|
|
|
|
|
PREVIEW KILLZONE 2 |
|
|
|
|
|
 |
|
|
|
For a game that wasn’t
particularly innovative
or competent, Killzone
was heaped with an
unwarranted amount of praise.
Inexcusable technical issues were
blamed on the PS2 hardware,
instead of the developer, while
the slightly hammy premise was
praised for being kitsch, rather
than embarrassing. With Killzone
2, similar questions hang over its
quality – although it’s fun to believe
that the second instalment could
be the triple-A FPS that the fi rst
game failed to be, it’s diffi cult to see
how Guerrilla will actually achieve
that. To be fair, though, a solid FPS
that borrows from every other
title is probably what PS3 owners
need, right now, and the thick layer
of gloss that runs over everything
doesn’t hurt.
Much of what Sony has released
so far looks like average FPS fare,
in spite of this thick coat of polish.
The action in Killzone 2 takes place
on Helghan, in the midst of the ISA’s
invasion, so there’s a real business
to the ambience of the world. Ships
fl y overhead, while explosions can
be heard in the distance. Guerrilla
wants to create a focused, war-torn
atmosphere that will remind gamers
of the Vietnam confl ict. With a range
of extreme weather conditions
that’ll apparently affect certain
levels, Killzone 2 aims to push the
fi sh-out-of-water tone to the fore.
The gameplay doesn’t look
particularly innovative, in basic
terms, but the cover system
in Killzone 2 is looking rather
substantial. It reminds us of
Rainbow Six Vegas, in the way it
works, but Killzone 2 will benefi t
from the fact that each level is
heavily populated – with that in
mind, cover is likely to become an
integral aspect of the gunplay.
|
|
|
|
 |
|
 |
|
|
|
We know that’s hardly a
revolutionary take on the FPS,
but it’s still a signifi cant addition.
Useful cover spots are prevalent in
Killzone 2, and due to the large, open
environments, they’ll be as essential
to survival as they were in GRAW 2.
The environments in Killzone 2 will
vary between the sizeable, freedominvoking
battlefi elds, but also the
more standard-sized arenas, like
warehouses and corridors.
We have a lot of hope for the
battlefi eld sections, especially if
Guerrilla manages to cram entire
armies on screen at once. Killzone
2 just has to capture that feeling
of war, so accurately. They came
close with the fi rst game, but the
onslaught of bugs completely
derailed any potential realism,
while the visuals and compressed
sound couldn’t quite capture the
atmosphere that was necessary.
With 7.1 surround sound, however,
and the massive capacity of the Bluray
disc, this shouldn’t be a worry.
It doesn’t look like every part of the
game will push the PS3, anyway.
Some of the gameplay footage we’ve
seen looks very clichéd, resembling
just about every FPS released in
recent years – a warehouse, for
example, isn’t the most thrilling
venue for a shoot-out. Enclosed
spaces like this are a particular
worry, since Killzone 2’s bland colour
palette prevents them from having
any impact. There’s no visual fl air in
slow, quiet environments like this,
whereas the full-on war sections look
absolutely thrilling.
|
|
|
|
 |
|
 |
|
|
|
Adding variety to proceedings
will be a number of vehicle sections,
which are still an untested quantity.
More information about them
is likely to surface at E3, but the
idea alone is worthwhile, since
the constant cover-shoot-move
mechanic is likely to grate. Another
item looking to mix things up is the
Sixaxis feature… uh-oh! It doesn’t
look terrible, but it’s used for inane
tasks like twisting valves. We don’t
fi nd this particularly interesting.
Still, Killzone 2 might prove itself
to be a next-gen extravaganza.
Granted, we’re annoyed that it’s
slipped from 2008 into 2009, leaving
the PS3 with a repeated Christmas
line-up from 2006, but maybe the
wait is justifi ed. Killzone 2 looks
cinematic, bold and entertaining,
though standard in many ways. It still
has a lot to prove.
|
|
|
|
|
|
|
|