A Review of Killzone 2 For The PS3
While technically the third in the series, as it follows after the events of the first Killzone and then the PSP game Killzone: Liberation, we'll still go with it being a sequel. And like a sequel, there are some massive improvements to the game from the first. Not only graphically, but in functionality as well as storytelling aspects. Let me explain each in their own section so you can have a good idea of how each played in.
The graphics of this game are stunning. Ridiculously stunning. Which of course shouldn't be too surprising for a game on a next gen console like the PS3. But you can really see that they supped up the graphics for this one. From the beginning they were toting the fact that one Helghast had more polygons in the character model than an entire level from the first game. It really does show and shine in this game. They are still a bit away from having fully rendered 3D game play graphics, but for the most part it is some of the best I have seen in a game in a while. From the environments to the character models, every thing in this game looked extremely pretty.
To go along with these impressive visuals is the other thing that an immersive game needs, excellent audio. Just like the graphics, this was also done superior to many other games I have played as of late. Guerrilla Games definitely have the feel for being in the middle of a war zone down. A war zone on a planet that is not native too. With the technologies of 3D sound, this war zone put those capabilities to the test. There are some points that if you are not right next to your C.O. you won't here anything they are saying as the surrounding environment is just too loud. There is even a part where the C.O. starts yelling louder to make up for this fact. It really does a great thing to get you immersed into the game.
Speaking of immersion, the game play and extra control features do that last little bit to get you further immersed in. The controls while are smooth, are not what pulls that last little bit. It's the Sixaxis controls and how even the cut scenes are all in first person perspective to keep you there. Even though they take a few times to get use to it, you will find that you need to hold the controller the exact same way the character in the game is to make the controls work perfect. There is just something awesome and fun having the feeling of setting a detonation charge by holding out the controller and twisting it the same way to arm it.
One last thing I will bring up under The Good is the AI of the game. It shows the next step that all games will be going within games. The Helghast as well as your own team use some pretty decent AI to guide them around. Between yelling for you to take cover after doing so themselves and then watching the Helghast use some sneak tactics to kill you, you will have a new respect for game AI. It is interesting to see a Helghast kick out a downed ally to get you to fire off at it so it can pop up from cover and tag you. That's happened to me a few times in the game.
Now even though I talked highly of the Sixaxis controls, there were a few hiccups as well as a major glitch that hopefully they will fix with patches. Mainly the big issue is that if your controller isn't set to port one from game launch, it will not register that Sixaxis is working. Which is a problem as there are areas in the game you can't pass without using the Sixaxis controls. This is something I personally have replicated many times so I am sure it is not just me being a goober. On top of that, if you are not use to the controls, which most won't be, there is a high learning curve to get it down. Which will lead to some initial frustrations.
This other little bit of bad is also something I praised above, thus proving everything can't be perfect. That is also on the AI. Yes it is great, as long as you play with tactics like a Marine or like you see in the game. If you rush the enemy, the team will too. Which is something you would think you want, but they just do a blind run behind you. So while the player might be zigging and zagging, the AI has no sense to do this. Which will lead to having to revive your allies over and over. Which I guess is why I guess they have a trophy for reviving 25+ allies.
This game has broken many grounds for my perspective on first person shooters, from story and immersion. Yes there are a few minor issues with the game's Sixaxis controls and the AI, but it is something that is made up for. Once you see, hear, and play the game, those minor things will fall to the back of your mind and be lost in the gray matter. Although I think it will teach you to think more military minded. Speculation there, but it seems right in my head.
Totally pick this one up or at least give it a good rent if you don't plan on going online with it.
Note: This is all based on solo game play with no baring from multiplayer mode.
Note: I might be a goober, but I'll say I'm not.