Fresh from E3. Plus a Q and A.
I think we are running out of superlatives to label this title. A straight toss up with this and Tearaway as most anticipated Vita game of 2013 so perhaps you can make up some of your own whilst looking at these new screens and trailer. Oh and there will be a public beta!
If that’s not enough we just got our hands on a Q and A from Guerilla Games that might explain a few things for you taken straight from the E3 fact sheet.
Q. How long has it been in development?
A. We started quite a while ago with a relatively narrow team utilizing the KZ3 engine and all tools associated to the Vita. Once that was done, we ramped up and started fully developing Killzone: Mercenary. The timeframes are similar to the previous Killzone titles.
Q. How big is the team working on KZM?
A. The core team in Cambridge is about 60 people, and we have some people in Amsterdam leveraging the existing knowledge of the Killzone franchise and the technology behind it.
Q. Will there be a special edition? What are plans for DLC?
A. There are no plans at this time.
Q. Will there be a multiplayer Public Beta?
A. Yes, more details following at a later date.
Q. Which of the Vita’s unique features does KZM use?
A. Most importantly the twin sticks for shooter controls, and its processing power to produce console-quality visuals. Secondary are touch controls for brutal melee and various actions like swapping weapons, changing zoom level of your radar, etc., and tilt for precise sniper aim.
Q. What is Mercenary about?
A. You play as a mercenary, a new faction in the Killzone universe. Every action earns you money, the more skilled you play the more money you earn. You have a single bank account so anything you earn/buy in SP you have in MP and vice versa. You can spend your money at an arms dealer called blackjack on weapons and gear and fully customize your player character to match your play style. Every encounter in the game supports the way you prefer to play; guns blazing or stealth. We have adjusted the AI to respond and behave intelligently. Also what is cool about not belonging to the ISA or HGH is that we will have you play on BOTH sides.
Q. What can you tells us more about the art?
A. The entire art team was really excited about having a handheld platform that could show off the KZ3 engine to its full extent. We wouldn’t have to make any sacrifices to get to the quality our artists want to work to. At the same time it was very nice to be able to return to some of the locations of the previous games in the franchise. Some of those we’re from the days of the PlayStation 2 and the PSP, now we could finally make those how we always imagined them without having to tone down our vision because of limitations in the hardware.
Q. How many missions and how long to complete?
A. Killzone: Mercenary features 9 single player missions, each takes 30 to 60 minutes to complete (varies by player skill), so about 6 to 9 hours for a straight play-through of the game.
Q. Are there different difficulty settings?
A. Each mission is playable on 3 different difficulty settings, with increasing difficulty offering a greater ﬁnancial reward for completion of the mission.
Q. What about replayability?
A. On completion of the initial play-through of a given mission, 3 mission challenge modes become unlocked. The mission challenge modes add an additional layer of objectives for the player to complete when they replay the mission, encouraging different play styles.
Q. Does Mercenary have multiplayer?
A. The multiplayer experience has been designed to provide a fast paced experience with maps tailored for eight players. Killzone Mercenary will provide the player with a diverse range of weapons, grenades, armour, and special VAN-Guard devices with which the player can customize their multiplayer load-out slots. This customization supports the tactical element of the game; will you armor yourself up and go in like a tank, or take a more precise approach and assassinate enemies stealthily?
As with the single player experience the special VAN-Guard weapons charge as you earn money, in multiplayer we add to this through the deployment of supply capsules. These devices are fired into the environment with a fully charged VAN-Guard weapon, if you can get to it before anyone else it can be a game changer. The supply pods therefore become dynamic hotspots on the map keeping the action moving.
Every day we track the rate at which players are earning money, in turn we award everyone in the community with a rank which we present as a valor card. The valor card plays a key role in multiplayer where players drop their card upon their death. Dropped valor cards can be collected, earning the player money and adding the card to the player’s collection. If you can complete a suit or the whole deck, then major rewards are given.
Where does your anticipation lie now? 11/10?