FEATURE

Preview: Killzone 2

Jon Jordan's picture

By Jon Jordan

August 21, 2008

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Killzone 2 is perhaps the first game to be worthy of the label PlayStation 3-killer app

Notorious by the seemingly-impossible glossiness of its E3 2005 pre-rendered ‘graphical target’ demo, Killzone 2’s history to date has been anything but impressive. But at Games Convention 2008, the lengthy demo for the game underlined why Sony has spent so much time and money on the title alternatively labeled a ‘Halo 3-killer’ and/or ‘the most expensive multimedia project ever undertaken in Holland’.

The first thing to point out, however, is that the things people didn’t like about Killzone on PlayStation 2 are still in evidence. The camera wobbles around all over the place whenever you run, reload or throw grenades. The art palette remains a mixture of over-saturated blooms and a thousand different shades of grey. The Helghast are still an impersonal enemy with day-glo orange goggles on their heads.

But these caveats aside, Killzone 2 is perhaps the first game to be worthy of the label PlayStation 3-killer app. Compared to the Resistance 2 demo that’s on the same stand, Killzone 2 is about ten times as long and four times as impressive.

Of course, being a demo, the pace is perhaps overly varied and somewhat exaggerated. You move from tight-in corridor spaces up close and impersonal with Helghast to huge vista battlefields full of the buggers, with your side fighting in the distance and you, plus AI-buddy, fighting your way to get to that action through a series of ambushes and fixed gun-emplacements you must conquer and then use against their erstwhile owners (cue overwhelming firepower and a certain amount of game timing clichés). But the process is worth it. Eventually you get to ride in a rocket-firing tank and blow the hell out of those huge battlefield vistas.

What’s really impressive about the game though are the smaller details, like the solidness of all characters with their chunky body armor and overstated battle-worn animations. Sure it’s motion capture touched up with keyframes, but looking at it you know where a large chunk of Sony’s money went and also know that it was money well spent. These troops are moving through the shattered urban environment with heavy weapons and using the cover as they come.

Perhaps the single best touch though is the reaction you cause when you riddle an enemy with bullets. The solidity of the body remains - and the ragdoll death animations are deathly - but before then, a cloud of black particles detaches itself from the now-dancing figure as if a mist of blood and bodily fluids is being emitted. It’s probably some sort of computationally-cheap special effect linked into the complex deferred rendering technique used in the game but it’s highly effective nevertheless, as are the scarlet rivers that start to run down from the top of your screen when you’re on the receiving end of the punishment. Frankly it feels like you're killing someone (and being killed in turn) and that’s surely one of the few requisites you can ask of a first person shooter.

Update: Thanks for pointing out the addition of jump. You can jump, although you cannot fire and jump at the same time. We've updated the article.

Johnny Spotswood's picture

It is good you posted the comment at the bottom but a review of cached pages (I love those) show his comments removed before those remarks were posted.

The pace is varies? Everyone that played the original Killzone knows that is the nature of the game, not just the demo. It was a great feature that the levels were not Bataan death marches. Some levels did have combat at a familiar pace throughout, but more than a few availed themselves of this mix up and it was excellent design.

I would also dispute the fact that people didn't like the camera movement. Maybe HALO fans didn't like it because it wasn't a normal hut hut hut bob but something a little more realistic. For Killzone fans it was one more item that made the game unique. Who are all these 'people'? There wasn't a hint of them in the original IGN, nor in Gamespot's here:

"In fact, Gamespot's only reference was here: Killzone's combat isn't anything that hasn't been done better before, but it does have some nice touches that give the gameplay a hectic, visceral feel. Reloading makes your perspective realistically jerk around while you look down at your weapon, frantically trying to cram in another magazine in the face of another oncoming wave. When you sprint, you have to lower your gun, and the edges of the screen take on a blurry look that creates an effective sense of speed. Guerilla clearly intended for Killzone's battles to have a cinematic feel, and these minor touches do enhance what's otherwise a pretty average shooter. "

When you throw a grenade, there is an effect. The screen doesn't stay stationary like it is firing from a mortar on your back.

If you look at the color pallet, it very much resembles Saving Private Ryan...which is exactly what the dev team stated was their aim.

Johnny Spotswood's picture

Banning people an removing their comments when they point out an error in the article is bad. It demonstrates a lack of professionalism. If one official from Edge had hopped on here and said, "Ooops guys we made a mistake. Sorry about that." It would have been done. But editing your own article anonymously and then banning people that point it out shows you have something to hide. Now everyone is aware of what happened on every forum I have visited.

Kris Graft's picture

Um, we did make a note as soon as he and other readers pointed out the mistake, but apparently, you and morganfell missed the note at the bottom. He was removed because he kept on pushing the issue after we already acknowledged the unfortunate error. Why should we keep someone around that doesn't contribute to the discussion and attacks our work, even after we acknowledge a mistake? It was an honest error, we noted it and corrected it, he kept on being obnoxious about it, so he was banned. Good riddance.

Other people who pointed out the mistake were not banned. We don't ban over that kind of thing. We even kept morganfell's original comment, which pointed out the error.

carg0's picture

"It was an honest error, we noted it and corrected it, he kept on being obnoxious about it, so he was banned. Good riddance."

Hear hear...

Rob's picture

"The first thing to point out, however, is that the things people didn’t like about Killzone on PlayStation 2 are still in evidence....The camera wobbles around all over the place whenever you run, reload or throw grenades."

This is one of the best features of Killzone that made it unique. I'm glad to see it's still in place. Just another way it separates it from the other shooters out there.

Morganfell's picture

Should anyone bother reading anything from this writer again? Let's see...

http://www.gamepro.com/news.cfm?article_id=140708

From an interview with Steven Ter, the Killzone 2 Producer:

The first Killzone didn't allow you to jump. Will Killzone 2 add this feature? Why is this feature important, or not important?

"We felt that navigating small obstacles was annoying in Killzone, but we also wanted to keep everything grounded in reality. In Killzone 2 you can jump, but you will not be able to fire at the same time. The player will also be able to perform lots of context-based actions that will be all in first-person (such as lean and peek). The feeling of immersion is very important to us."

Also:

http://games.kikizo.com/features/killzone2_iv_sep07_p1.asp

"Heide: You probably also noticed that we're jumping over objects now! That's something that we didn't have in the original Killzone, but something that we have in Killzone 2, but we still wanted to keep it realistic, so it's not that you're hopping all over the place while you're firing your weapon. You can jump and not fire your weapon, and as soon as you land you can fire again. But that means that small obstacles are not a problem; you can get to areas that otherwise you might not have gotten."

Elex's picture

"The first thing to point out, however, is that the things people didn’t like about Killzone on PlayStation 2 are still in evidence. There’s no jump."

i could've sworn i've read a few previews that state how jumping was one of the welcome additions made to Killzone 2. *scratches heads*