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	<title>PlayStation.Blog &#187; guerrilla games</title>
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	<link>http://blog.us.playstation.com</link>
	<description>The official PlayStation Blog for news and video updates on PS3, PS4, PSN, PS Vita, PSP</description>
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		<title>Grab Killzone: Mercenary a Week Early, Pre-order Bonuses Detailed</title>
		<link>http://blog.us.playstation.com/2013/05/17/grab-killzone-mercenary-a-week-early-pre-order-bonuses-detailed/</link>
		<comments>http://blog.us.playstation.com/2013/05/17/grab-killzone-mercenary-a-week-early-pre-order-bonuses-detailed/#comments</comments>
		<pubDate>Fri, 17 May 2013 15:00:13 +0000</pubDate>
		<dc:creator>Mark Green</dc:creator>
				<category><![CDATA[PS Vita]]></category>
		<post_tag><![CDATA[guerrilla games]]></post_tag>
		<post_tag><![CDATA[killzone: mercenary]]></post_tag>
		<post_tag><![CDATA[playstation games]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=106505</guid>
		<description><![CDATA[With each passing week, we edge closer to the launch of <a href="http://us.playstation.com/psvita/games-and-media/psv-killzone-mercenary.html?CMP=soc_us__gm_killzonemercenary_preorderbonus_05_17_13" target="_blank">Killzone: Mercenary</a>, the first <a href="http://blog.us.playstation.com/category/ps-vita/" target="_blank">PlayStation Vita</a> entry in the acclaimed series. Contrary to convention, Mercenary is also edging a bit toward us: we can today confirm a new North American release date of September 10th -- a week earlier than our previous target.]]></description>
				<content:encoded><![CDATA[<p>With each passing week, we edge closer to the launch of <a href="http://us.playstation.com/psvita/games-and-media/psv-killzone-mercenary.html?CMP=soc_us__gm_killzonemercenary_preorderbonus_05_17_13" target="_blank">Killzone: Mercenary</a>, the first <a href="http://blog.us.playstation.com/category/ps-vita/" target="_blank">PlayStation Vita</a> entry in the acclaimed series. Contrary to convention, Mercenary is also edging a bit toward us: we can today confirm a new North American release date of September 10th &#8212; a week earlier than our previous target.<br />
</br><br />
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<p>Players who pre-order Killzone: Mercenary will receive “Blackjack’s Briefcase,” a reward for their early support that affords them an early edge in both the game’s competitive online multiplayer and extensive Campaign mode. It includes:</p>
<h5>Double XP Boost</h5>
<ul>
<li>Get out ahead of the pack! Start the 48-hour clock with this special access code and all contracts, bonuses and payoffs earn you twice the normal XP for two straight days!</li>
</ul>
<h5>In-Game Cash Bonus</h5>
<ul>
<li>Start the game and go straight to the armory! With this bonus payout, you&#8217;ll have enough Vektan Cash to pick up a new weapon before you even step foot on the battlefield.</li>
</ul>
<p>In addition to the above, fans in the United States who reserve a copy of Killzone: Mercenary at GameStop will receive an exclusive gun for use in both Campaign and Multiplayer action: the M224-A1 Light Machine Gun.</p>
<ul>
<li>A powerhouse weapon of the ISA, the M224-A1 carries more than enough ammo to get the job done at the cost of accuracy.  Fortunately for a Mercenary, subtlety is not always a mission requirement.</li>
</ul>
<p><a href="http://www.flickr.com/photos/playstationblog/8744246005/" title="Killzone: Mercenary - M224-A1 Light Machine Gun by PlayStation.Blog, on Flickr"><img src="http://farm8.staticflickr.com/7287/8744246005_cb86a2cef7_z.jpg" width="640" height="206" alt="Killzone: Mercenary - M224-A1 Light Machine Gun"></a></p>
<p>We have so much more to talk about and share. Please keep your eyes open for new content and reveals, plus impressions from journalists around the world as more and more people go hands-on and see the latest build of the game in action!</p>
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		<slash:comments>74</slash:comments>
	<thumbnail_url>http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2013/02/kzmerc.jpg</thumbnail_url>
<rating>4.65</rating><author_title>Senior Producer, Guerrilla Cambridge</author_title>
<comment_count>74</comment_count>
<comment_replies_count>4</comment_replies_count>	</item>
		<item>
		<title>Killzone: Mercenary: Cash is King</title>
		<link>http://blog.us.playstation.com/2013/03/08/killzone-mercenary-cash-is-king/</link>
		<comments>http://blog.us.playstation.com/2013/03/08/killzone-mercenary-cash-is-king/#comments</comments>
		<pubDate>Fri, 08 Mar 2013 15:00:09 +0000</pubDate>
		<dc:creator>Sid Shuman</dc:creator>
				<category><![CDATA[PS Vita]]></category>
		<post_tag><![CDATA[guerrilla games]]></post_tag>
		<post_tag><![CDATA[killzone: mercenary]]></post_tag>
		<post_tag><![CDATA[playstation games]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=101536</guid>
		<description><![CDATA[Much has already been said concerning Killzone: Mercenary’s graphical fidelity, but I’ll add my voice to the choir: This is one fine, fine-looking game. Because Mercenary runs on a modified version of the Killzone 3 rendering engine, you’ll see modern niceties such as volumetric lighting and smoke, high-res environment textures, gleaming metal and realistic-looking shadows.]]></description>
				<content:encoded><![CDATA[<p>Not long ago the US and European press got its first hands-on experiences with <a href="http://blog.us.playstation.com/tag/killzone-mercenary/">Killzone: Mercenary</a>, <a href="http://blog.us.playstation.com/tag/guerilla-games/">Guerrilla Games</a> Cambridge’s upcoming <a href="http://blog.us.playstation.com/category/ps-vita/">PS Vita</a> shooter. Despite gracing Vita’s portable screen, the team behind Mercenary is hellbent on providing a full FPS experience with all the trimmings. Come September, you’ll get a full nine-mission story-driven campaign, an eight-player competitive multiplayer mode, and a collection of bonus challenge missions.</p>
<p>Watch our new video to get the inside story straight from Art Director Tom Jones.<br />
</br><br />
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<p>Much has already been said concerning Killzone: Mercenary’s graphical fidelity, but I’ll add my voice to the choir: This is one fine, fine-looking game. Because Mercenary runs on a modified version of the Killzone 3 rendering engine, you’ll see modern niceties such as volumetric lighting and smoke, high-res environment textures, gleaming metal and realistic-looking shadows. None of this would be out of place for a modern PS3 shooter, but portable gaming rarely sees this level of extreme graphical detail. Screenshots and internet videos only tell part of the story &#8212; just wait until you see this puppy in action on Vita’s 5’’ OLED screen.</p>
<p>Of course, the series’ bedrock shooting mechanics have made the leap fully intact thanks to PS Vita’s dual analog sticks. Actually, Mercenary’s refined damage model means that its weapons feel slightly more powerful, a satisfying tweak that enabled me to drop enemies a bit more quickly than in the PS3 games. Killzone 3’s savage melee attacks have also made the cut, and they benefit from PS Vita’s front touchscreen as you swipe one of several directions to gouge out eyes, break necks, and slit throats. Meanwhile, the rear touchpad takes over sprinting duties with a quick double tap.</p>
<p><a href="http://www.flickr.com/photos/playstationblog/8429720269/" title="Killzone Mercenary on PS Vita by PlayStation.Blog, on Flickr"><img src="http://farm9.staticflickr.com/8045/8429720269_7d50c74948_z.jpg" width="640" height="363" alt="Killzone Mercenary on PS Vita"></a></p>
<p>The VAN-Guard is the most high-profile addition to Killzone’s lethal arsenal, and it adds new gameplay wrinkles to the campaign and multiplayer modes. The VAN-Guard is a wrist-mounted murder assistant that enables you to deploy a head-stabbing Mantis drone, guided Porcupine missiles, or a Sky Fury ion cannon bombardment with a tap or two on PS Vita’s front touchscreen. Because your VAN-Guard slowly recharges between uses, it doesn’t necessarily favor the most skilled players in a multiplayer match the way traditional Killstreaks can. Based on my time with multiplayer, I found it served as more of a leveling influence, keeping the rookies in the game and the most skilled players on their toes.</p>
<p>Money talks in Mercenary, and you’ll collect a bit every time you complete an objective, pick up an ammo clip, or slay an opponent &#8212; bonus cash for creative kills! Build up a large enough pool and you’ll be able to purchase new guns, VAN-Guard abilities, and armor mid-mission from crates left by a shady weapons dealer named Blackjack. And you’ll want every credit you can find: Based on what I experienced, Mercenary has the series’ biggest weapon loadout yet, from medium-range battle rifles and stealth SMGs, to shotguns, pistols and much more. What’s more, Mercenary’s large weapon loadout accommodates a wider variety of play styles than in past Killzone games, from stealthy sniping to close-range brawling.</p>
<p><a href="http://www.flickr.com/photos/playstationblog/8430806894/" title="Killzone Mercenary on PS Vita by PlayStation.Blog, on Flickr"><img src="http://farm9.staticflickr.com/8231/8430806894_98d718edbc_z.jpg" width="640" height="363" alt="Killzone Mercenary on PS Vita"></a></p>
<p>Multiplayer is a definite focus for Mercenary, and Guerrilla Games Cambridge is upping the ante to keep the Killzone community playing long after the game’s September launch. The game will ship with three multiplayer modes &#8212; so far, only the venerable Team Deathmatch is confimed &#8212; and an integrated stat-tracking system will post your results to Killzone.com daily. There’s also a collection game built around Valor cards that you can loot from particularly tough multiplayer opponents; completing the full deck could earn you a slice of Internet fame. </p>
<p>Killzone: Mercenary assaults PS Vita on September 17th in North America. If you have questions on the gameplay, leave them in the comments!</p>
]]></content:encoded>
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		<slash:comments>92</slash:comments>
	<thumbnail_url>http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2013/03/mercenary.jpg</thumbnail_url>
<rating>4.58</rating><author_title>Social Media Manager</author_title>
<comment_count>92</comment_count>
<comment_replies_count>8</comment_replies_count>	</item>
		<item>
		<title>Killzone: Shadow Fall Announced for PlayStation 4</title>
		<link>http://blog.us.playstation.com/2013/02/20/killzone-shadow-fall-announced-for-playstation-4/</link>
		<comments>http://blog.us.playstation.com/2013/02/20/killzone-shadow-fall-announced-for-playstation-4/#comments</comments>
		<pubDate>Thu, 21 Feb 2013 01:17:47 +0000</pubDate>
		<dc:creator>Steven Ter Heide</dc:creator>
				<category><![CDATA[PS4]]></category>
		<post_tag><![CDATA[guerrilla games]]></post_tag>
		<post_tag><![CDATA[killzone shadow fall]]></post_tag>
		<post_tag><![CDATA[PlayStation 4]]></post_tag>
		<post_tag><![CDATA[PlayStation Meeting 2013]]></post_tag>
		<post_tag><![CDATA[ps4]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=100076</guid>
		<description><![CDATA[Today we are happy we can finally show you what we have been working on.

It has been an amazing journey for us so far, being offered the opportunity to be a launch title for the new PlayStation, and the subsequent mild panic to figure out how to best handle all of that. 

But being able to now share it with you is both a scary and proud moment. We are hoping you will like what we have created, and are happy to present you with the first glimpse of Killzone Shadow Fall.

The piece of live gameplay we presented at the PlayStation Meeting 2013 shows you a new world, a new situation and a new hero.
]]></description>
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<p>Today we are happy we can finally show you what we have been working on.</p>
<p>It has been an amazing journey for us so far, being offered the opportunity to be a launch title for the new PlayStation, and the subsequent mild panic to figure out how to best handle all of that. </p>
<p>But being able to now share it with you is both a scary and proud moment. We are hoping you will like what we have created, and are happy to present you with the first glimpse of Killzone Shadow Fall.</p>
<p><a href="http://www.flickr.com/photos/playstationblog/8493770744/" title="Killzone: Shadow Fall by PlayStation.Blog, on Flickr"><img src="http://farm9.staticflickr.com/8391/8493770744_7d6570d7db_z.jpg" width="640" height="360" alt="Killzone: Shadow Fall"></a></p>
<p class="aligncenter"><a href="http://www.flickr.com/photos/playstationblog/8492669883/" title="Killzone: Shadow Fall by PlayStation.Blog, on Flickr"><img src="http://farm9.staticflickr.com/8374/8492669883_39b5ca3b6a_z.jpg" width="310" height="170" alt="Killzone: Shadow Fall"></a><a href="http://www.flickr.com/photos/playstationblog/8492669647/" title="Killzone: Shadow Fall by PlayStation.Blog, on Flickr"><img src="http://farm9.staticflickr.com/8374/8492669647_3c35733219_z.jpg" width="310" height="170" alt="Killzone: Shadow Fall"></a></p>
<p>The piece of live gameplay we presented at the PlayStation Meeting 2013 shows you a new world, a new situation and a new hero.</p>
<p>The game is set in a near future, thirty years after the events of Killzone 3. The world is a very different place; two rival factions known as the Helghast and the Vektans live side by side in a futuristic city, divided by a vast wall.</p>
<p>Tensions are high, and the cold war they are embroiled in is about to go hot. In the midst of this all stands a Shadow Marshal, you. The most special of the special forces, tasked with maintaining the delicate balance.</p>
<p><a href="http://www.flickr.com/photos/playstationblog/8492669461/" title="Killzone: Shadow Fall by PlayStation.Blog, on Flickr"><img src="http://farm9.staticflickr.com/8241/8492669461_b49583fd3c_z.jpg" width="640" height="360" alt="Killzone: Shadow Fall"></a></p>
<p>From responding to bold attacks, to quiet infiltrations or all out combat, you will be required to adapt and think on your feet as you have to face a variety of escalating events that could destroy your home world.</p>
<p>We are looking forward to sharing some more of the exciting events and features that we have been working on. Keep your eyes out for more news soon.</p>
<div style="width:510px;margin:auto;margin-top:20px;margin-bottom:15px;padding-bottom:15px;background-color:#d8e6f5;border:5px solid #3e6fa3;">
<div style="text-align: center; font-size: 18px; padding:25px; padding-bottom:15px;"><strong>All the news from PlayStation Meeting 2013</strong></div>
<div style="text-align: center;">
<p><a href="http://blog.us.playstation.com/2013/02/20/playstation-meeting-2013-the-future-of-gaming-is-here-with-playstation-4">PlayStation Meeting 2013: The Future of Gaming is Here with PlayStation 4</a></p>
<p><a href="http://blog.us.playstation.com/2013/02/20/dualshock-4-revealed-pushing-the-boundaries-of-play">DUALSHOCK 4 Revealed: Pushing the Boundaries of Play</a></p>
<p><a href="http://blog.us.playstation.com/2013/02/20/playstation-4-developers-the-shape-of-things-to-come">PlayStation 4 Developers: The Shape of Things to Come</a></p>
<p><a href="http://blog.us.playstation.com/2013/02/20/killzone-shadow-fall-announced-for-playstation-4">Killzone: Shadow Fall Announced for PlayStation 4</a></p>
<p><a href="http://blog.us.playstation.com/2013/02/20/infamous-second-son-announced-for-playstation-4">inFAMOUS: Second Son Announced for PlayStation 4</a></p>
<p><a href="http://blog.us.playstation.com/2013/02/20/racing-evolves-on-playstation-4-with-driveclub">Racing evolves on PlayStation 4 with Driveclub</a></p>
<p><a href="http://blog.us.playstation.com/2013/02/20/watch-dogs-coming-to-playstation-3-and-playstation-4">Watch_Dogs Coming to PlayStation 3 and PlayStation 4</a></p>
<p><a href="http://blog.us.playstation.com/2013/02/20/destiny-coming-to-ps3-and-ps4-ps-exclusive-content">Destiny Coming to PS3 and PS4, PS-Exclusive Content</a></p>
<p><a href="http://blog.us.playstation.com/2013/02/20/knack-a-brand-new-platformer-for-the-playstation-4">Knack – A Brand New Platformer for the PlayStation 4</a></p>
<p><a href="http://blog.us.playstation.com/2013/02/20/the-witness-an-open-world-puzzle-game-on-playstation-4">The Witness: An Open-World Puzzle Game on PlayStation 4</a></p>
</div>
</div>
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		<slash:comments>74</slash:comments>
	<thumbnail_url>http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2013/02/killzonelead.jpg</thumbnail_url>
<rating>4.69</rating><author_title>Game Director, Guerrilla Games</author_title>
<comment_count>74</comment_count>
<comment_replies_count>0</comment_replies_count>	</item>
		<item>
		<title>Killzone: Mercenary – Behind-the-Scenes Interview, Single Player Details</title>
		<link>http://blog.us.playstation.com/2013/02/04/killzone-mercenary-behind-the-scenes-interview-single-player-details/</link>
		<comments>http://blog.us.playstation.com/2013/02/04/killzone-mercenary-behind-the-scenes-interview-single-player-details/#comments</comments>
		<pubDate>Mon, 04 Feb 2013 16:00:13 +0000</pubDate>
		<dc:creator>Fred Dutton</dc:creator>
				<category><![CDATA[PS Vita]]></category>
		<post_tag><![CDATA[guerrilla cambridge]]></post_tag>
		<post_tag><![CDATA[guerrilla games]]></post_tag>
		<post_tag><![CDATA[killzone: mercenary]]></post_tag>
		<post_tag><![CDATA[playstation games]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=96515</guid>
		<description><![CDATA[For a series that’s always been at the bleeding edge of modern FPS design - both in terms of technical performance and muscular gameplay - it’s fair to say that expectations are sky high for <a href="http://blog.us.playstation.com/tag/killzone-mercenary/">Killzone: Mercenary</a> – the first <a href="http://blog.us.playstation.com/category/ps-vita/">PS Vita</a> entry in <a href="http://blog.us.playstation.com/tag/guerilla-games/">Guerrilla</a>’s acclaimed franchise.

Until <a href="http://blog.us.playstation.com/2013/01/30/killzone-mercenary-hits-ps-vita-september-17th-new-trailer-and-screens/">last week’s reveal</a>, all the studio has shown off was a brief teaser clip at <a href="http://blog.us.playstation.com/tag/gamescom12/">Gamescom</a> last September. But earlier this month, in a very snowy Amsterdam, it finally took the wraps off the game, showing off big chunks of both the single and multiplayer modes.]]></description>
				<content:encoded><![CDATA[<p>For a series that’s always been at the bleeding edge of modern FPS design &#8211; both in terms of technical performance and muscular gameplay &#8211; it’s fair to say that expectations are sky high for <a href="http://blog.us.playstation.com/tag/killzone-mercenary/">Killzone: Mercenary</a> – the first <a href="http://blog.us.playstation.com/category/ps-vita/">PS Vita</a> entry in <a href="http://blog.us.playstation.com/tag/guerilla-games/">Guerrilla</a>’s acclaimed franchise.</p>
<p>Until <a href="http://blog.us.playstation.com/2013/01/30/killzone-mercenary-hits-ps-vita-september-17th-new-trailer-and-screens/">last week’s reveal</a>, all the studio has shown off was a brief teaser clip at <a href="http://blog.us.playstation.com/tag/gamescom12/">Gamescom</a> last September. But earlier this month, in a very snowy Amsterdam, it finally took the wraps off the game, showing off big chunks of both the single and multiplayer modes.</p>
<p>And you can breathe easy – it looks absolutely <em>stunning</em>, packing all the visceral grit and gristle of its home console brethren into PS Vita with real style. Don’t believe us? Remind yourself of the new trailer below.<br />
</br><br />
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<p>We sat down with Piers Jackson, who’s leading development at Guerrilla Cambridge (the same team responsible for the exemplary <a href="http://www.ign.com/games/littlebigplanet-14286081/psp-14286080">LittleBigPlanet PSP</a>), to find out more about the game, with particular attention paid to its generous single player campaign. Read on below, and come back next week for a closer look at multiplayer. And if you’ve got any questions relating to how the game plays, feel free to ask away in the comments.</p>
<p><strong>PlayStation.Blog: Where does Mercenary fit in the full Killzone narrative?</strong><br />
<strong>Piers Jackson, Guerrilla Cambridge:</strong> Mercenary starts shortly after the beginning of Killzone 1. We commence the game with the battle for Vekta in full flow – you actually start out in a destroyed Vektan city and the opening few levels are all about liberating the planet. We then transition into the Killzone 2 universe and the invasion into Pyrrhus. The story itself wraps up at some point in the Killzone 2 universe.</p>
<div style=width:240px;padding:25px;float:right;>
<h1><font color="0034aa"><em>&#8220;We’ve tried not to shrink it at all&#8221;</em></font></h1>
</div>
<p><strong>PSB: The game looks phenomenal on PS Vita. Was it a challenge shrinking the full console experience onto a handheld device?</strong><br />
<strong>PJ:</strong> In some regards we’ve tried not to shrink it at all &#8211; we’ve tried to get a full Killzone experience running on PS Vita. The system is incredibly powerful – we’ve got graphics that are comparable to Killzone 3 running on a handheld.</p>
<p><strong>PSB: How easy was it getting the Killzone game engine up and running on the system?</strong><br />
<strong>PJ:</strong> It’s optimised in a lot of locations but the core AI system is based precisely on Killzone 3. We’ve had to replace a few of the audio and rendering systems but the back-end leading into them is pure Killzone engine architecture. We’ve also got certain things in the renderer that are unique to our system – we’ve added reflection mapping on the floor and particle systems can actually be lit as well.</p>
<p>There may be a few areas we’ve had to tone back a bit, but we’re pretty convinced that we’ve come up with something that touches most of the technical features from the main Killzone engine.</p>
<p><strong>PSB: You’ve managed to retain that crunchy, weighty feel to the controls that really helped define the game on PlayStation 2 and 3…</strong><br />
<strong>PJ:</strong> So much of it is in the acceleration curves on the controllers and, obviously, as we were using the Killzone control input system, a lot of that came over for free. We needed to rebalance it slightly for the PS Vita stick inputs &#8211; which are slightly different than the DualShock &#8211; but that is the feeling you expect from Killzone; that weightiness. If you don’t have that, you’re not making a Killzone game. It was imperative that we kept it.</p>
<div style=width:240px;padding:25px;float:left;>
<h1><font color="0034aa"><em>&#8220;If you don’t have that, you’re not making a Killzone game.&#8221;</em></font></h1>
</div>
<p><strong>PSB: How do you change your thinking when you’re designing an FPS for a portable system rather than a home console?</strong><br />
<strong>PJ:</strong> There are elements in terms of visibility that you have to pay attention to – how far away you’re positioning enemies, and what you’re positioning them against. When you’re playing on a large TV screen you can get away with more. Having said that, we have a really high-resolution screen on the Vita so the characters stand out very well, even at a distance.</p>
<p><strong>PSB: Multiplayer is obviously important but I know Killzone fans are really hoping for a meaty solo campaign too. How much content can they expect?</strong><br />
<strong>PJ:</strong> We have nine single player missions. On average, on a first-time play-through, they’ll take between 40 minutes and an hour each to complete. So, it’s a lengthy game. It’s got a full narrative too – every mission brief is set up as a full story. There are twists and turns. It’s a very detailed single player experience; it’s not cut back in any way.</p>
<p><strong>PSB: How are you encouraging repeat play-throughs?</strong><br />
<strong>PJ:</strong> When you first get to a level, there’s a standard play-through mode. Once you’ve completed that you’ll unlock three challenge modes – Covert, Precision and Demolition. Each challenge mode will dictate that you need to play the level in a different way. You may have gone in guns blazing first time, but if you take the Covert challenge you’ll need to be much more stealthy &#8211; you can fail it if you get detected.</p>
<p>Precision is usually about accuracy and how you’re taking out the enemy &#8211; headshots, melee kills, interrogations. There can also be a timed element to it. We also have gun challenges in there as well, so you may have to play the mission using a certain weapon.</p>
<p>Demolition is largely about exploding things, as you might expect! You’ll have additional requirements in the mission that you’ll need to destroy.</p>
<div style=width:240px;padding:25px;float:right;>
<h1><font color="0034aa"><em>&#8220;Each challenge mode will dictate that you need to play the level in a different way.&#8221;</em></font></h1>
</div>
<p><strong>PSB: Big action set pieces are a key component of any great shooter. Is it harder to pull those off on a handheld device?</strong><br />
<strong>PJ:</strong> We’ve got some pretty hefty set pieces in there. We have a halo drop, as you might have seen – that’s a pretty epic way to open a mission! We really don’t skimp on set pieces. We blow up giant cruisers, we have flight sections – there are all sorts of big moments.</p>
<p><strong>PSB: What new gameplay mechanics can fans of the series expect?</strong><br />
<strong>PJ:</strong> The shop is the biggest one for us really – the fact that you can go into a level kitted out however you want. You can then purchase new weapons as you go, to tailor the experience as you see fit.</p>
<p>Stealth is another big one – we have light stealth in the game. If you’re being quiet and using silenced weapons the AI will not pick up on you. If you kill a trooper and the body is left lying around and another enemy finds it, they’ll come and hunt you down. We’ve extended the AI to cater for additional play-styles.</p>
<p>Those are the big ones, but obviously the melee system now uses the touch interface. And outside of the core mechanics, I think the fact that we’re showing the Killzone universe from a different angle will appeal to core fans as they get to see the universe in a different light.</p>
<p><strong>PSB: You’re the first studio outside of Guerrilla HQ to develop a Killzone title. That’s a lot of pressure!</strong><br />
<strong>PJ:</strong> It’s worth pointing out that a good number of our art team have been working on previous Killzone titles so it’s not like the franchise is entirely new to us. When we embarked on Mercenary obviously we worked very closely with the guys in Amsterdam to maintain the continuity, and we’ve had a very tight relationship throughout the process.</p>
<p>But it’s been great. It’s been a rush! It’s a big project, and a very exciting one &#8211; it feels great to finally be showing this to people outside the studio.</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.us.playstation.com/2013/02/04/killzone-mercenary-behind-the-scenes-interview-single-player-details/feed/</wfw:commentRss>
		<slash:comments>52</slash:comments>
	<thumbnail_url>http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2013/02/kzmerc.jpg</thumbnail_url>
<rating>4.57</rating><author_title>SCEE Blog Manager</author_title>
<comment_count>52</comment_count>
<comment_replies_count>0</comment_replies_count>	</item>
		<item>
		<title>Killzone: Mercenary Hits PS Vita September 17th, New Trailer and Screens</title>
		<link>http://blog.us.playstation.com/2013/01/30/killzone-mercenary-hits-ps-vita-september-17th-new-trailer-and-screens/</link>
		<comments>http://blog.us.playstation.com/2013/01/30/killzone-mercenary-hits-ps-vita-september-17th-new-trailer-and-screens/#comments</comments>
		<pubDate>Thu, 31 Jan 2013 00:18:35 +0000</pubDate>
		<dc:creator>Poria Torkan</dc:creator>
				<category><![CDATA[PS Vita]]></category>
		<post_tag><![CDATA[guerrilla cambridge]]></post_tag>
		<post_tag><![CDATA[guerrilla games]]></post_tag>
		<post_tag><![CDATA[killzone: mercenary]]></post_tag>
		<post_tag><![CDATA[playstation games]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=96301</guid>
		<description><![CDATA[<a href="http://blog.us.playstation.com/tag/killzone-mercenary/">Killzone: Mercenary</a> is scheduled for a September 17, 2013 release in North America. We also have a brand-new trailer for you to enjoy:

Killzone: Mercenary is a new first-person shooter in the Killzone series, developed specifically for the <a href="http://blog.us.playstation.com/category/ps-vita/">PlayStation Vita</a> platform and powered by the stunning Killzone engine. Starting just after the ending of the original Killzone, and revisiting many of the events from the Killzone trilogy, the game puts players in the rugged combat boots of a mercenary named Arran Danner. Danner is a former UCA-soldier who has no qualms about taking on paid contracts from the ISA as well as the Helghast.]]></description>
				<content:encoded><![CDATA[<p><a href="http://blog.us.playstation.com/tag/killzone-mercenary/">Killzone: Mercenary</a> is scheduled for a September 17, 2013 release in North America. We also have a brand-new trailer for you to enjoy:<br />
</br><br />
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<p>Killzone: Mercenary is a new first-person shooter in the Killzone series, developed specifically for the <a href="http://blog.us.playstation.com/category/ps-vita/">PlayStation Vita</a> platform and powered by the stunning Killzone engine. Starting just after the ending of the original Killzone, and revisiting many of the events from the Killzone trilogy, the game puts players in the rugged combat boots of a mercenary named Arran Danner. Danner is a former UCA-soldier who has no qualms about taking on paid contracts from the ISA as well as the Helghast.</p>
<p>When a seemingly routine mission to evacuate the Vektan Ambassador and his family in Pyrrhus goes awry, Danner discovers that the outcome of the war could very well depend on the fate of the Ambassador’s young son. With both sides going to increasingly desperate lengths to get hold of the boy, he begins to wonder whether the price of victory is really worth the paycheck.</p>
<p><a href="http://www.flickr.com/photos/playstationblog/8429720269/" title="Killzone Mercenary on PS Vita by PlayStation.Blog, on Flickr"><img src="http://farm9.staticflickr.com/8045/8429720269_7d50c74948_z.jpg" width="640" height="363" alt="Killzone Mercenary on PS Vita"></a></p>
<p>Comprised of nine single-player missions — each nearly an hour in length— Killzone: Mercenary delivers a full Killzone experience in a portable package. Completed missions unlock additional replay challenges, with a host of special objectives to accomplish. The game also boasts a full-fledged multiplayer mode with six maps tailored for eight players and three different game types, including the popular Warzone mode. </p>
<p>In keeping with the soldier-for-hire theme, every action in Killzone: Mercenary is rewarded. The better you perform, the higher your payout &#8211; not just in the single-player campaign, but also in the multiplayer mode. The wages you collect are deposited into a single bank account, so the money you earn in the campaign missions can also be used to buy gear and weapons for multiplayer matches, and vice versa.</p>
<p><a href="http://www.flickr.com/photos/playstationblog/8430806894/" title="Killzone Mercenary on PS Vita by PlayStation.Blog, on Flickr"><img src="http://farm9.staticflickr.com/8231/8430806894_98d718edbc_z.jpg" width="640" height="363" alt="Killzone Mercenary on PS Vita"></a></p>
<p>Killzone: Mercenary makes full use of PlayStation Vita’s considerable input and graphics capabilities. It enhances the familiar dual-stick FPS control scheme with touch controls for actions such as brutal melee, and with tilt controls for accurate sniper aiming. The game even uses the powerful Killzone 3 engine to bring its massive environments and impressive set pieces to life. But don’t just take our word for it — watch the trailer above, and check out the new screens in this post.</p>
<p>Stay tuned to <a href="http://www.killzone.com/">Killzone.com</a> and PlayStation.Blog, because we’ll have a behind-the-scenes interview with game director Piers Jackson soon.</p>
]]></content:encoded>
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		<slash:comments>141</slash:comments>
	<thumbnail_url>http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2013/01/killzone.jpg</thumbnail_url>
<rating>4.81</rating><author_title>Producer, Guerrilla Games</author_title>
<comment_count>141</comment_count>
<comment_replies_count>0</comment_replies_count>	</item>
		<item>
		<title>Happy Holidays from Guerrilla Games!</title>
		<link>http://blog.us.playstation.com/2012/12/24/happy-holidays-from-guerrilla-games-2/</link>
		<comments>http://blog.us.playstation.com/2012/12/24/happy-holidays-from-guerrilla-games-2/#comments</comments>
		<pubDate>Mon, 24 Dec 2012 17:01:00 +0000</pubDate>
		<dc:creator>Victor Zuylen</dc:creator>
				<category><![CDATA[PS Vita]]></category>
		<category><![CDATA[PS3]]></category>
		<post_tag><![CDATA[guerrilla games]]></post_tag>
		<post_tag><![CDATA[happy holidays]]></post_tag>
		<post_tag><![CDATA[killzone]]></post_tag>
		<post_tag><![CDATA[killzone 3]]></post_tag>
		<post_tag><![CDATA[killzone hd]]></post_tag>
		<post_tag><![CDATA[killzone: mercenary]]></post_tag>
		<post_tag><![CDATA[playstation games]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=94043</guid>
		<description><![CDATA[Happy holidays from all of us here at <a href="http://blog.us.playstation.com/tag/guerilla-games/">Guerrilla</a>!

As 2012 draws to a close, we look back at an eventful year for Guerrilla and the Killzone series. In February we released </a>Killzone 3 Multiplayer</a>, a standalone version of Killzone 3’s online mode and DLC maps, on the PlayStation Store. In August we announced a new handheld title for PlayStation Vita called <a href="http://blog.us.playstation.com/tag/killzone-mercenary/">Killzone: Mercenary</a>, which sees its protagonist fight on both sides of the ISA-Helghast conflict. And in October we simultaneously released <a href="http://blog.us.playstation.com/tag/killzone-trilogy/">Killzone Trilogy</a>, a bundle containing all three first-person shooters in the Killzone series, and <a href="http://blog.us.playstation.com/tag/killzone-hd/">Killzone HD</a>, a high-definition remaster of our original Killzone game.]]></description>
				<content:encoded><![CDATA[<p>Happy holidays from all of us here at <a href="http://blog.us.playstation.com/tag/guerilla-games/">Guerrilla</a>!</p>
<p class="center"><a href="http://www.flickr.com/photos/playstationblog/8286337280/" title="Guerilla Games Holiday Card 2013 by PlayStation.Blog, on Flickr"><img src="http://farm9.staticflickr.com/8078/8286337280_5c1706aee9_z.jpg" width="518" height="640" alt="Guerilla Games Holiday Card 2013"></a></p>
<p>As 2012 draws to a close, we look back at an eventful year for Guerrilla and the Killzone series. In February we released </a>Killzone 3 Multiplayer</a>, a standalone version of Killzone 3’s online mode and DLC maps, on the PlayStation Store. In August we announced a new handheld title for PlayStation Vita called <a href="http://blog.us.playstation.com/tag/killzone-mercenary/">Killzone: Mercenary</a>, which sees its protagonist fight on both sides of the ISA-Helghast conflict. And in October we simultaneously released <a href="http://blog.us.playstation.com/tag/killzone-trilogy/">Killzone Trilogy</a>, a bundle containing all three first-person shooters in the Killzone series, and <a href="http://blog.us.playstation.com/tag/killzone-hd/">Killzone HD</a>, a high-definition remaster of our original Killzone game.</p>
<p>In addition to these planned events, there were also a few surprises along the way. In early November we were wowed by a 15-minute fan-made live action film called <a href="http://blog.us.playstation.com/2012/11/15/killzone-intercept-qa-fighting-the-helghast-on-film/">Killzone Intercept</a>, which even blew our own live action trailer for Killzone: Mercenary out of the water.</p>
<p>Director Brian Curtin had been in touch with Guerrilla about his ambitious plans for a short Killzone movie, but we were still unprepared for the level of awesomeness he’d bring to the project. The end result is a testament to the sheer creativity of our fans, and we feel very blessed to have such dedicated followers.</p>
<p>But the biggest highlight of the year was being able to welcome SCE Cambridge Studio into our fold. We’ve officially become a multi-studio company! Guerrilla Cambridge &#8212; as our new sister studio is known &#8212; is working hard to ensure that Killzone: Mercenary will be the ultimate handheld first-person shooter experience when it launches for <a href="http://blog.us.playstation.com/category/ps-vita/">PlayStation Vita</a> in 2013.</p>
<p>The team is intimately familiar with handheld game development, having previously worked on titles such as LittleBigPlanet for PSP, and they’ve done a phenomenal job adapting the Killzone 3 engine to the PS Vita platform.</p>
<p>2013 is gearing up to be another big year for Guerrilla – quite possibly the biggest since we released the original Killzone way back in 2004. We’ll have more details for you at a future date, but until then we hope you share a wonderful holiday with your loved ones, and we’ll see you in 2013.</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.us.playstation.com/2012/12/24/happy-holidays-from-guerrilla-games-2/feed/</wfw:commentRss>
		<slash:comments>50</slash:comments>
	<thumbnail_url>http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2012/12/guerrilla.jpg</thumbnail_url>
<rating>4.67</rating><author_title>Editor, Killzone Community</author_title>
<comment_count>50</comment_count>
<comment_replies_count>0</comment_replies_count>	</item>
		<item>
		<title>Killzone HD (Re-)Developer Interview, Part 2</title>
		<link>http://blog.us.playstation.com/2012/10/04/killzone-hd-re-developer-interview-part-2/</link>
		<comments>http://blog.us.playstation.com/2012/10/04/killzone-hd-re-developer-interview-part-2/#comments</comments>
		<pubDate>Thu, 04 Oct 2012 13:01:44 +0000</pubDate>
		<dc:creator>Victor Zuylen</dc:creator>
				<category><![CDATA[PS3]]></category>
		<post_tag><![CDATA[guerrilla games]]></post_tag>
		<post_tag><![CDATA[killzone hd]]></post_tag>
		<post_tag><![CDATA[killzone trilogy]]></post_tag>
		<post_tag><![CDATA[playstation games]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=86583</guid>
		<description><![CDATA[In <a href="http://blog.us.playstation.com/2012/09/27/killzone-hd-re-developer-interview-part-1/">part 1</a> of the Killzone HD (re-)developer interview, <a href="http://www.guerrilla-games.com/">Guerrilla</a> Technical Director Michiel van der Leeuw and Senior Programmer Frank Compagner discussed the challenges they faced while bringing Killzone to a new platform. In the second part of our interview, they talk about the changes and enhancements made to Killzone HD by the conversion team.

<strong>Victor Zuylen: Last week you explained how you retrieved the code and assets for the original Killzone. What happened once you handed them over to the conversion team?</strong>
Michiel van der Leeuw, Technical Director: That’s where the real fun began! There were corruptions and missing bits in the exported data, which caused all kinds of weird artifacts like polygons shooting through the game world. For the conversion team, the first order of business was to go in and fix all that.]]></description>
				<content:encoded><![CDATA[<p>In <a href="http://blog.us.playstation.com/2012/09/27/killzone-hd-re-developer-interview-part-1/">part 1</a> of the Killzone HD (re-)developer interview, <a href="http://www.guerrilla-games.com/">Guerrilla</a> Technical Director Michiel van der Leeuw and Senior Programmer Frank Compagner discussed the challenges they faced while bringing Killzone to a new platform. In the second part of our interview, they talk about the changes and enhancements made to Killzone HD by the conversion team.</p>
<p><a href="http://www.flickr.com/photos/playstationblog/7980996226/" title="Killzone HD on PS3 by PlayStation.Blog, on Flickr"><img src="http://farm9.staticflickr.com/8174/7980996226_12e8a2201c_z.jpg" width="640" height="360" alt="Killzone HD on PS3"></a></p>
<blockquote><p><strong>Victor Zuylen: Last week you explained how you retrieved the code and assets for the original Killzone. What happened once you handed them over to the conversion team?</strong><br />
Michiel van der Leeuw, Technical Director: That’s where the real fun began! There were corruptions and missing bits in the exported data, which caused all kinds of weird artifacts like polygons shooting through the game world. For the conversion team, the first order of business was to go in and fix all that.</p>
<p>Frank Compagner, Senior Programmer: Our old exporters no longer functioned, so the conversion team rather ingeniously re-used portions of the Killzone 3 pipeline with some manual hacks to convert the data back to Killzone 1 format.</p>
<p>ML: Yes, they really went above and beyond the call of duty. The team even solved a few bugs we hadn’t discovered when the original Killzone went to gold master.</p>
<p><strong>VZ: Can you give an example?</strong><br />
ML: The Offices level from chapter 2 is a good example. In the original, there were a couple of pillars that the player could just walk right through. The bug slipped by us due to a very, very late change to the content.</p>
<p>FC: I remember how [Killzone 3 producer] Seb Downie really despaired over that one. He was our QA Manager back then, and the poor fellow discovered the bug right after Killzone had gone to gold master, so there wasn’t any time left to fix it.</p>
<p>ML: The Killzone HD conversion team solved the problem by painstakingly recreating the physics mesh and merging it back into the game. When I showed the fixed version to Seb the other day his response was, “Now I can die with honor.”</p></blockquote>
<p><a href="http://www.flickr.com/photos/playstationblog/7980995115/" title="Killzone HD on PS3 by PlayStation.Blog, on Flickr"><img src="http://farm9.staticflickr.com/8455/7980995115_645a6cf2f2_z.jpg" width="640" height="360" alt="Killzone HD on PS3"></a></p>
<blockquote><p><strong>VZ: Aside from fixed bugs, what else has been improved for the HD version?</strong><br />
FC: Where possible, the Killzone assets we retrieved have been resampled or recreated at a higher resolution. Textures, for instance, were originally designed at twice the required size and then downscaled to fit into PlayStation 2 memory. For PlayStation 3 that’s no longer a concern, so the game uses the full-sized textures. Similarly, the menus and HUD-elements have all been upscaled and reworked to look good in 720p.</p>
<p>ML: A lot of the improvements to the game have been facilitated by switching to the more powerful PlayStation 3 hardware. The frame rate is smoother, the shaders are of a better quality, the LOD settings have been tweaked to nearly always show the highest level of detail, and the engine now applies MSAA filtering – which, by the way, looks really sharp on a lower-polygon title like Killzone.</p>
<p>FC: The conversion team also introduced trophy support and an updated control scheme, to bring the game in line with modern PlayStation 3 shooters. I believe [Killzone 2 and 3 game director] Mathijs de Jonge helped out with the controls?</p>
<p>ML: Yes, he did. The difference between PlayStation 2 and PlayStation 3 controller sensitivity meant that the controls required tweaking anyway, so Mathijs used the opportunity to change them to something more familiar to players of Killzone 2 and 3.</p></blockquote>
<p><a href="http://www.flickr.com/photos/playstationblog/8051882162/" title="Killzone HD on PS3 by PlayStation.Blog, on Flickr"><img src="http://farm9.staticflickr.com/8311/8051882162_7ca29bc378_z.jpg" width="640" height="425" alt="Killzone HD on PS3"></a></p>
<blockquote><p><strong>VZ: Does that mean there is now a ‘jump’ button in Killzone HD?</strong><br />
FC: No, something like that would require extensive changes to the levels, to prevent players from climbing out of the geometry.<br />
ML: More importantly, it would run counter to what we were trying to do with Killzone. The omission of the ‘jump’ button was a very deliberate design decision, almost like a statement against other shooters of the time. We wanted players to have a visceral, realistic experience, and that meant preventing them from traversing our game by bunny-hopping or rocket-jumping. Even when we re-introduced jumps for the obstacle-heavy terrains in Killzone 2, they were ‘weighty’ jumps – not perfect parabolic arcs, but the sort of short leaps a heavily packed soldier would make.</p>
<p>FC: It’s interesting to see how many of the features and design decisions that shaped the sequels – things like weightiness, hit response systems, brutal melee moves, and elaborate reload animations – all evolved from that early desire for visceral realism. Guerrilla always tried its best not to make players feel like disembodied guns floating through a level. </p>
<p><strong>VZ: What do you hope players will get out of Killzone HD?</strong><br />
FC: Killzone HD will obviously have nostalgic value for fans who’ve played it on PlayStation 2, but I was pleasantly surprised to see how well most of it holds up after eight years. If you liked Killzone 2 or 3, or even if you’re just interested in the Killzone universe, Killzone HD will be a lot of fun.</p>
<p>ML: It’s a chance to see where it all began and play a unique entry in the Killzone trilogy. Killzone HD doesn’t just differ from its successors because the game takes place on Vekta instead of Helghan, it also has a very different approach to the way it presents its characters. You can play as Templar, Luger, Rico or Hakha, and use different abilities, weapons and tactics depending on who you choose. It’s the only Killzone title to do so, and I think players will enjoy it a lot.</p>
<p><strong>VZ: Thanks for the interview, guys.</strong><br />
FC: Our pleasure!</p></blockquote>
<p>Killzone HD will be released as part of the Killzone Trilogy bundle on October 24th. A standalone version will hit the PlayStation Store on the same date for $14.99. Stay tuned to <a href="http://www.killzone.com/">Killzone.com</a> and <a href="http://blog.us.playstation.com/">PlayStation.Blog</a> for more Killzone Trilogy and Killzone HD news!</p>
]]></content:encoded>
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		<slash:comments>48</slash:comments>
	<thumbnail_url>http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2012/10/kzhd.jpg</thumbnail_url>
<rating>4.68</rating><author_title>Editor, Killzone Community</author_title>
<comment_count>48</comment_count>
<comment_replies_count>6</comment_replies_count>	</item>
		<item>
		<title>Killzone HD (Re-)Developer Interview, Part 1</title>
		<link>http://blog.us.playstation.com/2012/09/27/killzone-hd-re-developer-interview-part-1/</link>
		<comments>http://blog.us.playstation.com/2012/09/27/killzone-hd-re-developer-interview-part-1/#comments</comments>
		<pubDate>Thu, 27 Sep 2012 14:00:01 +0000</pubDate>
		<dc:creator>Victor Zuylen</dc:creator>
				<category><![CDATA[PS3]]></category>
		<post_tag><![CDATA[guerrilla games]]></post_tag>
		<post_tag><![CDATA[killzone hd]]></post_tag>
		<post_tag><![CDATA[playstation games]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=85974</guid>
		<description><![CDATA[When <a href="http://blog.us.playstation.com/2012/09/13/killzone-hd-coming-to-psn-october-23rd-trophy-list-revealed/">Killzone HD</a> drops on October 24th, the original Killzone will be one week short of eight years old. In this (re-)developer interview we talk with <a href="http://www.guerrilla-games.com/">Guerrilla</a> Technical Director Michiel van der Leeuw and Senior Programmer Frank Compagner, who were there when Killzone was first released. In part 1, Michiel and Frank talk about the challenges they faced and the discoveries they made during the conversion process.

<strong>Victor Zuylen: What prompted the HD remaster of Killzone?</strong>

Michiel van der Leeuw, Technical Director, Guerrilla: It was an idea whose time had come. Internally we had talked about bringing Killzone to PlayStation 3 before - Killzone fans frequently asked us about it, and we knew from other developers that such projects could be a lot of fun.]]></description>
				<content:encoded><![CDATA[<p>When <a href="http://blog.us.playstation.com/2012/09/13/killzone-hd-coming-to-psn-october-23rd-trophy-list-revealed/">Killzone HD</a> drops on October 24th, the original Killzone will be one week short of eight years old. In this (re-)developer interview we talk with <a href="http://www.guerrilla-games.com/">Guerrilla</a> Technical Director Michiel van der Leeuw and Senior Programmer Frank Compagner, who were there when Killzone was first released. In part 1, Michiel and Frank talk about the challenges they faced and the discoveries they made during the conversion process.</p>
<p><a href="http://www.flickr.com/photos/playstationblog/7980995197/" title="Killzone HD on PS3 by PlayStation.Blog, on Flickr"><img src="http://farm9.staticflickr.com/8178/7980995197_9998cb8968_z.jpg" width="640" height="360" alt="Killzone HD on PS3"></a></p>
<blockquote><p><strong>Victor Zuylen: What prompted the HD remaster of Killzone?</strong></p>
<p>Michiel van der Leeuw, Technical Director, Guerrilla: It was an idea whose time had come. Internally we had talked about bringing Killzone to PlayStation 3 before &#8211; Killzone fans frequently asked us about it, and we knew from other developers that such projects could be a lot of fun.</p>
<p><strong>VZ: How many of the original team were involved?</strong></p>
<p>ML: A number of developers who worked on the original Killzone for PlayStation 2 helped get this project off the ground, including Guerrilla’s main producer, Angie Smets, who first started producing on Killzone; producer Sebastian ‘MotherH’ Downie, who served as a QA Manager and community liaison back then; art director Jan-Bart van Beek, who was the Lead Artist on Killzone; myself, as the lead coder of the original game.</p>
<p>Frank Compagner, Senior Programmer, Guerrilla: I mainly worked on another Guerrilla title called ShellShock: Nam ’67 at the time.</p>
<p><strong>VZ: Frank, how did you get involved with Killzone HD?</strong></p>
<p>FC: I was asked to dig up the source code and the original assets for the game – things like models, textures and sounds. Guerrilla used a completely different versioning system in 2004, so we knew direct retrieval of the assets was going to be tricky. By comparison, obtaining the source code was slightly easier, because we found a copy in our current CVS.</p>
<p>ML: Frank performed an amazing feat of software archeology.</p></blockquote>
<p class="center"><a href="http://www.flickr.com/photos/playstationblog/7980996592/" title="Killzone HD on PS3 by PlayStation.Blog, on Flickr"><img src="http://farm9.staticflickr.com/8295/7980996592_ae036b3783_n.jpg" width="310" height="174" alt="Killzone HD on PS3"></a><a href="http://www.flickr.com/photos/playstationblog/7980995011/" title="Killzone HD on PS3 by PlayStation.Blog, on Flickr"><img src="http://farm9.staticflickr.com/8450/7980995011_e66078d660_n.jpg" width="310" height="174" alt="Killzone HD on PS3"></a></p>
<blockquote><p><strong>VZ: Software archeology?</strong></p>
<p>ML: It’s a programming term. The biggest challenge we faced with regard to obtaining the assets was that Guerrilla’s whole way of working was different back then. The assets had been backed up to tape at one point, but that was almost eight years and two tape robots ago. So we needed an archeologist, someone to dig into the depths of our backup archives and unearth whatever they could.</p>
<p>FC: It was quite an interesting challenge. The first issue we ran into was that we no longer had a machine to read most of the tapes. And the second issue was that the tapes were stored, uh, <em>offsite</em>&#8230;</p>
<p>ML: Go ahead, you can say it.</p>
<p>FC: By which I mean, in a shoebox in the cellar of one of our IT support staff members, without a list of contents of any kind.</p>
<p><strong>VZ: In a <em>shoebox</em>?</strong></p>
<p>FC: Like I said, we were young and we used to do things differently back in those days.</p>
<p><strong>VZ: So how did you know which tapes to use?</strong></p>
<p>ML: We eventually found a document with tape numbers and backup dates that seemed to match the ones in the shoebox.</p>
<p>FC: Yeah, I spent days poring over the list to get an idea of the data contained on the tapes, and to see whether any of the tapes might possibly contain Killzone 1 assets. In the end I narrowed it down to three or four likely candidate tapes that I asked our IT support staff to procure for me.</p>
<p>ML: Luckily, two of the tapes turned out to be from a previous tape robot that was still in working order, so IT support was able to transfer the contents for us.</p></blockquote>
<p><a href="http://www.flickr.com/photos/playstationblog/7980996122/" title="Killzone HD on PS3 by PlayStation.Blog, on Flickr"><img src="http://farm9.staticflickr.com/8448/7980996122_960be73c1e_z.jpg" width="640" height="360" alt="Killzone HD on PS3"></a></p>
<blockquote><p><strong>VZ: You mentioned that you found the source code separately?</strong></p>
<p>FC: Yes, someone had remembered to store a copy in our current CVS. The challenge there was getting the source code to compile. Owing to the different standards and naming conventions we followed back in those days, that was quite a puzzle in and of itself.</p>
<p>ML: We really had to rack our brains to remember why things were set up the way they were.</p>
<p><strong>VZ: Can you give us an example?</strong></p>
<p>F: A simple example would be the code and header files pertaining to Rico Velasquez; most of them referred to him by a different name, because he started out as an Asian character during development and we never got around to changing it to Rico in the source code.</p>
<p>ML: I had completely forgotten about that.</p>
<p>FC: Me too. At first I wondered why I could only find code for three of the four main characters.</p>
<p><strong>VZ: What happened once you got the code to compile?</strong></p>
<p>FC: From there the team that did the actual conversion took over, working off of the PC development build of Killzone to produce a version that would run well and look good on PlayStation 3.</p>
<p><strong>VZ: What do you think of the end result?</strong></p>
<p>ML: I think the conversion team did a terrific job. The original Killzone was a product of Guerrilla’s high ambitions and youthful enthusiasm, but at the time we didn’t quite have the experience to pack all of those ambitions into the space provided by the PlayStation 2 platform. The conversion team has gone in and made sure everything fits and runs smoothly this time, fully realizing Guerrilla’s original vision for the game. This is Killzone as it was meant to be played.</p>
<p><strong>VZ: Thanks for your time, guys.</strong></p>
<p>FC: Our pleasure!</p></blockquote>
<p>Join us next week for the second part of the Killzone HD (Re-)Developer Interview, in which Michiel van der Leeuw and Frank Companger talk about the enhancements made to Killzone HD.</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.us.playstation.com/2012/09/27/killzone-hd-re-developer-interview-part-1/feed/</wfw:commentRss>
		<slash:comments>58</slash:comments>
	<thumbnail_url>http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2012/09/kzhd.jpg</thumbnail_url>
<rating>4.51</rating><author_title>Editor, Killzone Community</author_title>
<comment_count>58</comment_count>
<comment_replies_count>7</comment_replies_count>	</item>
		<item>
		<title>UPDATED: Standalone Killzone 3 Multiplayer Hits PSN Today, Double XP Weekend</title>
		<link>http://blog.us.playstation.com/2012/02/28/standalone-killzone-3-multiplayer-hits-psn-today-double-xp-weekend/</link>
		<comments>http://blog.us.playstation.com/2012/02/28/standalone-killzone-3-multiplayer-hits-psn-today-double-xp-weekend/#comments</comments>
		<pubDate>Tue, 28 Feb 2012 16:00:23 +0000</pubDate>
		<dc:creator>Victor Zuylen</dc:creator>
				<category><![CDATA[PS3]]></category>
		<post_tag><![CDATA[guerrilla games]]></post_tag>
		<post_tag><![CDATA[killzone 3]]></post_tag>
		<post_tag><![CDATA[playstation games]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=70657</guid>
		<description><![CDATA[To celebrate <a href="http://blog.us.playstation.com/tag/killzone-3/">Killzone 3</a>’s first anniversary, we’re releasing a standalone version of the game’s online component on <a href="http://blog.us.playstation.com/tag/playstation-store/">PlayStation Store</a> today. Dubbed “Killzone 3 Multiplayer,” it includes the Guerrilla Warfare, Warzone, and Operations game modes, as well as the original Killzone 3 maps and <em>all</em> Killzone 3 DLC maps. Best of all, it’s free to try – you can play any of the maps and modes until you reach the rank of Sergeant I.

If you want to keep playing, attain higher ranks, and earn any of Killzone 3 Multiplayer’s four exclusive new Trophies, you can unlock the full version for only $15. Doing so will net you a 24-hour double XP bonus, three free unlock points, the ability to set up clans and custom games, and access to the Botzone mode to help hone your combat skills.
]]></description>
				<content:encoded><![CDATA[<blockquote><p>March 1 UPDATE: The team has resolved the issue with the XP bonus and 3 free unlock points, so anyone who purchases the Killzone 3 multiplayer will now have access to this added content.  And rest assured, for those who purchased the multiplayer already we will be awarding the content very soon via XMB message with voucher code where the items can be unlocked.  We appreciate everyone&#8217;s patience during this fix and as a reminder we look forward to seeing you all out on the battlefield for the Double XP weekend (going from 8:00am PT on 3/2 through 2:00am PT 3/5)</p></blockquote>
<blockquote><p>Feb 28 UPDATE: We mentioned previously that for all you fans who purchase the Killzone 3 Multiplayer will receive a 24-hour double XP bonus &#038; 3 free unlock points. Unfortunately, we&#8217;ve encountered a minor technical issue that will prevent the bonuses from being redeemed at this time. Rest assured however that the team is working quickly to resolve the issue and will deliver the bonuses to any customers that purchase the Killzone 3 Multiplayer very soon. We&#8217;ll have more details on progress very soon.
</p></blockquote>
<p><iframe width="640" height="360" src="http://www.youtube.com/embed/NKFA06RSHAk" frameborder="0" allowfullscreen></iframe></p>
<p><br/></p>
<p>To celebrate <a href="http://blog.us.playstation.com/tag/killzone-3/">Killzone 3</a>’s first anniversary, we’re releasing a standalone version of the game’s online component on <a href="http://blog.us.playstation.com/tag/playstation-store/">PlayStation Store</a> today. Dubbed “Killzone 3 Multiplayer,” it includes the Guerrilla Warfare, Warzone, and Operations game modes, as well as the original Killzone 3 maps and <em>all</em> Killzone 3 DLC maps. Best of all, it’s free to try – you can play any of the maps and modes until you reach the rank of Sergeant I.</p>
<p>If you want to keep playing, attain higher ranks, and earn any of <a href="http://us.playstation.com/games-and-media/games/killzone-3-ps3.html">Killzone 3</a> Multiplayer’s four exclusive new Trophies, you can unlock the full version for only $15. Doing so will net you a 24-hour double XP bonus, three free unlock points, the ability to set up clans and custom games, and access to the Botzone mode to help hone your combat skills.</p>
<p class="center"><a href="http://www.flickr.com/photos/playstationblog/5146377130/" title="Killzone 3 multiplayer by PlayStation.Blog, on Flickr"><img src="http://farm2.staticflickr.com/1428/5146377130_9a4b45fbb1.jpg" width="310" height="174" alt="Killzone 3 multiplayer"></a><a href="http://www.flickr.com/photos/playstationblog/5411611967/" title="Killzone 3 - Salamun Market 1 by PlayStation.Blog, on Flickr"><img src="http://farm5.staticflickr.com/4136/5411611967_7d1013cdc8.jpg" width="310" height="174" alt="Killzone 3 - Salamun Market 1"></a></p>
<p>For those who already own <a href="http://www.killzone.com/kz3/agegate.html">Killzone 3</a> (or decide to purchase the full version of Killzone 3 Multiplayer), we have another anniversary treat: this weekend will be Double XP Weekend! Starting on Friday, March 2 at 8:00am Pacific time, and lasting until Monday, March 5 at 2:00am Pacific time, all XP earned in online Killzone 3 matches will be doubled. The trial version of Killzone 3 Multiplayer is excluded from the Double XP Weekend, of course – we wouldn’t want you to hit that Sergeant I rank too quickly!</p>
<p>And as a reminder, if you enjoy playing this trial multiplayer demo and also want to experience the game’s exciting single-player campaign, you can always purchase the full version of Killzone 3 on Blu-ray at retailers.</p>
]]></content:encoded>
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		<slash:comments>96</slash:comments>
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<rating>4.21</rating><author_title>Editor, Killzone Community</author_title>
<comment_count>96</comment_count>
<comment_replies_count>0</comment_replies_count>	</item>
		<item>
		<title>Killzone 3: Welcome to a Triple-XP Weekend!</title>
		<link>http://blog.us.playstation.com/2011/06/24/killzone-3-welcome-to-a-triple-xp-weekend/</link>
		<comments>http://blog.us.playstation.com/2011/06/24/killzone-3-welcome-to-a-triple-xp-weekend/#comments</comments>
		<pubDate>Fri, 24 Jun 2011 13:06:57 +0000</pubDate>
		<dc:creator>Victor Zuylen</dc:creator>
				<category><![CDATA[PS3]]></category>
		<post_tag><![CDATA[guerrilla games]]></post_tag>
		<post_tag><![CDATA[killzone 3]]></post_tag>
		<post_tag><![CDATA[playstation games]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=53492</guid>
		<description><![CDATA[Earlier this week we released the third DLC pack for <a href="http://blog.us.playstation.com/tag/killzone-3/">Killzone 3</a>, “From The Ashes,” as well as a DLC bundle containing all <a href="http://blog.us.playstation.com/2011/06/21/killzone-3-from-the-ashes-and-map-pack-bundle-hit-psn-today/">three DLC packs</a>. Of course there’s only one way to celebrate this momentous occasion -- organize a <em>Triple</em> XP Weekend!

You read that right – <strong>from Friday, June 24 at 9:00AM Pacific Time, until Monday, June 27 at 9:00AM</strong>,  all XP earned in <a href="http://us.playstation.com/games-and-media/games/killzone-3-ps3.html">Killzone 3’s</a> multiplayer matches will be <em>tripled</em>. So whether you’re exploring new DLC maps or just re-acquainting yourself with the stock maps, you’ll rank up faster than ever!]]></description>
				<content:encoded><![CDATA[<p><!--[if IE]><object width="640" height="380" id="viddlerOuter-7867c695" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000"><param name="movie" value="http://www.viddler.com/simple/7867c695/"><param name="allowScriptAccess" value="always"><param name="allowNetworking" value="all"><param name="allowFullScreen" value="true"><param name="flashVars" value="f=1&#038;autoplay=f&#038;disablebranding=f"><object id="viddlerInner-7867c695"><video id="viddlerVideo-7867c695" src="http://www.viddler.com/file/7867c695/html5mobile/" type="video/mp4" width="640" height="360" poster="http://www.viddler.com/thumbnail/7867c695/" controls="controls" x-webkit-airplay="allow"></video></object></object><![endif]--> <!--[if !IE]> <!--> <object width="640" height="380" id="viddlerOuter-7867c695" type="application/x-shockwave-flash" data="http://www.viddler.com/simple/7867c695/"><param name="movie" value="http://www.viddler.com/simple/7867c695/"><param name="allowScriptAccess" value="always"><param name="allowNetworking" value="all"><param name="allowFullScreen" value="true"><param name="flashVars" value="f=1&#038;autoplay=f&#038;disablebranding=f"><object id="viddlerInner-7867c695"> <video id="viddlerVideo-7867c695" src="http://www.viddler.com/file/7867c695/html5mobile/" type="video/mp4" width="640" height="360" poster="http://www.viddler.com/thumbnail/7867c695/" controls="controls" x-webkit-airplay="allow"></video> </object></object> <!--<![endif]--></p>
<p>Earlier this week we released the third DLC pack for <a href="http://blog.us.playstation.com/tag/killzone-3/">Killzone 3</a>, “From The Ashes,” as well as a DLC bundle containing all <a href="http://blog.us.playstation.com/2011/06/21/killzone-3-from-the-ashes-and-map-pack-bundle-hit-psn-today/">three DLC packs</a>. Of course there’s only one way to celebrate this momentous occasion &#8212; organize a <em>Triple</em> XP Weekend!</p>
<p>You read that right – <strong>from Friday, June 24 at 9:00AM Pacific Time, until Monday, June 27 at 9:00AM</strong>,  all XP earned in <a href="http://us.playstation.com/games-and-media/games/killzone-3-ps3.html">Killzone 3’s</a> multiplayer matches will be <em>tripled</em>. So whether you’re exploring new DLC maps or just re-acquainting yourself with the stock maps, you’ll rank up faster than ever!</p>
<p><a href="http://www.flickr.com/photos/playstationblog/5864996566/" title="Killzone 3: From the Ashes DLC by PlayStation.Blog, on Flickr"><img src="http://farm6.static.flickr.com/5234/5864996566_e63de3a2fe_z.jpg" width="640" height="360" alt="Killzone 3: From the Ashes DLC"></a></p>
]]></content:encoded>
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		<slash:comments>70</slash:comments>
	<thumbnail_url>http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2011/06/killzone-31.jpg</thumbnail_url>
<rating>4.42</rating><author_title>Editor, Killzone Community</author_title>
<comment_count>70</comment_count>
<comment_replies_count>0</comment_replies_count>	</item>
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