Previews// Killzone 2

Posted 21 Sep 2007 14:21 by
I was mighty pleased to see that the game looks as good in action as it does in the screenshots that have been released. It's dark, dirty, atmospheric and frantic. There's an undeniable brutality to the game in motion that should keep fans satisfied.

A fair amount of care has obviously gone into the game's look and feel. “To us, it means a lot that the characters are able to express themselves”, Steven said. “We want it to look and feel realistic. We're looking not to create a simulation type game, it's Hollywood realism that we're going for.” Just as well, really, since its difficult to simulate something that's not real, but anyway...

“So, things go spectacularly boom, instead of the regular explosions that you might expect.” Well... it must be said, one area that did let the game down in the build I saw was the explosions. They were big, they were flashy, but they were also a bit pixellated. Since Guerilla has 'til Odin knows when before release, however, I'm giving the developer the benefit of the doubt and assuming we'll see an improvement before the final code hits retail.

It must be said, possibly my favourite part of the demonstration was seeing the game sped up to hit a later part of the mission – burly soldier types running around like ants on amphetamines in a David Attenborough documentary and talking like Alvin and the Chipmunks is just as hilarious as it sounds.

“We're using a lot of post-processing effects to make sure that the picture is a whole, basically”, Steven said. There's a lot of stuff flying around the screen – characters, aircraft, gun emplacements, explosions, smoke effects – and when the game was shown without the post processing filters the images on screen looked a bit disparate. Not to worry, though, post processing suitably dulls the lighting to merge it into one seamless whole.

“We're also using the post processing filters to allow for this HUDless game that we have here. There's virtually no HUD (Head Up Display) in the game. One of the things we wanted to achieve was to have a very cinematic feel to the game so it's just you, your gun and the world around you.... Things like the health system, you'll be given visual clues to that”, I was told.

Basically, if you're taking fire, the world around you will dim, the contrast will change and it'll be time to get the hell out of there and find some cover. It was difficult to judge the effectiveness of the approach, since there was a lot of debug text floating around the debug build I saw, but it does seem to give the game a more intuitive feel than having an energy bar flashing at you.

One of the new features that's been implemented in Killzone 2 is something that Guerilla's calling 'first-person lean and peak' (snappy, I know). It's not a million miles from 'Duck and Cover' in the first Killzone, which enabled players to take cover then hit the fire button to stand up and take a shot. Here, similarly, [L2] will allow you to latch onto cover and then lean out to either side or, if you prefer, fire blind over the top of whatever's stopping you from getting blown into tiny little pieces. The feature's designed to add another level of technicality to the game, pushing players to choose their route and use cover and their environment more carefully.

It's a nice feature, but I couldn't honestly say I was blown away by it. It's hardly unique, having already cropped up in the likes of F.E.A.R.
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Comments

hollywooda 21 Sep 2007 13:57
1/4
"Sony's upcoming possible Halo-killer: Killzone 2"......why do this?, you've instantly turned me off reading the rest... you know to FPS can exist togther in the universe at once?....
Spinface 21 Sep 2007 15:05
2/4
hollywooda wrote:
"Sony's upcoming possible Halo-killer: Killzone 2"......why do this?, you've instantly turned me off reading the rest... you know to FPS can exist togther in the universe at once?....


Fair point. There isn't any reason blockbuster shooters can't co-exist peacefully. Well... not peacefully, exactly... but co-exist, in any case.

Writing that didn't come from any particular pre-disposition one way or the other, that was just the scuttlebut making its way around Leipzig: Sony sees this as their flagship shooter in the same way Halo 3 is for Microsoft.
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moosa 29 Sep 2007 23:35
3/4
Very well written preview. I especially appreciated the last line, which expressed my thoughts exactly.

Just a question: how was the frame rate as you were shown? The last time I saw this game in motion it sure looked good (albeit rather bland and monotone in it's art style- much like the original), but the frame rate appeared to be something around 10 to 15 fps during moments containing actual action (which there were plenty shown). This also brought the impression to me that this game was looking to be much as the original was...
PreciousRoi 30 Sep 2007 08:51
4/4
I have to agree that the "Halo-killer" comment is not only patently ridiculous, but pretty obviously flame-bait. I can appreciate efforts to stimulate a lively debate, but gimmie a break....

The original Killzone was a "possible Halo-killer", until Schroedinger opened the box and found out the cat was, in fact, dead. Sure it was serviceable enough, but it didn't have a prayer of approaching Halo as actually released. Now, Halo 3 is pretty much more of the same, but I can't see how anyone (outside of Sony's PR department), though any stretch of the imagination could suggest that any descendant of Killzone could "kill" any spawn of Halo...especially now that Halo 3 has been released to the expected success. Its far too late, and I don't think Killzone has the chops anyway. NO ONE is going to hold off on getting a 360 and Halo 3 becasue they're waiting for Killzone 2.

Killzone 2 might end up being a better single player experience...and I'm giving it tremendous benefit of the doubt there, but it can't be that much better, and the multiplayer element of Halo 3...cannot possibly be approached by Killzone 2.

Killzone is Sony's answer to Halo, but its no 'killer', it might have made the folks at MS/Bungie sweat the first time around, until it was actually released, but I don't think anyone over there is losing any sleep this time.
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