Killzone 3 Beta Site Launches; Beta Test Likely

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A website for a Killzone 3 beta has been spotted (via Joystiq) that likely means a beta test for Guerrilla's upcoming PS3 shooter is in the works.

It could always be a test of the game's companion website. A Sony representative informed Shacknews that "Guerrilla Games is currently testing a number of elements internally with Killzone 3 and further details will be available soon."

A beta test was conducted for Killzone 2 prior to that game's release and it stands to reason that Killzone 3 would be tested as well. It remains to be seen if a beta, if planned, will be one of the bonuses included with a PlayStation Plus subscription as one of the advertised features is priority betas.

The game, which will support PlayStation Move and stereoscopic 3D, is scheduled to be released in February 2011.

From The Chatty
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    August 9, 2010 3:06 PM

    Quite enjoyed KZ2, so I'm looking forward to this. I'm interested to see how much they've messed around with the controls and gameplay.

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      August 9, 2010 3:19 PM

      I wanted to like KZ2 online. I thought the changing gameplay modes were an amazing idea. I just lost it with the controls, responsiveness, and balance.

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        August 9, 2010 3:44 PM

        The respawning annoyed me. In team games they spawned you far from the enemy and your team. So a tram that manages to stick together can roam the map taking out onesies and twosies spread around the map and the objectives locked down due to their numbers.

        That's what I love about BFBC2 because toucan spawn on a teammate and te gameplay flowed in one direction.

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        August 9, 2010 4:08 PM

        I never tried online, now that you mention it.

        Like most people I hated the "controls and responsiveness", but after an hour or two I had an epiphany about what they were doing. They'd added some momentum to your movements.

        If you moved the gun slowly and precisely you were fine, So if you wheeled it around too fast them there was some momentum that made it harder to aim. The gun would continue to swing in the original direction a little when you tried to make an adjustment. It was more pronounced with the heavier weapons. There's a similar effect when you run - it's harder to stop quickly and turn on a dime. It felt deliciously realistic once you understood what was going on. It felt right.

        It's always bugged me a little that games allow you to move and turn and spin around instantly, like you're some kind of incorporeal being. I find it really hard to play older games twitch games like Quake and Doom because of this. I really hoped more developers would start incorporating momentum into their shooters, but I fear the backlash would be too great.

        And I'm afraid they're going to tone it down or remove it for the new one.

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          August 9, 2010 4:19 PM

          Regardless of the "feel" they added what amounts to input delay.
          Take that online and pair it with unavoidable latency... it was a bad idea.

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            August 9, 2010 4:59 PM

            I still get the feeling that you had a negative reaction to it been different, not inherently flawed.

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              August 9, 2010 5:00 PM

              Being, not been! No Bean either.

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              August 9, 2010 5:10 PM

              They added delay to my shooting. To me, that is inherently flawed.

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        August 9, 2010 4:11 PM

        Ya, I couldn't handle the controls either on the demo, so I never even bought it. Too bad I am sure it'd be great with better controls.

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      August 9, 2010 7:09 PM

      I found the SP of KZ2 absolutely boring. Ill rent it if i get low on games to play.

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        August 9, 2010 7:44 PM

        Killzone 2, while not being the "Halo-Killer" that it was supposed to be (I'm sorry, it wasn't even close, and yes, I finshed it) had some interesting ideas that were not executed very well. I really loved the 'mech walker segment, probably my favorite part of the SP, but it felt kind of directed and needed to be longer (but then, whenever I am given any sort of awesome vehicle in an FPS, I always feel it should be a longer segement). Hopefully they learned from the previous one and will tighten the controls and make it easier and reward you for exploring. And while you mention the realistic momentum of the controls Dave-A, (I noticed them the first time I played) that doesn't really translate to an enjoyble game. Yes its realistic, but so would be a dynamic damage system that would handicap you for getting hit in the leg, or stop you from being able to use your rifle because some asshole just blew out your elbow, or you going deaf because of that nearby grenade going off. There is a fine line between acceptable realism and annoying realism. Some realistic aspects can add to a game, whereas others can ruin it. I understand your point, but that is the fundamental rule of games (and I'm paraphrasing here): "You can have the prettiest, most realistic game on the planet, but if your controls suck, ain't no one gonna play it." Slow, realistic movement just doesn't work in a FPS, period.

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          August 9, 2010 7:46 PM

          When I said "Make it easier", I meant for it to refer to exploring. I want them to make it easier to explore, and also reward you for doing so.

          To set the record straight, I believe the difficulty was just about right, challenging enough to make killing that boss satisfactory, but not easy enough to where you can blow through in an hour.

          I don't remember the designations for the difficulties, but I played it on their version of normal.

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        August 10, 2010 5:28 PM

        I found it boring and it had the worst controls of a high-profiled shooter, ever! And to top things off the FOV left me feeling like I had horse blinders on. I'll pass on the Killzone series.

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