Tuesday, February 22, 2011
Killzone 3 Review
Many players are already familiar with many aspects of Killzone 3 with several betas and demos being available before release. I must confess that the series is something that has gone under my radar since the first game. I have it at my house, but never played it. I know the 2nd game garnered much praise but alas: I've never played it. So I'm going to kind of skip the story elements of the 3rd game & focus on what truly caught my attention: the controls. The graphics & AI are on par with what you would see in any standard FPS. Not the best, but not terrible. But the controls shine above EVERYTHING else in the game. I'm speaking more about the PS Move compatibility. Truth be told I never touched the game with a Dualshock. There was no need. Controlling w/ the Move leaves very little to be desired. This is mainly due to the ability to configure many, many aspects of the controls with the Move. Turn speed, placement of the crosshairs, etc. This game is by far the most shining example of applying motion controls to shooters. My only other experience was with The Conduit, which was frustrating to say the least. My only desire that wasn't exactly met (which would have been impossible pre 2/22) was to play with the Sharpshooter. When playing in the beta, I held the Move in a position similar to aiming with gun which really helped in the transition to this control style. In the SP I used the Move in a more traditional Wii sense, which led to some minor wrist fatigue. I believe using both hands, albeit with more hardware would alleviate some of these problems. Similar to how the rail shooters of the Wii work: good with the controller, GREAT with a gun accessory. I hope more shooters adopt this control scheme (Resistance 3). The game is a lot of fun & definitely worth a spin.
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