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Mechs are some of the new pleasures awaiting Killzone fans. |
The context of this is that its predecessor, Killzone 2 has grown a rabid fanbase around it's difficult but deeply rewarding mechanics. The game goes out of it's way to make the player feel like they are carrying a real, metal gun, firing real bullets with massive recoil, and introduced a feeling of gravity missing from the Call of Duty's and Halo's of this world. This, combined with a grim, incredibly detailed, consistent and painterly lit world, cutting edge AI and physics created a shooter that, for all the thinness of it's story and the potty-mouthed cliches, created a sense of immersion like no other. And yet the thing that made it so special could be argued to make it inaccessible: Edge didn't describe it as "ultra-hardcore" for nothing. These are issues Guerilla Games are clearly taking very seriously.
The levels that are on show are imaginative and vast, featuring snow-covered dams, gigantic coil turbines, and Visari Palace laid waste by the nuclear blast that bookended Sev's Helghan ordeal. The real feat these early examples achieve is that they feel like real environments, and not just multiplayer levels. Some of the old problems still do linger here and there. Killzone 2's tight corridors and fixed spawn points lent itself to some of the worst that spawn camping has to offer. Whilst there is evidence of this in the beta, the vast scale of these new maps means that any team now has a plethora of escape roots should the enemy take up residence with a couple of mechs outside basecamp. On the Turbine Concourse map, at this stage at any rate, it seems a bit too easy for to gain control of the two vertically placed tactical control points for the entirety of the match, and the access point turns the spawn point into a turkey shoot for the opposing team, rather than a tactical advantage.
The class system, originally the bastard lovechild of Team Fortress 2 and Call of Duty, is still there, but there have been quite a number of adjustments that make a big difference to the game. Guerilla have implemented an unlock system not dissimilar to what you might see in Battlefield: ranking up earns you unlock points, unlock points buy you secondary abilities and new goodies. What's very cool is that the secondary abilities are now upgradeable BUT it does not appear that they are interchangeable as they were in Killzone 2. That said, it makes playing as a given class a much more specific experience. For example, the replacement of the spam-happy spawn grenade with a spawn areas that have to be captured makes the tactician more vital than ever. As an example, if you're playing as Infiltrator (formerly Saboteur), your initial disguise ability is pretty much as it was in the Killzone 2, but once upgraded, it becomes virtually persistent, allowing you to unleash the deeply gratifying new brutal melees in even more deeply gratifying sneaky ways.
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But there's more: there's the Guerilla Warfare option, which is essentially Deathmatch all day, every day, and then there's Operations, which feels a hybrid of Uncharted 2's Co-Op and Battlefield's Rush mode. Like Rush, one team is trying to destroy a set of objectives, whilst the defending team tries to stop them, but as in UC2, cutscenes bookend each set of objectives achieved that feature YOU and your star teammates. I wasn't overly bothered about this when I heard about it, but seeing it in action as my PSN handle floated above my character on a bobbing Intruder brought about an unbidden "Cool." It creates a subtle motivation to push your team forward and sense of gratification in the gameplay, and shows how hard GG is trying to up the ante on this next instalment of the ExtraSolar War.
But for all this, for all the flashy new tricks, the mechs, the brutal melees, the overhauled class system and the faster pace, some may worry that this has lost sight of what and who it is; does this still feel like Killzone? Unequivocally, yes: it is violent, noisy, brutal, challenging, chaotic, bloodthirsty and beautiful, but also sleeker, re-engineered from the ground up but still retaining that flavour that earned it such a devout following on Killzone 2. Come February, I'm SO in.
Christopher Parkes
Killzone 3 is due out February 2011.
Great review! I feel the same about this game and can't wait for full release
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