

Rather, there's at least some degree of strategy in enemy encounters.

Granted, this isn't always the case, but for the most part, Killzone isn't reliant on all that many scripted set events (though they do occur).
#Killzone shadow fall player count free#
This turns the game into something more resembling the free roam Far Cry, and you're free to engage, or not engage, enemy pockets as you see fit.

Early on you're given a handful of tasks in a lush jungle area which allows you to do them in whatever order is convenient. First, though there's a degree of linearity, Shadow Fall isn't nearly as on the rails as is traditional for the genre. Killzone does a few things right from a gameplay perspective that most other single player shooter campaigns get wrong, and is much better for it.
#Killzone shadow fall player count Ps4#
So far, Killzone makes the best use of it out of any PS4 game I've played. But what Killzone demonstrates is that the screen allows for more flexibility in gameplay, as it's like a second D-pad you can assign four or more new commands to. Flicking between the robot's modes is easy, though I still haven't decided which thumb is supposed to be assigned to the central screen, which is a new concept for my fingers. You flick up, down, left and right for different functions of the drone from bullet-lobbing attack mode, to a stunning EMP blast, to a floating shield, to a zipline. The OWL, your robotic hovering friend, is Killzone's way of showing how the PS4's new central touchpad can be useful. Still, there's enough diversity both here and in enemy types to make the game fun, like bad guys with shield that can only be destroyed via a pulse blast from your main gun, or a similar one from your robot companion. The main rifle you're permanently stuck with feels chitzy and cheap, and it's bizarre the game never lets you swap it out, only letting you rotate in and our your secondary slot. The guns don't "feel" quite as good when fired as those in other games. And Killzone does struggle in that regard. It goes to show that even with better looking effects, there's still a responsibility for the developer to ensure that the animation is as good as the graphical detail. Shadow Fall's character movement and facial animation still lags behind many last-gen games, though that has to do with the engine more than the power of the PS4. That said, there's more than just "better graphics" that makes a game more realistic. This results in both grand sweeping vistas of future-cities, but also incredibly fine detail in environments and guns and armor. The most prominent graphical changes are to textures and lighting, both of which look infinitely better than last generation. In short, it does look incredible, though "mind-blowing" may be a stretch. We'll start with the visuals, as it's the first thing anyone is going to care about with this probably being the first game they put in their PS4. Killzone does have multiplayer as well, but it's clear they spent dramatically more time on the single player than their rivals, and their storyline is at least twice as long and 1.5 times as good. What I didn't expect was a pretty fantastic campaign in terms of playability, one that's far better than rival offerings from the multiplayer-centric Battlefield and Call of Duty: Ghosts.
