Killzone 2 game review for the PS3

Visually arresting, overpoweringly cinematic and utterly tedious

It is impossible to talk about Killzone 2 without mentioning the H word. Yes, hype. Killzone 2 has, rather unfortunately, been subjected to oodles of it. The original struggled under the weight of it, anf failed to deliver, while Killzone 2 almost managed to completely undermine itself way back in 2005 with one fateful pre-rendered video that caused a mighty kafuffle in the gaming community.

 

Fortunately, the controversy surrounding it now seems somewhat futile. Although one Sony rep may have naively tried to pass it off gameplay footage when it was in fact nothing more than a speculative impression of what a game like that might look like much further down the line, it is a huge tribute to developer Guerrilla Games that Killzone 2 really has lived up to that original graphical spectacle.

 

Shame it didn’t go the extra mile, though.

 

Graphically, Killzone 2 is at the very pinnacle of first person shooter design. An average encounter – and there are a great number of very average encounters throughout the 10 mission campaign – is an orgy of exploding, dizzying, spell-binding chaos. Glowing red visors swim in a haze of clogging smoke and blood, dancing between the flaking concrete of an industrialised nightmare. Helghan is a planet so pestilent that it’s as though someone took the seventh circle of hell and built a motorway service station in it, and Guerrilla has realised it perfectly.

 

Enemy and friendly AI models are drawn to an incredible degree of detail. The lighting effects too are spectacular; and the anti-aircraft barrages, lighting strikes and the frequent staccato of gunfire illuminates in so many eye-catching ways that you’d want to stop and stare if you weren’t constantly running for the nearest obstacle to hide behind.

 

Killzone 2 also features a few familiar faces from the original Killzone on PS2. Jan Templar and Rico Velasquez return to starring roles, although it’s the foul-mouthed, perpetually obnoxious Rico who’ll be doing your head in throughout several hours of main campaign while the relatively bearable Templar takes a back seat on the command ship. Brian Cox reprises his role as Scolar Visari in excellent form, and according to IMDB, the superb Sean Pertwee does the voice of Colonel Radec – a slight oddity seeing as he was also the voice of the shady half-Helghan spy in the original, and about the closest thing to an interesting character that the series has ever had.

 

Also unlike the original, where you could at least pretend to get some gameplay variety by controlling the various different characters, you are stuck in the role of Sergeant ‘Sev’ Sevchenko; an army man about as stereotypical as you could ever hope to meet this side of Haze. If this change was intended to perhaps draw the rest of the narrative into a more coherent, engaging whole, it failed. Miserably.

 

Each mission flows gracefully into the next accompanied by instantly forgettable wittering about escorting convoys full of god knows what to god knows where for no discernable purpose, securing bases and checkpoints and LZs and oh dear, did we drop off for a minute there? Nevermind, hit up on the D-Pad to get an arrow pointing to wherever you need to be for Rico’s next instalment of petulant twattery and kill everything else you see en route.

 

The killing, or at least the tactical encounters between your varying force and the constantly spawning enemies, can be prove to be a superb display of artificial intelligence. Helghast troopers will take refuge behind any available bit of scenery and aren’t so daft as to stick their heads up when there a bullets flying over them, instead choosing to crawl to safer spots to pop out and take pot shots at you. Stick around in a single place for too long and you’ll find grenades raining in to flush you out and bolder enemies will attempt to rush in and take you out while you reload.

 

Alas, the same level of AI doesn’t quite cover the friendly troops quite as effectively and you’ll frequently find them charging out directly in your line of fire practically at the very moment you thought you’d lined up a perfect headshot.

 

And after a few missions, you’ll be getting a very strong sense of déjà vu. The bog-standard Helghast troopers soon give way to slightly tougher, more heavily armed varieties that look pretty similar, as well as a couple of special units like the larger heavy troopers who have something of a dubious role in the game seeing as you have to shoot them in the head so that they turn round and bend over for you to unload a *ahem* clip into their backside. The locations and the scale of encounters seldom change either – it’s all one big war-torn oil refinery, with the occasional smattering of elevated positions and desert wasteland.

 

Making this worse, and proving to be the gaping flaw in the whole game, are the controls. They’re twitchy and yet at the same time manage to make it slow to turn and cover all the necessary angles. Furthermore, the most essential of actions demand a lot of fiddly button presses.

 

To stick to cover you hold L2. To fire a shot you then press R1. If you want to lean out from cover first to get the aim in properly, you need to hold a L2, the direction you want to lean and hit R1. Or if, heaven forbid, you want to aim down the sights from cover, you need to hold L2, the direction you want to lean, L1 and fire with R1. The result is something like trying to strangle a particularly vicious lobster.

 

If that wasn’t quite annoying enough, not all the cover mechanics work as promised. Aiming out in just the wrong way – a relatively frequent occurrence seeing as the available cover doesn’t always lie at just the direction (a la Gears of War) and enemies are eager to push for their own dominance of the battlefield – can result in you twitching in and out of cover as if you’re having an ill-timed seizure.

 

It’s a real relief then that the tedious single-player campaign is only half of the real Killzone 2 experience. The extra months of development that were pushed into the multiplayer side (although sadly not into creating a co-op mode which could have been a hell of a lot more fun) have been well spent. The maps are wide and sprawling, packed with nooks and angles, raised platforms and hidden trenches for you to spring attacks on unsuspecting players and for them to replay the same favour.

 

As you get kills and achieve objectives (the best innovation on this front is not a new game mode, but the ability to play multiple modes in random orders throughout the same map) you’ll receive experience points which will in turn unlock new equipment and abilities. There’s a good chance that this could be seen as rewarding better players with better kit, a scenario which doesn’t make for particularly fair balancing, but it gives the game real longevity and at least means that it will change for you over time as you develop your character.

 

Killzone 2 has borrowed a lot from Call of Duty 4 in this regard, and even if it has delivered in a less balanced manner, it should result in a similar kind of longevity.

 

Killzone 2 is by no means a perfect game, but it’s done its job of proving the PS3’s graphical superiority. The controls might be akin to threading a needle with a pneumatic drill but there’s no arguing that there’s a certain triple A quality that somehow managed to slip past all the ghastly storylines and repetitive single-player encounters. There should even be a decent amount of replay value in there too.

 

Link: Killzone 2

 

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Killzone 2
Killzone 2 is by no means a perfect game, but it's done its job of proving the PS3's graphical superiority
Our Rating
Price

WE LOVE

A new benchmark in shooter graphics
Challenging enemy AI
Multiplayer longevity

WE HATE

Crippling controls
Half-baked story
Sergeant Rico Velasquez
Repetitive campaign

WE SAY

The PS3 has finally got the kind of shooter that, visually, it deserved. Now can we have one made by someone who's used a PS3 controller, please?

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