Killzone 2 to adopt Gears' cover system

Killzone 2 dev Guerrilla Games has spilled on the first game play details since showing itsimpressive E3 trailerlast week.

N'Gai Croal got to see the shooter first-hand, and confirms that everything we saw in the gorgeous E3 video is real-time with none of that naughty CGI trickery.

Apparently, the trailer takes place in the third level of the campaign mode, where Vektan forces along with main character Sev have launched an invasion against baddie home world Helghan, where those Gothic Stormtroopers live.

As suggested in the E3 footage, Killzone 2 sports Gears of War-style cover system, partially inspired by the system in PSP Killzone offering Liberation. When you approach a wall surface the game prompts you to lock on using L2, allowing you to lean round corners and fire on enemies.

According to Guerrilla this system was first designed in third-person, but in the final game runs entirely from a first-person perspective. "We expected it to be complicated," Guerrilla managing director Hermen Hulst told Croal, "but our programmer took care of it pretty quickly."

July 16, 2007

Killzone 2 dev Guerrilla Games has spilled on the first game play details since showing itsimpressive E3 trailerlast week.

N'Gai Croal got to see the shooter first-hand, and confirms that everything we saw in the gorgeous E3 video is real-time with none of that naughty CGI trickery.

Apparently, the trailer takes place in the third level of the campaign mode, where Vektan forces along with main character Sev have launched an invasion against baddie home world Helghan, where those Gothic Stormtroopers live.

As suggested in the E3 footage, Killzone 2 sports Gears of War-style cover system, partially inspired by the system in PSP Killzone offering Liberation. When you approach a wall surface the game prompts you to lock on using L2, allowing you to lean round corners and fire on enemies.

According to Guerrilla this system was first designed in third-person, but in the final game runs entirely from a first-person perspective. "We expected it to be complicated," Guerrilla managing director Hermen Hulst told Croal, "but our programmer took care of it pretty quickly."

July 16, 2007

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