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It's hard not to get caught up with the furore surrounding Killzone
2, with the raving Sony vs. Microsoft fanboy-ism and some suspiciously
ornate-looking screenshots from early in development causing unnecessary
friction (and very welcome publicity). It's a game with much weight
on its shoulders for many reasons - but how does it actually play?
Upon
booting up Killzone 2 for the first time, it's equally as hard not
to simply get carried away by the visuals. Apparently there is a
story tucked away somewhere but noticing it soon becomes a problem
when, instead of listening to your fellow allies, you are too busy
ogling the gorgeous scenery. It really is mesmerisingly beautiful...
wait... what was I saying? Oh yes... the story. You take on the
role of Sev, an Interplanetary Strategic Alliance Sergeant, who
is a part of the counter attack on planet Helghan, the distant home
world of the Helghast. Along with his Alpha Squad buddies, Sev is
on a mission behind enemy lines to secure the capital of Pyrrhus.
At this point you'd be forgiven for a few pre-emptive grumblings
about how clichéd this all sounds but before you get the chance,
the game throws you into the thick of it - and, unsurprisingly,
that's where Killzone 2 performs at its best.
Things
start off at a leisurely pace when you are introduced to your overtly-macho,
soldier stereotype buddies and undertake your first objective. Progressing
in a linear fashion, with a point-to-point, A to C via B approach,
Sev and his foul-mouthed cohort (you'll soon see why!) dredge deeper
into the hostile Helghan wastelands. This linearity never really
wanes throughout the game's duration and, when coupled with a curious
lack of variety in enemy types, is more than a little worrying at
first. Fortunately, the game cleverly avoids monotony, largely due
to its interesting and varied level design, with many areas feeling
a lot larger than they actually are. Additionally, the AI is well
above par, with the few brands of Helghast that you do meet proving
to be worthy and purposeful adversaries who utilise their surroundings
well to eke out any advantage - ducking, diving, flanking and even
pulling a knife and charging at you, should they feel desperate.
So, whilst you might be fighting your thousandth Helghast soldier,
the chances are that he's behaving quite differently to the last
and generally doing well to avoid the usual 'hiding behind a crate
only occasionally popping up to reel off a few shots' routine that
many similar shooters tend to fall prey to.
Sadly,
the same can't be said for your allies, who seem to prefer standing
out in the open, shouting things like "come on, take them!" and,
perhaps most amusingly, "find some cover Sev!" before keeling over
in a hail of bullets. When they do fall, it's your job to resuscitate
them by means of an electric gun - but fear not, they will no doubt
repay your generosity shortly after by standing in your way and
getting you killed. And when you do go down, they won't return the
favour. In seriousness though, this is an acceptable decision, requiring
you instead to simply spawn back at the nearest checkpoint - just
don't rely on your allies in a fraught situation. The way they act
isn't the only problem, either; although suitably gruff and macho
at first, their use of expletives soon begins to grate - the idiom
'swearing like a trooper' doesn't quite cover it. Should all of
these four letter words have been replaced with meaningful dialogue
then the game experience would probably have been better for it,
perhaps allowing you to appreciate the characters more and really
drive the plot forwards, rather than leaving it fleeting overhead.
But
did I mention the graphics? It's hard to write at length about Killzone
2 without taking some time to rave about the way it looks. For a
game that involves primarily battling across grimy, rusting, industrialised
wastelands, it looks astonishing. Each area is brought to life with
razor sharp detail and barely a jagged edge to be seen. It has an
almost impervious atmospheric quality throughout, with the hostile
Helghan climate of near continuous wind, rain and lightning only
worsened by the shouting of comrades, foreboding musical score and
perpetual cracking of gunfire. Interiors are naturally a little
less impressive but avoid generality with appealing lighting effects
and, of course, keeping you busy with the ups and downs of their
design. Enemies look bold and are easily spotted in the darkest,
dankest corridor thanks to the deep orange glow of their goggles.
As console games go, Killzone 2 really has that 'wow factor' the
first time you see it in motion, an experience whose impact I can
only liken to the original Gears
of War.
It's
not just about looks though; Killzone 2 controls well, too - at
least once you get used to its system. As with many platform exclusives,
it has a tailor made control system, but it lacks that punch and
responsiveness of the likes of Resistance
2. Instead, the game adopts a more 'realistic' and weighty approach
to movement, one that, following the recently released demo, gave
many gamers cause for concern. It certainly does take some getting
used to but at the same time it adds quite a lot to the unique feel
of the game, tying in well with the atmospheric qualities already
mentioned. There is a great 'lean and peek' cover system too, which
is thankfully entirely first person, allowing you to fire from relative
safety without breaking the flow of the game, which, incidentally,
is dictated by another great device: the waypoint system. A single
press of the up button on the d-pad reveals the rough direction
in which you should be headed; a welcome addition with the diverse
and unobvious terrain that a Helghan battlefield can present.
The
selection of weapons is refined without being limiting but it's
also strangely terrestrial, considering the futuristic setting,
with good old fashioned bullet firing sniper rifles, sub machine
guns and shotguns. The exception is the ridiculously powerful lightning
gun that you encounter in the second half of the game, which can
clear an entire area in no time at all. As with many other modern
FPS games, you can only carry one main weapon, with a sturdy pistol
at the ready if you find yourself out of ammunition. Perhaps the
most curious addition is that of a knife, which seems a little redundant
given the time that it takes to equip it when you can simply slam
your enemies around the head with the butt of your gun.
Few
first person shooters can survive on the merits of their single
player alone though (with BioShock
and Half-Life
2 proving notable exceptions) and here we are with an incredible
game engine, a fresh graphical look and a futuristic setting, all
of which is more than suitable for a superb multiplayer experience.
In fact, despite the solidarity of its single player campaign, the
importance of Killzone 2's multiplayer, named Warzone, can't be
overstated; this is after all a game about shooting first and asking
questions later.
One
thing that immediately stands out is the alternating game types
within a single match. The host can choose one or more of these
types from a pool of five, from a straightforward deathmatch-style
Bodycount mode (where the team with the most kills wins the round)
to Capture and Hold or Assassination. While relatively run of the
mill at their core, each mode's objectives are incorporated into
the maps well and seamlessly flow between each, with no pause in
the action. Naturally, Killzone 2's multiplayer inherits the rest
of the game's chief characteristics, though some translate better
than others. It's apparent that little compromise has been made
with regards to the visuals, which remain as effortless as they
are stunning. Grenades explode with vigour and send unsuspecting
players flying with the same satisfying ragdoll physics as witnessed
in single player, and should you meet an enemy at a blind corner
in a dimly lit corridor then there's the refreshing touch of telltale
shadows to add both an additional glint of realism and the need
for tactical consideration. The lean and peek mechanic however has
been chopped, in order to help avoid any tedious stalemates and
lend matches a more get up and go feel; that's not to say it feels
particularly fast paced though, with an enforced nine-second respawn
timer and large, sprawling maps creating a slower, more teamwork-intensive
experience.
Progression
through the game's twelve ranks is slow but steady as you gain XP
and unlock abilities, weapons and the classes themselves. There
are seven reasonably well defined classes to choose from: Rifleman,
Medic, Engineer, Tactician, Assault, Saboteur and Scout, each with
a primary and secondary ability. While the primary abilities remain
unique to each class (such as the Medic's ability to resurrect fallen
teammates and the Scout's invisibility cloak), it is in fact the
blending of each of the secondary abilities that makes the system
truly intriguing, effectively allowing you to create your own customised
class. Coupling the Assault class's primary body armour with a Medic's
health packs result in the perfect front line warrior, for example,
while those who like to play defence might combine the firepower
of the Engineer's stationary turrets with a Tactician's air support
drone. Each class has a finite selection of weapons (except the
initial class, Rifleman, who trades depth for breadth), with Scouts
employing their trusty sniper rifle and the Assault class's trademark
rocket launcher often proving effective at breaking through enemy
positions (possibly a little too effective!)
There
are a few irritations; headshots seem too easy to come by, double
kills are curiously common and the weighty controls feel somewhat
clumsy when the cinematic single player experience is replaced by
the twitchy pace and unpredictability of multiplayer, where enemies
can and will attack from every angle. Are any of these criticisms
enough to overshadow the multiplayer entirely? Far from it - it's
just a pity that, ultimately, it doesn't play quite as good as it
looks. Give Warzone a chance though and you will be rewarded with
a satisfying, skill-based online mode.
In
the context of other PS3 first person shooters, Killzone 2 serves
as the ideal compatriot to Resistance 2, providing us with a more
grown up - and arguably more polished - experience, as well as spoiling
us rotten with yet more multiplayer goodness. Once you get past
the graphics-induced shellshock and push the underwhelming plot
to the back of your mind, there is a worthy first person shooter
that simply demands to be played.
Reviewed by Martin Oddy for AceGamez (All Rights Reserved).
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