Killzone Shadow Fall - Chapter 10: Saviour Finale Ending [No Commentary Playthrough]

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Duration: 45:16
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Chapter 10: The Savior (Mid-Credits Mission)

Cutting away from the credits, the player (now a Helghast operative) has made it into Vekta City. In the background, Sinclair is delivering a speech to the Vektans, calling for war against the Helghast. Fighting through scores of ISA and VSA personnel, the player finally comes to a perch overlooking the rebuilt VSA headquarters. The player lines up the shot, brandishing a sniper rifle, with Sinclair in the center of their cross-hairs. The player character whispers, "For Kellan..." in Echo's voice (revealing she survived), and pulls the trigger. The final shot of the campaign follows the sniper round as it travels towards Sinclair, with the screen cutting to black the instant before the round hits Sinclair, preventing a new war from beginning.

Killzone Shadow Fall is a first-person shooter video game developed by Guerrilla Games and published by Sony Computer Entertainment for PlayStation 4. It is the sixth game of the Killzone series and the fourth game of the series for home consoles. Killzone Shadow Fall was released on 15 November 2013 as a launch title for PlayStation 4 in North America and 29 November 2013 in Europe. The game was released on 22 February 2014 in Japan. Taking place 30 years after the events of Killzone 3, Shadow Fall follows a new set of characters, putting players in the role of Lucas Kellan, a "Shadow Marshal", who is investigating a rising threat in the continuing war between Vekta and the Helghast.

Guerrilla Games
Sony Computer Entertainment Europe
"What will you sacrifice for peace?"

Multiplayer

The game's multiplayer removed jetpacks and exoskeletons, in order to ensure that custom Warzone presets work on all maps. 22 weapons are available.

There are now only three classes; Scout, Assault, and Support. There are also ten multiplayer maps currently available, with more promised to be released over subsequent months for no additional cost.

A $20 online season pass is also available. It will contain a co-op expansion pack, three new map packs, and two additional multiplayer expansion packs. The wave-based co-op mode is a four-player game type set across four new cooperative levels, and featuring a unique leveling system and new unlocks. The trio of map packs, each of which introduces two new levels, will also be part of the cooperative survival mode. An OWL combat drone skin and unique multiplayer Spotlight move" are also included.
Warzones

The multiplayer uses a system where you choose to play from different Warzones, created by the developers or the community. While basic ones are available, anyone can create their own with custom rules, putting the warzone up for anyone to view and join. As of now the options are fairly limited, mostly involving turning off or limiting aspects of the basic Warzone game mode.
Maps

Shadow Fall currently features ten multiplayer maps: The Divide, The Spire, The Park, The Station, The Wall, The Penthouse, The Factory, The Forest, The Remains, and The Slums. Two maps named The Cruiser and The Hanger were added as free DLC. Later, a map named Canyon was added as free DLC.
Development

Killzone: Shadow Fall was announced at the PlayStation Meeting in February 2013, and will be a PlayStation 4 launch title.

Killzone Shadow Fall was seen, by Guerrilla Games, as an opportunity to revitalize the franchise, since it was established early in development that they would be working on a new platform. The main point during development was to give players more options on how to proceed, particularly during the single-player mode. According to Guerrilla Games, the original size of Killzone Shadow Fall was 290GB because the game has no assets designed for lower spec systems.

The demo of Killzone: Shadow Fall shown during PlayStation 4's announcement only used 4GB of memory – not the full 8GB GDDR5 RAM available to developers in the final hardware, Guerrilla has revealed. According to the studio, 3072MB (3GB) of PS4's 8GB were dedicated to video resources powering the demo, with 1,536MB used for system resources. A further 128MB were shared between the two.Of the 3GB reserved for video memory, 1,321 MB were used by non-streaming textures. According to Guerrilla, the demo featured 8200 physics objects, 500 particle systems and real-time reflections - which include "a lot of Guerrilla secret sauce".

Guerrilla's decision to stick with 4GB suggest that the developer may not have been aware of Sony's decision to include 8GB in final retail hardware – something Just Add Water CEO Stewart Gilray told VideoG

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