Were you among those who criticizedKillzone 2for having controls that felt heavy and clunky? Apparently there were quite a few of you, as Guerrilla has seen fit to address the issue inKilllzone 3with a system that is much closer to established “run n’ gun” protocols.

“I’m confident that whenKillzone 3comes out, we’re going to have a set of controls that will really appreciate the vast majority of audiences,” states studio head Herman Hulst. :The heavy sensation ofKZ2is absolutely gone. Instead, this feels much closer to standard run-and-gun responsiveness.”

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I actually quite liked the controls ofKillzone 2, but ifKZ3is going to stop people moaning about it, then that’s fine by me as well. What did you think of the controls, and do you believe the improvement is needed?

Killzone 3 controls “closer to standard run-and-gun”[GOONLINE]

The opening area of the Whisper mission, in a small grove.

The Divide in the Cosmodrome, where the Guardian was resurrected.

A holofoil Ribbontail, as seen in collections.

The Phoneutria Fera hand cannon, inspired by the Season of the Haunted armor set. It has a unique, galactic glow.

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Mad Maggie opens a supply bin and an item with a symbol indicating infinite ammo appears.

Legends slide through a zipline in King’s Canyon in Apex Legends.

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The Yeartide Apex tex Mechanica SMG with a Holofoil glow.