MAGAZINE

Weighing the Heft of Killzone 2

Edge Staff's picture

By Edge Staff

October 9, 2008

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Somehow, the lens through which Guerrilla permits you to view this fascist-flavoured world of crumbling concrete performs a spectacularly transformative act.

It’s not ugly so much as bleakly unadventurous: Killzone 2’s world is an elision of space marine cliché and desaturated World War II grit, lacking Halo’s flamboyance, Gears Of War’s steroidal absurdity or Call Of Duty’s moral consternation. But if Killzone 2’s setting and aesthetic initially seems like something only its mother could love, then actually playing it throws up quite a different point of view.

Somehow, the lens through which Guerrilla permits you to view this fascist-flavoured world of crumbling concrete performs a spectacularly transformative act. The subtle combination of exactingly realized visual effects – grainy filters and depth-offield blurring – along with the sense of weight and momentum suggested by your lumbering movement, roots you firmly in this world. Suddenly a greying, bullet-scarred warehouse, even one scattered with the hoary tradition of explosive barrels, is rendered fresh. From the trailers, Killzone 2 may seem like a muesli made of other games’ offcuts, but it feels quite another thing entirely: solid, heavy, tactile. Your movements – building up to a sprint, drawing a bead on an enemy, switching a weapon or tossing a grenade – are all paced to create a sense of heft and tension.

The sequence we play is an unremarkable succession of tightly controlled urban battles, moving from narrow streets into warehouses and across gantries. There are the staple set pieces whose over-familiarity voids any importance the game attempts to place upon them – protecting a colleague as he tries to open a door; fending off an ambush upon a slow moving caravan; racing to protect survivors of a downed troop transport.
Nonetheless, from moment to moment, the palpable chunkiness of the environments and the tense, meaty combat keeps the grips of our DualShock sweaty. We see and do little in the way of flanking – the environments rarely seem to allow it, although use of cover is vital. Once, we spot a Helghan soldier retreat from his sniping position when under heavy fire, but, most of the time, enemies exhibit little discretion.

It raises something of a question over the AI’s competence in online play, where developers say bots will use all the tactics and tools a real player would. This isn’t a matter dispelled during our multiplayer session, which sees the Dutch dev team fill out the empty spaces. What is clear is that Guerrilla has built a truly formidable multiplayer experience – even when considered alongside the offering of other platforms. Structurally, it borrows from the best, with customisation options, ranking, matchmaking and more (see ‘Halo, old buddy’) while adding its own ideas: unlocking new game modes of increasing complexity as you play more, and introducing a gametype which randomly gives out varying objectives in succession, keeping players wary of the need to suddenly change tactics.

Our time with the multiplayer is too short to develop an appreciation for the balance of the six classes, let alone the ability to mix and match their various attributes. Nonetheless, we leave believing that underneath Killzone 2’s po-faced showdown between gung-ho marines and space Nazis there is a deftly crafted shooter, expertly employing visual effects to conjure a world that is really tangible – a much weightier affair than its tawdry premise would suggest.

AndyLC's picture

the aesthetics are what stand out to me though, and the only reason I got Killzone1

The Hellghast soldiers in all their different varieties, the tanks and hovering vehicles, there's thought behind their design, things like what technology makes them hover. There's a sense of culture behind it.

Ah, I just think it looks cool, cooler than anything in Halo at least.

Illgotti's picture

I have to admit.

I really didnt Want Killzone to succeed. But I truly admire what they are doing here. add a little co-op (split screen of course) and I will go nuts!

Killzone 1 was great. However, the Multiple Styles of play pissed me off. all those weapons all over the place, and you could not Choose? Whatever man

2 player splitscreen deathmatch? Whatever man

No Ragdoll deaths? WHATEVAH MAINE

Guerilla, you freaking owe me satisfaction.

Mikail Yazbeck's picture

The feeling of weight can always help make gameplay gold.
The timing of animations impacts gameplay in a way the so many players fail to realize.

Whenever I ask friends of mine why they prefer Diablo 2 over a knock off version, they never mention the feeling the animation generates.

They usually shrug, and say..."dunno"

But "feeling" encompasses what gameplay is, more than just the objective or button pressing. Its a damn shame its not always mentioned in conversation.

Torbjorn.Caspersen's picture

This fits well with my experience with Killzone 1 on the PS. It's fairly standard and unremarkable in most respects, but the developers have managed to create a sense of inertia, weight and body that few others have. It really adds to the gameplay and makes other games feel flimsy in comparison. Eg. COD4 on the 360 - it feels like you move a massless camera instead of a full kitted soldier.
Good ideas are quickly copied, let's hope other FPS games can copy KZ2 in this respect.