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PREVIEW KILLZONE 2 |
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Play felt a bit flattened by the
initial Killzone 2 showing at E3
2007, and it took the explosive
trailer of the Sony conference to
set us right with the game. Now,
as we recover from the semidisappointment
that was Leipzig 2007, we’re still seeing Killzone 2 as
the spoilt child of the PS3; overhyped
and loved without justification.
With the first being as flat-chested
as it was, why should we gather
around the bosom of Killzone 2 with
such hungry eyes?
Well, it is pretty, isn’t it? For most
gamers, this is all they have to go
on when a game is in its pre-release
stage, and we’re in a similarly
castrated position with Killzone 2.
The gameplay looks to have a lot of
tried-and-tested features that we’ve
seen before, so we’re still a little bit
anxious to see how Killzone 2 will set
itself apart from other FPS games.
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There’s the cover system, which
Guerrilla is touting as an ‘exciting’
new feature. One question, though:
has it played Rainbow Six Vegas? In
that game, we saw exactly the same
type of cover and fire, which already
outdates the kind of cover tactics
that Killzone 2 values so much. It still
looks a lot more exciting and upscale
than Rainbow Six Vegas, but none of
this is new enough. This needs to be
a benchmark for what FPS games
can achieve on the PS3, but the
Nectar aspect of Haze sounds more
interesting than anything that a mere
cover system will offer.
Unfortunately, the other new
features are equally sparse. The lack
of an HUD is something we’re quite
pleased with, though. Although the
absence of a health bar doesn’t make
the game any more realistic (people
usually die when they’ve been shot
ten times in the chest), it does make
it more immersive when you’re not
forced to glance away from the action
in a heated firefight. Combined
with the near-complete nature
of the destructible environments
(see Building Ruination boxout),
the game’s ability to immerse you
becomes that extra bit sharper. If this
feature is universal in the final product
(ie, it’ll allow you to damage every part
of the environment), then Killzone 2
could at least be a trailblazer with one
facet of its overall experience.
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Killzone 2 isn’t all a rehash,
thankfully. A new enemy was shown
at Leipzig, wearing heavy armour
and wielding a chain gun, which
was a departure from the usual set
of Helghast cannon fodder. This
particular enemy had a cunning
brutality to his approach, murdering
a gaggle of your troops before you
can actually shoot him yourself. Once
again the animation was superb, and
his towering height and inhuman look
really highlighted the intense design
of Killzone 2. We weren’t completely
reversed by this one enemy, but it
does give you a bit of hope for similar
design quirks in the final product.
After all, the set pieces and
unpredictability made the original
Killzone what it was. Guerrilla
could create semi-competent war
scenarios, certainly, but everything
we’ve seen since then suggests that
the PS3 is the technology needed for
the on-rails feel of these elaborate set
pieces. Still, couldn’t the developer
have shown us something a little more
innovative at Leipzig? All we have
to go on is a middling mini-boss, a
borrowed cover system that Guerrilla
is over-keen on and a seemingly linear
level design, which can be damaged
with a bit of firepower. It’s all been
seen before. Granted, we’re big fans of
the huge scale of Killzone 2, but we’re
holding back our better praise until we
see something new.
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