

It’s as if developer Guerrilla Games wanted to cast off every technological limitation from the PS3 era all at once. Launch game or no, Killzone Shadow Fall‘s campaign is a visual stunner on PS4, rendering a smorgasbord of reflections, dynamic lighting, and billowing smoke at a razor-sharp 1080p native resolution (1920 x 1080). Your mission is simple: Restore order at any cost. That’d be you, elite Shadow Marshal operative Lucas Kellan. A long, fragile peace is shattered following a terrorist strike (seen on February 20th at PS4’s debut conference), prompting the ISA leadership to bring out the big guns. Unrest simmers, leading to the construction of a vast security wall intended to separate the Vektan haves from the Helghast have-nots. In a desperate bid for survival, the surviving Helghast emigrate to an idyllic planet controlled by their mortal enemies, the ISA. The fearsome Helghast are now refugees, their homeworld annihilated in a nuclear firestorm. We said we don't need 60, and we want the graphical push.It’s been 30-odd years since the events of Killzone 3, and my, how things have changed. It's not because our AI is stupid, but because you simply have more time to react. In single-player it's actually a lot longer. 60 in multiplayer is really important because your reaction time is a lot shorter. "The reason for that is graphically single-player is even a step above multiplayer," Boltjes explained. Unlike multiplayer, Killzone: Shadow Fall's single-player campaign runs at 30 fps. And I challenge anybody to notice, without Digital Foundry looking at it, that there are large drops." "It's just we can't go out and say we're always 60, because that's lying. We wanted to keep it really pretty and try to make it 60. We didn't want to say, we can run at 60 constantly if we just half the resolution and take out all the destructibility and remove all the glass, for example. "We didn't want to make any graphical concessions. "I think our game, graphically, especially multiplayer, looks a lot more detailed and vibrant than a lot of the other games we are in direct competition with. Because usually in the moments where we're going to drop framerate, either you're already dead or it's too late anyway."īoltjes said Guerrilla decided to push the visual detail in Killzone, and accepted taking a hit in framerate as a result. "So, having a constant 60 is not actually better than having a 'lot of the time' 60. But what it does do is it makes decisions go from input to on-screen a lot easier. Suddenly people think if you run 60 your game is better. "The reason for that is tricky," he said, in reference to the multiplayer not always running at 60 fps. Afterwards, in a follow-up interview with Eurogamer, lead designer Eric Boltjes explained why. The Dutch developer made the revelation during a developer session at Eurogamer Expo today (you can watch it below). Multiplayer also outputs at 1080p native, but the official line from developer Guerrilla Games is that it runs at 60 frames per second "a lot of the time" - that is, in certain situations, when there's a lot happening on screen, it drops below the 60 fps benchmark. Upcoming PlayStation 4 exclusive Killzone: Shadow Fall takes an interesting approach to frame rate: its single-player campaign runs at a steady 30 frames per second and outputs at a native resolution of 1080p.
