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61 Frames Per Second

The 61FPS Review: Killzone 2

Posted by John Constantine

NOTE: The following review and the grade attached to it are based entirely on Killzone 2’s single player campaign. Stay tuned to 61FPS for a follow-up, post-release examination of the game’s considerable multiplayer component.



Guest contributor Adam Rosenberg covers games from his secret lair in Prospect Heights, Brooklyn, typing, reading and playing the days away as his dog Loki looks on in bewilderment. In addition to the noble pursuit of video games, Adam enjoys spending time with fine film, finer food and his fine fiancée Bekah.

There may be hundreds of them, but first-person shooters can really be broken down into two categories. The first type of FPS is marked by a strong balance between play, narrative, difficulty and pacing. If that balance is good enough, the game warrants a full playthrough. The other type is competent and even entertaining, but it’s just one more game with a gun. For one reason or another, maybe the challenge isn’t engaging enough to keep me going, maybe it’s the story, this type loses my interest long before the credits roll. Guerilla Games’ Killzone 2 almost falls into the latter camp for me. Had it not been for the demands of this review, I never would have finished the game.

I’m glad I stuck it out though. Killzone 2 stumbles in its first half. Unwieldy controls, awkward combat dynamics and an unfocused, impersonal narrative are a lethal combination. But during the game’s back half, everything gels. It just takes some time to get there.

While most of it falls under the generic, game-with-a-gun banner, the aforementioned unwieldy controls set Killzone 2 apart from its peers. Like its predecessor, Killzone 2 is a cover-based FPS. Unlike every other post-Gears of War, cover-heavy shooter (first- or third-person), a single button press does not lock you in to a “safe” location. In Killzone 2, you have to hold down the Dualshock’s L2 trigger to take and remain under cover. This is piled on top of button presses for iron sights aiming and firing, leaning with the left analog stick and the occasional D-pad press for sniper scope zooms. I know that’s a lot of busy language, but it’s even harder on your hands. You’re left with a lot of busy fingers stretched into uncomfortable positions. I’ll admit, a big part of why the game’s first half felt so uneven to me had to do with my own failings. I had to spend time unlearning modern FPS controls to adapt to Killzone 2. The game’s unorthodox combat scenarios and aggressive AI only steepen the learning curve.



Consider Call of Duty or even Gears of War. In those, players find cover, fire across a “No Man’s Land” at the enemy and push ever-forward in the process. This is traditional war simulation, fighting for inches. The emphasis in Killzone 2 is instead placed on surviving within a dynamic battlefield. Your Helghast enemies are smart, always on the move, and terribly efficient even in the game’s default, “Normal” difficulty setting. They’ll chuck grenades, fire blind to keep your squad suppressed, support one another with intersecting arcs of fire; they move and act like trained soldiers. Fortunately, Killzone 2’s battlefields are massive. There are typically multiple routes to any destination, including one or two which lead to prime flanking opportunities and tackling these opportunities forces acclimating to the controls. If you’ve got an uncomfortable grip on the controller, then you’ve probably been hunkered down in one place for too long. Some fudging of the rules under Killzone 2’s hood unbalances what would be an otherwise absorbing challenge. Helghast soldiers tend to blind fire with pinpoint accuracy from behind cover. They also seem to have a sixth sense for knowing when a sniper rifle’s crosshairs have drawn a bead. Their ammo supplies are apparently limitless as well; there are no wars of attrition in this game. You simply choose a tactic, push forward and hope like hell that things work out. Even the weapon selection feels unbalanced in the early going. Killzone 2’s assault rifles are inaccurate and underpowered. Short bursts are the order of the day, but for medium- and long-range engagements, players will find that their pistol — with its unlimited ammo — is the best bet. Like everything else in the game, variety comes later on. Sniper rifles pop up along with shotguns, two variations of LMG, flamethrowers, grenade launchers and the boltgun, a shottie/’nade launcher crossbreed. Good times, for those who stick it out.



The incentives to stick it out beyond play, namely story and visual thrills, are mixed but rewarding. Narrative is often an afterthought in militaristic shooters, and Killzone impersonal tale certainly doesn’t do it any favors. Too much time is spent on the big picture of the ongoing conflict between the ISA (Space America) and the Helghast (Space Nazis), with little time spent on developing character beyond archetype. Dramatic incident can’t inject personality into a story when the incidents are so predictable. For half the game, players will be running through the standard battery of military missions: take out this turret or armor, capture this point, blow up this structure, etc. Graphically, Killzone 2 is stunning. Many of the indoor environments feel same-y and bland, but every outdoor battlefield in the game is a powerful spectacle. From the epic-scale backgrounds to the hordes of soldiers fighting the war around you, Killzone 2 lives up to its burden of proving the Playstation 3’s technical heft. Once again, the late game is considerably tighter in this regard, particularly a pitched battle on a moving train and a desperate last stand aboard a friendly cruiser stationed above Helghan.

It’s Killzone 2’s decidedly against-the-grain FPS experience that elevates it above the game-with-a-gun hordes. Considering the gobs of hype preceding it, I’m impressed by Guerilla’s willingness to separate itself from the pack with such demanding play. It’s rare to see game that favors repetition and constant spatial awareness over the measured, strategic play of its most popular competitors. But this is both the game’s most valuable asset and its greatest failing. In focusing so intently on making only certain aspects of Killzone unique — its strange control, its war play, its AI — Guerilla failed to make something solid throughout. Does it live up to the hype? How could it? Is it good? Absolutely.

Rating: B

Past Reviews:


Noby Noby Boy - part 1 & part 2
Big Bang Mini
Retro Game Challenge
Edge
Game & Watch Collection
Valkyria Chronicles part 1 & part 2
Karaoke Revolution Presents American Idol Encore 2
Prince of Persia
LittleBigPlanet part 1, part 2
Dead Space
LOL
Dragon Quest IV
Ninja Gaidan 2 part 1 & part 2
Metal Gear Solid 4 part 1 & part 2
Wii Fit
Grand Theft Auto IV part 1, part 2 & part 3


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John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

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