What is it that keeps us coming back for more? We chase down every last carefully released morsel of info about the next in a line of FPS sequels, slurping it down as though the gaming would die without it.
Feverishly we click through (or flick through), all sweaty under the collar in anticipation. Must. Have. Another. Instalment. Is it the game’s story? To find out what happens next in an epic plot line? Or the perennial improvement on an already near-perfectly balanced gameplay. Perhaps its simply that we want more of the same, with shiny new graphics and maps?
I wondered this as the Killzone 3
disk spun-up in the PS3, thankfully not demanding I wait an hour while it installs a bazillion gigabobs of data to the hard drive.
You see, during their gestation the former Killzone
releases have been pitched as some sort of FPS Messiah for the PlayStation, whipping up the fan’s expectations to the point where no amount of time and technical excellent could deliver. But just what is it these fans anticipate in the wait for the next Killzone
Its gameplay, while very accomplished, hasn’t really brought anything new to the table. The same can be said of the multiplayer. And the story line is, let’s be honest, pretty forgettable; a battle of homeworld versus colony. Surely it can’t just be the visuals? Can it?
What of Killzone 3
? The gestation hasn’t been protracted, so the hype machine perhaps hasn’t has to the time to “get its whip on”. Or maybe, hopefully, the marketing people took a check of their senses, as the gentle trickle of info has been much more measured than in previous years. So with a clear head, let’s see if we can divine why we’re getting our collective knickers in a twist.
Having battered the preview level a couple of times over with the PS Move, shocking myself in the process at how much I enjoyed the flappy gesture control for its accuracy and playability, I figured I’d go back to basics here and dust off the old Sixaxis - not that it’s exactly been gathering dust given the dearth of worthwhile Move titles.
It’d trotted through the intro level, which uses the “six months hence, now here’s what happened to set off these events” storytelling technique. I even managed to get through part of the next “real” level before I could resist no more, and switched to using Move.
Unfortunately I didn’t have a Nav controller, so had to use my Sixaxis. I really wouldn’t advise playing like this. The analogue stick on the Sixaxis is in completely the wrong place, with the D-pad taking pride of place where your thumb naturally settles.
What was truly unsettling, however, was that I felt like a complete spaz using the Move; I was overshooting hugely, the screen spinning wildly and generally making a tit of myself.
Were my gushings about Move being a wonderful FPS controller the utterings of someone who had “drunk the Koolaid”? A quick visit to the motion control preferences and a little practice to ease back into things put my self-doubt back in its box.