IGN: Killzone 2 Preview
Posted by: Cornelius Wilson
Posted on: 05/06/08
IGN UK had the chance to preview Killzone 2. Below is their preview.

UK, May 6, 2008 - Since that video at 2005's E3, Guerilla's Killzone 2 has earned itself – for better and for worse – a reputation as a flagship title for Sony's PlayStation 3 and the console's ability to usher in a new generation of fully immersive digital entertainment. It offered the first glance into a brave new world for videogames with virtual actors matching the best that the might of the likes of Pixar could offer, duking it out in a volatile battlefield brought to life with the most vivid audio-visual clarity.

So first the good news – as you may have heard, going hands-on with Killzone 2 offers up an experience that isn't too far removed from our heady imaginings when the pre-rendered video was released before the dawn of the current generation. At Sony's PlayStation day in South East London we got to finally play what was promised some three years ago, and it goes some way to fulfilling the ambitions of that initial glimpse of the future. Commencing on board the troop transport that opened up the notorious mock-up, today's hands-on offers an enthralling flight through the second level of the game, taking place on the Corinth River on the Helghast's home-world.

The opening cinematic enthrals, as the transport is taken down in enemy fire and a bombastic assault of sound and vision that looks truly impressive. Having sat through the show, the game introduces the sneak and peek mechanic that forms the core of the experience with no hesitation, placing the player amidst a heated firefight with ample opportunities for cover – and it works remarkably well, offering a more than welcome new facet to the FPS genre.

Keeping in first-person all the way, the L1 button latches the player to cover, and whilst in hiding players have free movement left and right, with a either a tug on the trigger or upwards on the analogue stick resulting in that all-important 'peek'. Amazingly for a game that is now some nine months off release, it never really falters in granting some tactical defence, and largely avoids some of the snagging and poor detection that can blight other similar systems, lending the firefights a dynamism only seen in the finest shooters.

When it comes to actually unleashing some bullets into the marauding Helghast, an aiming system that's clearly looked towards the Call of Duty series takes effect, with the view snapping straight down the barrel of the gun and giving the action a staccato feel that also harks to Activision's franchise. In fact, the similarities don't end there – with the wealth of onscreen action combined with an approach that looks to convey the panicked horror of war, from a distance Killzone 2 can look a little like Call of Duty 4 put through a hot wash, with its monotone colour scheme carrying more shades of grey than you thought ever conceivable, and it's one of the only aspects that betrays it's future setting. It's certainly a pretty game, though the muted palette ensures this is a more subtle beauty that won't instantly impress - instead it's a cohesive world of oppressive concrete that looks to be one of the game's strongest suits.

Elsewhere, however, it looks like Killzone 2 may be dangerously close to embarking upon the same road as its predecessor in offering ambience to the detriment of its other aspects. Traipsing through the level at hand, we come across an alarming number of crates, which although are all the better for showing off the cover system, belie some uninspired level design.

Likewise, the feature list currently reads like a catalogue of all that defines modern first-person shooters. Two weapon slots? Check. Rechargable health? Check. Minor nods towards innovation include the implantation of SIXAXIS controls – in an example we saw the L1 and R1 buttons are used to grip onto a pressure valve, with the constant rotation of the controller rotating the device. Whilst it adds a tactile element of immersion to the world, most players were left looking confused until a representative kindly pointed out the correct course of action.

Similarly, some of the game's appropriations were sadly wide of the mark – when one of the grunts exclaims he feels 'like a spare prick at a gang bang' we couldn't help but squirm at the forced machismo of it all. None of this is to say that the game doesn't hold together – but when other offerings at Sony's PlayStation Day, such as LittleBigPlanet and Resistance 2, look to create more boxes to tick, it's a shame to see such a highly anticipated title do little more than is expected of it.

At least Guerilla is looking to more recent trends, with squad members occasionally called upon to help the player to otherwise insurmountable levels much like Army of Two. This naturally brings up the question of whether the final code will include online co-operative play – something Sony is unwilling to talk about at present, but which we expect to see implemented come next February.

It's hopefully in this area that Killzone 2 will look to offer innovation – it has previously been mooted that the imminent Home application will play some part in bringing players of the game together – and that's not to say that it won't be anything other than a top grade shooter come its release. However, while what we've seen is certainly impressive in parts, we need to see a bit more over the coming months to discover if Killzone 2 can truly deliver in offering the definitive PlayStation 3 experience.
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