Killzone 3 is a shooter title with a lot of bells and whistles, like 3D and Move support. However, Guerrilla Games managing director Herman Hulst said that they’re careful to make sure the experience is good for all users.

“I’m a little bit careful to… let me rephrase that… 3D is a great feature, but it’s an option to the game. I don’t want people who don’t have 3D to have a suboptimal experience,” said Hulst. “That said, if you play it in 3D… you see some of the cuts scenes and sequences in 3D, they look outstanding. They really pull you into the action. You’re more than ever submerged.”

“But we don’t want to alienate the core audience,” added Hulst. “The same with Move. These things are options. They’re great options. I think they’re here to stay. Just like we moved from mono sound to stereo sound. You wouldn’t want to go back after awhile. But you don’t force people to buy another transistor radio. When they’re ready. We have to listen to the audience in that regard.”

When asked how all this was possible, he talked about optimization and confirmed split screen co-op. “We found a lot of power after we completed Killzone 2. Just to give you an example on the graphics side: we pulled a level from Killzone 2 into the Killzone 3 engine and it ran at 50 percent. That’s how much power we’ve been able to find,” noted Hulst. “You can see it in split screen co-op. We had to do the double rendering anyway. I don’t think there’s that much that’s suboptimal.”

Source: 1UP  {link no longer active}