Today’s the day many of you will have your eyeballs assaulted by Killzone 3’s graphical glory. It really is a beautiful game. Well, as beautiful as a destroyed urban setting can be. After Killzone 2 was released, Guerrilla Games were convinced they’d maxed out the PS3’s hardware.
4 years later, and we know that’s nowhere near the case; and Guerrilla is convinced there’s still a little elbow room left.
â€œAt the end of every project, we say, â€˜we’ve maxed it out.’ I made that mistake at the end of Killzone 2,â€ Hermen Hulst, Guerrilla Games co-founder said in an interview with IndustryGamers. â€œWe felt that we’d pushed it absolutely to the max. We now know from experience there’s always more mileage in the tech. You can always find new techniques.â€
â€œFor example, in Killzone 2, we introduced anti-aliasing to get rid of the jagged edges. We’re using that, but an improved version that is much more efficient, so we actually leave space for more detail, bigger environments and more polygons. Compared to Killzone 2, Killzone 3’s polygon count is three times as high, so we’ve been able to find new space, probably averaging out to 40 percent.â€
Here’s the game’s launch trailer, just to whet your appetite a little more. Happy Killzone 3 day, everyone!
Last Updated: February 23, 2011