsenal to nothing but sniper rifles. Boltjes goes through a lot of menu screenshots to demonstrate other customisation options: when joining someone else's session, for example, you can specify preferred maps or mission types, the region of the world you'd like to play in, the number of people that should be on the server, whether you're playing with friends, the average ranking of the competition and whether the game's passworded.

Individually, players will be able to specify a certain "badge" (class) to play as based on their existing preferences, and each of these will have two special attributes or abilities that distinguish it from the others. There's assault (special armour and a boost function), the scout (cloak, enemy-highlighting), medic (revive team-mates, dispense health-packs), engineer (repair things, deploy sentry guns), tactician (deployable spawn points, air-strike support from a gunship) and saboteur (disguise and something we can't make out on our notepad - sorry!). Those who find the initial classes restrictive will be able to combine two badges, with the resulting hybrid class inheriting a special ability from each originating class, so you could be a stealthy medic or an assault engineer, for instance.

'Killzone 2' Screenshot 2

The single-player hands-on demo at offer at E3 isn't much more exciting than the PlayStation Day one, which you can read about elsewhere on the site.

More broadly, individuals will progress by accumulating experience and levelling up, with 12 different ranks to attain and 46 "ribbons and medals" to unlock. To rank up, you gather points by killing and doing team-specific things like revivals and completing objectives, while ribbons and medals are a bit like mini-Trophies, unlocked by getting a certain number of headshots, for instance. Guerrilla is aware that it needs to support the endgame too, and promises special honour ranks for the top percentile. Other initiatives will undoubtedly follow post-launch.

One of Guerrilla's key objectives, Boltjes says though, is to inspire team-play, and there's a lot of stuff going on in-game weighted to this besides the class system. You can form four-man squads, most notably, with a leader and your own private voice channels so you can coordinate your actions. If you die, you then have the option of respawning alongside your squad-leader, albeit presumably after a cool-down time, something that wasn't covered in the initial presentation.

With all this team-play, of course there's a lot of infrastructure to support larger groups like clans. You have to rank up to a certain level to unlock the clan-creation option, but once you have you can give yourself a name and start inviting people to join from your friends list, or by recruiting from leaderboards among other things. There's a 64-player limit, but we doubt that will upset anybody (and if it does, we also doubt it's unchangeable). You can only be in one clan at a time, but of course you can leave, and it's possible to transfer ownership of a clan or nominate clan officers who can take over if you're out of town. Boltjes jokes that there are safeguards to stop you getting drunk and deleting the entire clan, but he's also being serious.

To compel you to join clans and fight each other, Guerrilla has implemented a clan score system called "valor points", which starts you off with a pot of valor (can we call it valour?) and allows you to wager it against other clans in a fight. Guerrilla says it will highlight the biggest valour-point totals changing hands and that it will be a hard road back if you run out, although there will be larger low-level clan tournaments with totals up for grabs if you do run out (think of it as non-league football, perhaps). All the way up the skill scale there's support for tournaments with a capacity of 256 clans if you can organise it.

All of this will, inevitably, feed into and allow you to orchestrate it from Killzone.com, the "Killzone Command Center", which will include a number of tools for coordinating your activities and tracking stats and progress. Your profile page will show you your progression towards ranks, ribbons and medals, and there will be four overall leaderboard types (individual, friends, clans, clan members) populated with weekly and monthly boards in a variety of areas. Over 100 player stats are supposedly tracked, so you can see who has the most headshots and compare your performance against others. Killzone.com will also host developer blogs, developer-run tournaments and other promotions to keep you interested.

'Killzone 2' Screenshot 3

Sony's community push is noticeably significant on all its 2008/9 titles, including LBP, Resistance 2 and Killzone 2.

While it's wide-ranging for those who dig into it, though, Guerrilla also wants inexperienced and casual players to be able to make their way into the multiplayer side of the game, offering an "Easy Join" option that simply matches your rank and relative skill-set to other players when you want to head to a server, and there's also the promise of introducing new content gradually, not least by separating it across various ranks, to avoid overwhelming people. That's hardly just a casual feature though (we'd certainly appreciate it), and good-for-one-and-all is a theme across a number of other inclusions. When you respawn, for example, it's possible to check out a video feed of the action at that location so you don't end up walking into a shower of bullets from a cluster of campers.

For all this talk of infrastructure and framework, we're not shown much of the actual game, although what we do see suggests graphical equivalence with the single-player campaign, and a mini-map inserted in the top-left. The videos remind us of Killzone 2's saturated graphics (especially the muzzle flare - a gunpowder rainbow in every barrel), leathery textures, high contrast thresholds and smoky corridors, and observing some of the night-time squad attacks in particular, albeit in brief, we'd estimate that the dynamic will be distinctive.

'Killzone 2' Screenshot 4

We still want one of those Helghast hats. We'd wear it to weddings.

There's a lot of work to do, though, before the game's ready in February 2009, and the developer will be polling the public for its feedback with a multiplayer beta test prior to release, and giving the press (and presumably public) hands-on with it at Leipzig's Games Convention to help gauge whether its ideas are working as planned. Boltjes' talk was meant to be all-encompassing, we suspect, and a few follow-up questions suggest the game's feature-complete on the online side: yes we're thinking about co-op for DLC, no there aren't controllable vehicles, etc.

What's clear is that Guerrilla's taking online multiplayer - and managing the needs of the community that supports it - very seriously. The devs' boss Hermen Hulst pipes up from the corner during Boltjes' Q&A to answer that multiplayer and single-player are "exactly equally important" to the Dutch studio.

Overall it's a comprehensive array of features, clearly influenced by the likes of Call of Duty 4 and Halo 3, and if Killzone 2's gameplay inspires the player numbers to fill out the framework, those players sound as though they will be well served. The key is whether once you've built it, they will come - and we should get a better impression of that once we've played it for ourselves in Leipzig next month.

Killzone 2 is due out exclusively for PlayStation 3 in February 2009.

Comments (36) Latest comment 4 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • JediMasterMalik #1 4 years ago

    This MP sounds like a lot of fun, the classes sound great, and in particular the mixing of classes should provide a lot of vraiety to the game.
    Edited by 1 at 17/07/08 @ 14:21
  • Widge #2 4 years ago

    While not a revolution, it sounds like its going to do what people want, and do it bloody well.
  • myiagros #3 4 years ago

    Sounds pretty full on in term of features, now hopefully the quality of the game itself will match up to that.

    It also sounds like Sony's Showing at Leipzig might be more substanstial than at E3, with them showing this in a playable form and talking about announcing a new Singstar.
  • johnnybrn #4 4 years ago

    Maybe its been mentioned before but I feel that that KZ needs vehicles. I loved riding around in the warthog with my buddies in H***.

    I think it will be a fun inclusion.

    I want this to be good, as have played both games and could finally make the PS3 plinge
  • the_dudefather #5 4 years ago

  • hammerstein07 #6 4 years ago

    I think this game is starting to look interesting to me, watching the E3 video it moved nicely and looked like online could actually be something decent ( I think I said this the other day, sorry if I'm repeating myself).

    I will definitely be looking to purchase this
  • Widge #7 4 years ago

    Yeah, they were great for the big open maps. Can't remember the one, big huge green open area, 2 small bunker bases at each end, kind caves on the left and right to go through.... snipers dream basically.

    Nothing beat finally managing to get a hold of the flag from the opposition base before romping home in the Warthog.

    KZ2 looks a bit more close quarters like the COD4 mapsets. Lots of obstacles, things to hide behind, little cubbyholes etc.

    For what its worth, Halo 2 had great maps, but I've not encountered anything as awesome as the CTF mentalism on Day Of Defeat:Source. Makes COD4's territory mode look a bit weak in comparison. Real wars of atritcion there, properly well balanced maps with lots of sections to set up front lines and battles for advances on territory.
    Edited by 1 at 17/07/08 @ 14:55
  • Brianstorm #8 4 years ago

    If they can make the multiplayer work it sounds awsome, can't wait for something to come along that beats the totally crap host based system on COD 4 a game I love and have played loads, but am currently finding more and more irritating from an infrastructure point of view as each day goes by....
  • Prodigy_BE #9 4 years ago

    After the Clan letdown that was Battlefield: Bad Company, its good to see some devs are still aware of the importance of clan support.
    COD4 is being played by millions every day, and that ain't because of the cool singleplayer. Clans are the centre of it all. Without them, there can be no strategy, and everybody just gives up after a while.
  • zuljin #10 4 years ago

    Player stats tracking! Only thing missing from COD4 and Battlefield. didn't see any mention of a kill cam, which, after COD4 is just downright frustrating when absent.

    (I know battlefield has it online - how hard would it have been to access this on PS3?)
  • Widge #11 4 years ago

    I like the COD4 killcam, well done... the DOD:S killcam on the beta was awful.
  • Rash' #12 4 years ago

    I'm still not convinced with this game. I don't know why, but it just doesn't fill me with excitement. Yes the graphics engine is pretty phenomenal but that doesn't make a good game (though it doesn't hurt). I guess because I was so appalled with the first game, I'm less forgiving of their efforts now. Let's see. I hope they can pull it off because clearly alot have work has gone into it.
  • Pike #13 4 years ago

    Player stats tracking! Only thing missing from COD4 and Battlefield.

    Eh?

    Battlefield has an ungodly amount of player stats to sift through.
  • zuljin #14 4 years ago

    @Pike
    Now read in between the brackets of my last post.
  • DrDamn #15 4 years ago

    @zuljin
    "(I know battlefield has it online - how hard would it have been to access this on PS3?)"

    Not all that hard in the built in browser :-). I think stat tracking is a double edged sword in some respects - particularly in team games. Sabotage in CoD4 is ruined by stat boosters who don't actually want to play the game but take advantage of those that do.
  • Ares #16 4 years ago

    If players can rank up by playing their own customised games and tournaments then this will fail badly. Nobody will want to play on somebody elses configuration and cheaters could easily rig their matches. Is their a proper matchmaking system other than the "Easy Join" option? Maybe medals, Valor etc. can be only earned on predefined match types.
  • Widge #17 4 years ago

    Perhaps like the Warhawk system where you can have XP earnt on custom player servers, as long as the rules match a certain criteria.
  • trfe #18 4 years ago

    The more players does not make it better. I am not impressed with the video they showed, horrible choice by the team. There was virtually no fighting shown. Resistance always seemed like a 2nd rate Gears to me....
  • Widge #19 4 years ago

    Which I'm sure would be a fantastic comment in the right thread
  • Prodigy_BE #20 4 years ago

    Well, I liked the 1st one.
    It had a cool setting, the 4 characters and branching paths was a great idea, the art direction was impressive and it was about 13 hours long (singleplayer, that is). Compared to Halo 1's 7 1/2 hours.

    The framerate was horrible at times, and the online mode sucked (SOCOM 2 at that time, gobbled up all online gamers), but in the end, I looked back in a positive way on Killzone 1.

    Each entitled to his own, I guess...
  • Chufty #21 4 years ago

    Can it be played with a mouse and keyboard?
  • drumbaby #22 4 years ago

    The first KZ looked crap right up until its release...and then WAS crap. This has looked amazing from the off, so I'm expecting great things.
  • reddevil93 #23 4 years ago

    256 clan tourmanents? Impressive, highly unlikely to be made use of but very impressive all the same.
    Edited by 1 at 17/07/08 @ 19:22
  • warbo #24 4 years ago

    Sounds great, but I’m really not seeing what everyone else is when it comes to visuals here. It looks nice, but I think there are already plenty of better looking PS3 games about.
    The blur filter, while it certainly provides an illusion of extra detail and realism; I think they go too far with it. Some of the screens with this effect disabled don’t seem nearly as impressive, but I find them much easier to look at.
  • Pulsar_t #25 4 years ago

    KZ1 dragged needlessy and the gameplay suffered from repetition, and the whole business of not having vehicles hurt it badly. Also, they did bother to hire a full-fledged Orchestra yet the game itself is almost void of any music. If they fix all the issues then they'll elevate a 6/10 fps into a solid 8/10 game.
  • eepic #26 4 years ago

    have fun looking at those blurry textures and pixelated shadows ps3 owners :) :)

    while i and other real gamers will be playing.. GEORS OF WAR 2

    you fucking niggers.
  • Buran #27 4 years ago

    F.E.A.R. Combat intensity in gunplay + Class System with permutations like COD 4 + BF2/2142 stats and rankings system + best graphics in a game from console (at the level of Crysis in the limited way in that a 512 MB RAM machine could do) = Smells like a masterpiece.

    I can't understand the scepticism in many sites and forums about Killzone 2. The game clearly tramples any other game in console in the technical department, and judging by the lastest mp vids seems to be much more ambitious and sophisticated than COD 4 in the mp, with more emphasis in teamwork as in Quake Wars, and features like the squad system (with respwn following the leader as in BF2). All those features ARE cool, and the visuals and combat looks superb. Maybe fear to the "Halo killer" potential?

    This is absurd: already Call Of Duty 4 is a real "Halo Killer", so, why not this amazing state of-the-art work from Gerrilla Games?

    Is not my most wanted (Diablo II, Dawn Of War II, Battlefield 3, Warhead), but is surprisingly good, and a nice find to se how well looks and feels this game.
  • Epherham #28 4 years ago

    Damn you Tom, damn you.. now I`m going to have to go watch Field of Dreams, grrr.. ;)

  • Widge #29 4 years ago

    Honestly?

    [link url=http://www.jeuxvideo.tv/video/killzo...ml#view:249648 ]http://ww w.jeuxvideo.tv/video/killzo...m...[/link]

    looks better than any FPS I've seen on a console so far.
  • space_ace #30 4 years ago

    doesn't Mamoru Oshii hold the copyright on these red-eyed armoured soldiers?
  • #31 4 years ago

    Graphically, from the videos Ive seen knocking about this dumps on Gears2 and Im in agreement with Widge. Best looking console shooter Ive seen this gen.

    I just pray its a decent challenge, good AI and strong story but I don't like the EG preview. Doesn't say much about it especially since IGN, Gamespot etc all have had hands on very recently and came away astonished.
  • Widge #32 4 years ago

    I'm so adopting Helghast as my side to join for multiplayer!
  • monkie_king #33 4 years ago

    Is this 60fps like COD4? I think that game's framerate has spoiled me for 30fps shooters.
  • Widge #34 4 years ago

    it "looks" as smooth as COD4 from the vid... of course thats not gospel like
  • eepic #35 4 years ago

    keep waaaaaaaaiting for this game you fucking pussy ass faggets

    GEOW2 ftw
  • captain_MAXIMUS #36 4 years ago

    Wow this is looking sweet I hope the multiplayer delivers
  • Execta #37 4 years ago

    EuroGamer: "...and saboteur (disguise and something we can't make out on our notepad - sorry!)..."

    Saboteur can place an explosive charge and so destroy enemies' mounted guns etc.

    And to the Killzone 2, the multiplayer sounds just amazing. It seems to offer all we want, and that's just enough. Just do it with quality and it's perfectness. Killzone 2's singe player and multiplayer, they both, sound really amazing. MUST BUY!
  • Chupakun #38 4 years ago

    @space ace:

    I've been wondering about that since the first KillZone. At first I couldn't place it, but then I realised: they look like the armoured troops from the Kerberos saga!