The lights are on
Those planning to pick up a PlayStation 4 on November 15 were dealt a couple of blows last week with the delays of Watch Dogs and Driveclub. Thankfully, there's some good news about one of the remaining first party exclusives.
Killzone: Shadow Fall game director Steven Ter Heide answers a number of questions in a post on the PlayStation Blog. Among his responses is a clear answer about the multiplayer aspect of Guerrilla's first-person shooter. "We are running with dedicated servers to handle the transfer of data between clients," Ter Heide says.
There are 22 weapons, most of which can be upgraded with attachments (unlocked by completing challenges). The game will eschew the now-typical experience and leveling system, with each completed challenging increasing a player's level by one.
Ter Heide also says that Guerrilla is working on a cooperative horde mode as post-launch support. Killzone: Shadow Fall should take about 10 hours to complete, and the touchpad will factor into the control scheme.
For more on Killzone: Shadow Fall, check out our coverage from Gamescom 2013.
Update: Readers have pointed out that Guerrilla's use of the term "dedicated servers" isn't entirely clear. In the case of Killzone; Shadow Fall, the multiplayer is a hybrid of peer-to-peer and dedicated (as explained in this older post on the PlayStation Blog). Essentially, Guerrilla will be using dedicated servers to augment a traditional peer-to-peer environment. One user will still be the host, but the infrastructure will help to mitigate slow connections and oppressive firewalls. Whether this works in practice as well as it sounds like it will in print is something we only have to wait three weeks to find out.
[Source: PlayStation Blog (1) (2)]
Our TakeKillzone: Shadow Fall is an important title for Sony, and getting the multiplayer right is crucial, especially since that feature is behind the paywall for the first time on a Sony console. While this isn't a true dedicated server situation, I'm hopeful that the solution Guerrilla is using will help eliminate lag issues.
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Ah, some good news for a Sony first-party launch title. Feels like it's been a while.
That being said, this is really going to make their non-dedicated server online titles feel like crap.
Very cool stuff. I usually don't look forward to playing the MP in games, but I'll probably play the KZ MP before I even start the campaign.
This honestly comes as no surprise. This will be the norm.
I don't know if I've just tricked myself so I have something to look forward to on day 1, but I'm kinda psyched to play this online.
Can't say if it will be better than the latest Battlefield or Call of Duty, but at least it's a little different (which goes a long way for me right now).
This basically is going to be my Day 1 purchase since Watch Dogs got delayed.
KZ2 multiplayer always ran flawless for me. Sounds like this game will follow suit.
This is going to be one of my launch games for the PS4.
P2P or dedicated, really makes no difference to me. In all my FPS gaming over the years of COD4,WAW,MW2,BO,BO2,BF3 and the like, I have not had any major issues nor benefits from either set up. That's also goes for my online experience from Xbox Live and PSN. Yes I do know dedicated is better overall, I'm just drawing my opinion from my past several years of gaming this gen. Others experience may be different from mine. Maybe this next gen I will see a difference.
Day 1 for me without a doubt, this and Black Flag are already paid off along with my PS4. Question is....which one do I play first?!?!?
The servers hopefully can do what's needed and maintain great quality. This game will be competing with COD also.