Killzone 2
In the zone with a killer app
Yet, that being said, when engaged in drawn-out gunfights with a seemingly inexhaustible supply of Helghast troops, that linear focus is seldom granted the time to negatively affect the player's immersion. Killzone 2's near-faultless cover system enables the player to either camp at distance and pick off enemy troops or use available walls, burnt-out vehicles and piles of rubble to push forward and stem the flow of Helghast. And here's where Killzone 2's gameplay cancels out any niggling sense of being short-changed by the developer.
Specifically, if the player opts to simply pop the heads of a few wayward foes while relying on ISA allies to add weight of numbers, battles will rage on and on and on. Not moving forward across the battlefield allows Helghast reinforcements to take up positions in cover beside their fallen. And that cycle will continue until the player realises accompanying ISA marines won't move forward without Sev's instigation, at which point the safety of fresh cover must be earned and the Helghast troops pushed backwards. Not that progression is ever easily attained. Enemy soldiers are fast on their feet, accurate at all distances, and boast enough A.I. that the prospect of being caught by flanking manoeuvres, flushed by skilful grenade lobs, or being pushed back by the sheer pressure of opposition are always tactical concerns for the player whilst striving to maintain momentum.
What's more, the action is so unfailingly breakneck and hinges on quick decision making and cutting a cover-to-cover zigzag through each mission, that gameplay linearity and a focus on 'just' shooting is never an issue. It was never an issue for the likes of Halo, Call of Duty 4: Modern Warfare and Gears of War, all of which papered over similarly obvious cracks with mind-blowing atmosphere, stunning graphics, and gameplay so forceful that the player was too busy wallowing to either notice or care.
Perhaps the biggest compliment that can be paid to Killzone 2 is to classify it as 'a no blinker' when assessing its strength as an overall experience. More pointedly, players will find themselves pulling focus away from the television and blinking wildly during load screens, only then realising how dry their eyes have become and how few times they've blinked in the last hour. The constant action, seamless visuals and ear-shattering sound simply don't allow for a basic human functionality such as blinking. Complete and undivided attention is required at all times. Just as a sore ass can be gauged as the mark of a crappy movie, dry eyes can be viewed as the mark of a truly great game. In that sense, single-session players might be wise to add drops to the soft drinks, chips, and empty urine jugs they'll have within easy reach while consuming Killzone 2.
It's hard to even want to find fault with any videogame creation that plays as well as Killzone 2. But, in the interests of conducting a thorough critical appraisal, the constantly foul-mouthed military banter could perhaps have been left back on Earth. While it injects another layer of realism, it really isn't needed in terms of bolstering authenticity - not least because the visuals, sound and gameplay do more than enough in that respect.
Also, slight mid-mission load pauses may wrinkle the noses of more battle-hardened shooter fans, while the occasional bout of close-quarter clipping will furrow brows as a weapon moves in and out of cover as Sev is slapping home a fresh magazine, and chapter load times can be a tad lengthy. The only other bugbear is the odd lack of co-op multiplayer, although reports suggest Guerrilla Games is planning a post-release patch download to address this particular shortfall.
Perhaps the biggest 'annoyance' with Killzone 2 emerges from the handy medical tool at the player's disposal for conveniently reviving fallen comrades. Appearing not unlike a set of hair tongs that shoot some kind of miraculous medicinal lightning charge, Sev can use the device to quickly heal any core squad member wounded in the heat of battle. However, while a fine addition in principle, necessity is once again called into question as successfully reaching a checkpoint sees fallen squad mates jump back to their feet automatically. Also, attempting to use the device generally leaves the player exposed to incoming fire, and Sev is the only character equipped to dispense its instant aid - meaning when Sev falls, he's dead. The complaints stop here.
Granted, Killzone 2 might be found lacking by some when it comes to depth, but straightforward cover-fire-move-cover-fire-move gameplay is perfectly acceptable when it's executed to this standard. Sev may be restricted to carrying interchangeable primary and secondary weapons, none of which are open to customisation or upgrades, but that restriction successfully enhances in-game realism, while access to customisation would only serve to unfairly tip the gameplay in the player's favour. Killzone 2 does not exude a brave ambition that seeks to lead the first-person shooter genre in a revolutionary new direction; it's obvious from the outset that Guerrilla Games never intended for its sequel to reinvent the FPS wheel.
However, considering the worth of a lengthy campaign offering genuine challenge, thrilling local multiplayer with A.I. bots, and a layered online multiplayer component that's likely to be PSN's main point of attraction for the foreseeable future, it's clear Killzone 2 has taken the ever-so popular wheel, slapped a gorgeous chrome rim on it, drastically reduced its tyre profile, and applied a sense of balance never before felt on a wheel. Why then would anyone want to reinvent the wheel when the damn wheel never looked so good or rolled so well?
Oh, and in case you're wondering, that sound you hear off in the distance is the welcome screech of deceleration as brakes lock, metal grinds against metal, and the hype train finally draws to a wheezing halt beside a station platform packed with ebullient but visibly relieved PlayStation 3 owners.
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