The game would have needed extensive re-design to cope with it

Oct 5, 2012 14:32 GMT  ·  By

The upcoming High Definition Remake for the original Killzone will not include a jump move added because it would require a major redesign of too much of the game world.

Frank Compagner, a senior programmer working on the remake of Killzone, has said that a jump move would encourage players to test the limits of the game’s levels, something the team could not prevent without doing a lot of work on the architecture.

Michiel van der Leeuw, who is the technical director, said for the PlayStation Blog that, “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.”

He added, “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.”

Mathijs de Jonge, who was the game director for Killzone 2 and 3, has been brought in to aid the developers of the original game in adapting the control scheme to the realities of the PlayStation 3.

The first Killzone was launched on the PlayStation 2 in 2004 and the game aimed to offer a new first-person shooter experience set in space, one that focused on the grim realities of war and offered a modicum of realism.

Killzone HD is designed to arrive on the PlayStation 3 as part of a new bundle that also includes the second and the third game in the series on October 24.

The game will also be offered as a standalone on the PSN.