It is but KZ3 is equally impressive. Mawlr fight was not possible in KZ2 nevermind the amount of different environments we got in comparison to KZ2 as well as the variety in gameplay. Then on top of that we got 3D support, move support, co op and 2 new game modes online.Metal-Geo said:Looking at Killzone 2, it's quite amazing what they managed to achieve in the span of time.
That's rubbish. GG already said they had to rewrite large parts of the game. So saying they had everything there and only needed to create a small amount of assets is false.Metal-Geo said:With Killzone 3, they already had the engine, they already had like 50% of the models and textures. They already had a bunch of sound effects and (enemy) voices. Not to mention Guerrilla Games has expanded quite well after Killzone 2's release.
Seb Downie (GG Dev) said:Killzone 2 to 3 we could add modes and functionality (Co-op, 3D, Move), but there are limits and deadlines which need to be adhered to as well as large code-rewrites to be considered. So although it might seem like we are 'taking out' functionality, it is more a matter of not building it to start with (or dropping it during development).
Seb Downie (GG Dev) said:Different features will have different reasons. Some might not have been desirable by Design in the first place to resurrect, others might have been more costly to do than their worth. Its tricky to generalize about these things and pointless to discuss individual features. There is always prioritization and costing done for everything and with a strict release date things get killed.
Its the nature of the beast.
Seb Downie - Producer - Guerrilla Games
Source: http://community.us.playstation.com/message/31149847#31149847
I admit KZ3 was not as polished as KZ2 but that's down to tight deadlines forcing their hand. There is no getting around this. It's fact.