

It wasn't something we were already working on before we launched the game. It was already planned, but not how it would be, or which type of co-op it would be. We did announce it and say Season Pass holders would get it for free, so we did say we were going to do it, but we only started developing it after Shadow Fall launched. "Within the scope we had, and being a launch title and having new hardware and having to re-factor the engine, there just wasn't enough time to also do a co-op. "So for us it was important to have a robust, chunky, sizeable campaign and at least tell the story we wanted to tell and have the gameplay mechanics we wanted to have, and also have a good multiplayer experience, with enough levels available at launch and more coming after. "You need to be focused on the things you want to do in order to be able to do them properly," Torkan explained. "You're working towards a goal, but in the meantime the hardware itself is also coming together the libraries and the controller and everything."īecause it was shooting at an always-moving target, Guerrilla chose to focus on fewer features, with the likes of co-op failing to make launch. "The best metaphor for making a launch title is it's like driving a race car while the car is still being built around you," Torkan said. Speaking with Eurogamer, Guerrilla producer Poria Torkan said making a PS4 launch title was particularly difficult because the developer was working with ever-changing hardware and software - even though, as a Sony-owned studio, it was as close to the console as could be expected. It was a different case, of course, with Shadow Fall. Guerrilla Games is busy working on a significant four-player co-op expansion to its PlayStation 4 launch title Killzone Shadow Fall - but it's also busy working on its secret next effort on the console.Īccording to the Dutch developer, its next game will benefit from its creators having had plenty of experience with the finished version of Sony's console.
