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REVIEW KILLZONE: LIBERATION |
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PUBLISHER
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SONY
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DEVELOPER
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GUERILLA GAMES
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GENRE
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THIRD-PERSON SHOOTER
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PLAYERS
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1-6
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PRICE
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£34.99
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RELEASE DATE
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OUT NOW
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Killzone: Liberation is a good game. Its
problems do mar an excellent experience,
but only to an extent. There’s enough
good for players to overlook those faults
– and it deserves to
be played regardless
of your thoughts on
the PS2 game.
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SCORE
16/OCT/06 |
83% |
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R emember that moment in Police
Squad, the much-loved TV show
that spawned the Naked Gun films,
where Lieutenant Frank Drebin
and some goon are trying to shoot each other
from behind cover… despite only being about
six-feet apart? Imagine if someone took that
moment and made a game out of it. Killzone:
Liberation is that game. There’s more to it than
that of course – but at its core Liberation isn’t
much different. And, much like the TV show,
it’s also tremendous fun.
Despite being billed as a direct sequel to the
PS2’s Killzone (and continuing the story of the
laughably-named Jan Templar), Liberation
is actually a different kind of game. Killzone
was a PS2 FPS that pushed the console to
its limits, but the franchise’s first entry on the
PSP is a top-down third-person shooter with
a heavy emphasis on action and stealth. The
new psuedo-isometric camera also gives the
game a more tactical edge.
Gameplay mostly consists of finding cover,
crouching by holding the right shoulder
button, and hitting Square every time you want to
quickly pop a shot or two off at the enemy. The
entire game is built around this concept and,
surprisingly, it never gets old. Sure, the controls
are certainly on the fiddly side (to lock onto an
enemy you have to face their general direction
– with all movement mapped to the analogue
nub this doesn’t always work) and can’t be remapped
(right trigger should have been shoot
and Square should have been crouch), but once you
get to grips with it things get better instantly.
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You start to see how diverse it actually is. The
game suddenly gives you more grenades, more
weapons, incredibly powerful vehicles to pilot,
buddies to give orders to, and areas where you
have to use stealth. Despite its relatively short
campaign, Guerrilla Games has ensured
the player flits back and forth between
gameplay types. The pacing is also
wonderful: nothing outstays its welcome and
just as you begin to fear it might, suddenly you
have new elements to contend with.
Take the buddy system. Every now and
then Jan is partnered up with Rico to take out
enemies together. He follows you without any
pathfinding problems, and you get to deliver
specific commands to him with the D-pad.
By pressing 8 the game slows to a crawl
(meaning the Helghast can still attack, but
slowly) and several markers appear – each
pointing at specific interactive areas on the
screen. You can move Rico to a specific spot,
order him to man a turret, have him plant a C4
charge or use him to assault an enemy while
you flank them.
Areas like this only appear several times
throughout the 16 levels and never outstay
their welcome. The action during these
situations is usually where the game is hitting
its highest highs. Weapons play a certain role
in that too – and it goes without saying that
Liberation has one of the best shotguns we’ve
used in a game. Every opportunity we had to
use it, we took – and felt like surgeons carving
the Helghast a new arsehole.
Unfortunately our time spent with
the shotgun highlights one of several
idiosyncrasies keeping Liberation from getting
top marks. Any weapons you pick up during
a level won’t likely be with you when you
start the next. Each time you start a level
you’re faced with a weapon select screen.
You unlock weapons by collecting Vekta cash
from briefcases scattered throughout levels,
and unless you have enough cash to unlock
a certain weapon you’ll begin with something
less powerful. It doesn’t matter if you finished
the previous level with a shotgun – it won’t be
with you when you start the next.
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Liberation’s cover-orientated combat
works an absolute treat, but there are
situations that betray that and force you to
get up close. These areas make for much less
enjoyable encounters. The camera also has
some problems catching up with you – thus
blinding you sometimes to an oncoming
enemy attack. Despite the colour palette
being mostly brown and grey, Liberation is
a great looking game – however there are
tearing problems, and the physics tend to go
nuts every now and then.
Finally, the idea of a checkpoints save
system will likely annoy anyone who has
to repeat larger sections again. Liberation
isn’t easy and loses points for a number of
situations where we had to repeatedly tackle
the same swathes of enemies.
You get the impression Killzone is a franchise
Sony is pushing too hard, what with the
supposedly in-game PS3 footage of a new
Killzone and the amount of press put into the
first. But here’s the interesting thing: Killzone:
Liberation shows that it does have something
to offer. Not only is it the best game in the
franchise thus far, it’s also one hell of a PSP
game. So put your thoughts on the marmitelike
PlayStation 2 game aside and give it a
look… if only to pretend you’re Lieutenant
Frank Drebin, Police Squad.
Craig Gilmore
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