
Eurogamer Expo 2008 Hands On: Killzone 2
As a blockbuster title, the original Killzone received a hugely mixed reception. Whilst many adored the gritty, hellish, and terrifyingly gothic art style, many others saw it as bland and generic vision of the future. With an abundance of ranging review scores flooding in, Guerrilla will have taken countless notes regarding an improvement to the series. With that said, we sat down with a pre-beta code of the upcoming sequel, unaware of exactly what to expect.

As I picked up the SIXAXIS controller, the excitement began to run uncontrollably through my veins. We’ve all seen the gameplay videos, but now, we had a chance to actually play the game. In familiar territory, we started the level with high hopes.
Immediately, the action began. With Helghast troops swarming around us, we hardly had time to check our guns. The quality of the production began to seep through instantly, flaunting technical brilliance within every blood-dripping crevice. Taking to the battlefield for the first time, we dispatched a group of Helghan warriors. Although only a brief encounter, this firefight whet our appetites perfectly for what was ahead.
Progressing through the level, a huge number of improvements were easy to see, even for the most unforgiving FPS fan. Primarily, the graphical power of the PS3 looks to be in full flight here, as Killzone 2 is the most stunning beast we’ve seen in a long time. When moving, Guerrilla has implemented a terrifically realistic motion effect, meaning environments and locations stay crystal clear throughout. Although a graphical improvement was obviously inevitable, the splendour doesn’t appear to be superficially skin-deep.

As with the original title, the Helghast troops maintain a strict, authoritarian code throughout. They plan together, communicate together, and more often than not, die together. As they swamp their targets with attacks, we noticed a whole new depth to the strategy that lay within their movements. Ducking behind cover, backing up their allies, and even effectively flanking the main player were three things we could successfully assess instantly. With AI this intelligent, the experience of playing the game became so much more real, as they fight for their cause, just like you do.
Interestingly, all the guns from the original game were on show here, albeit with a significantly improved design. Packing a brutal punch, we managed to utilise both the ISA and Helghast variations of enemy-eliminators. Excellently, both sets of guns feel totally believable for the team in hand, as the Helghast artillery overwhelm their opponents with accurate gunfire, and the ISA’s weapons pack enough force to rip open the enemies protective armour. In true HD glory, we were amazed by the reactions of opponents under attack. With blood splattering across the battlefield like a crimson tainted canvas, we witnessed moments of delightfully vivid gore and terror, as the animations highlighted the emotion each character was feeling on screen. Helghast troops would stumble, panic, and even be knocked off their feet, all at the time they should be. Soaking up a wealth of bullets, we have never seen such authentic and visceral reactions to gunplay.

Furthermore, the way in which Killzone 2 implemented the narrative was exceptional. Not needing to break into a cut-scene or movie short, we were kept in form of proceedings and objectives in a seamless and highly entertaining manner. Our allies would fly to the bridge we were navigating across, and pull up alongside us to explain the news or plan. In a brilliantly executed moment, we even witnessed one of our ships being destroyed, only moments after conversing with them. Added to this, we had to effectively use the SIXAXIS controller to turn a wheel, showing that the premise can be successful if it’s used in a simple manner. These additions all add to the drama of the series, and bring a new bout of tension to proceedings. Adding to this brilliance, an excellent musical score played out during the level, making this a classy and stylish experience. Sounding like a full-scale operatic production, Killzone 2 incorporates a scale to the FPS genre that is widely unseen and unprecedented.
As the level came to a close, we were treated with a thrilling final set piece. Manning an ISA tank, it was time to eliminate the Helghast onslaught in this area. Controlling the behemoth was predictably similar to the Warthog in Halo, as we began destroying their hopes of success in an instant. Impressively, many of the environments were destructible, meaning we could bring down entire buildings of our fearless foes when it was needed. Seeing them plummet from great heights, helplessly crushed by rubble is a spectacular feat for Guerrilla, as the scene never loses the impact of barbaric realism. As enemy tanks approached our position, we needed to think fast. Quickly picking out a well-placed stronghold of enemy troops, we decided to fire a rocket into their hideout. Phenomenally, they all reacted in a variety of ways, being thrown different directions depending on their position and strength. After an awe-inspiring cheer from the crowd that had formed around us, we then took on the barrage of tanks, destroying them after a tense dogfight that played out heavily in our favour. The level then concluded, and with it, our expectations of the final release soared into new heights.

It must be said; all three of our representatives that witnessed the game were mightily impressed. With a graphical prowess that has never been realised before, and a newfound style to the gameplay, Killzone 2 is starting to gain momentum. We saw it sitting next to Resistance 2, and the difference was astounding. Set for a release early next year, this game should be top of the wanted list for any PS3 owner, and is sure to make an extreme impression in 2009. The battle against the Helghast returns, and this time, it looks set to deliver on the ever-growing hype. And one more thing, don’t stare into the Helghast’s eyes, as now the piercing ruby glow is finer, and more sinister than ever.
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29th October 2008
29th October 2008
29th October 2008
29th October 2008
5th November 2008
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