Joystiq E3 hands-on: Killzone 2
How did Killzone come to carry such a burden? I asked myself this as I slogged through an early level in Killzone 2. PlayStation 2 wanted its "Spartan" and the original Killzone was called to task, failing miserably. And then, almost forgotten, Killzone emerged again through a dazzling display of smoke and mirrors at E3 2005. Three years later, we're inching ever closer to Killzone 2's release in February 2009. Now that the smoke is settling we wonder if a true "Halo killer" stands before us.
The E3 2008 demo begins with a beach landing (what else?), and continues with a crawl up into the bowels of a hellish place. This is a gray and lonely world, an industrial city of towering steels and concrete. The views are beautiful though. This is a gorgeous game -- Guerrilla has delivered on that promise. Where Halo offers relief from the horror of its subject matter with rich, 'toonish colors, Killzone plunges your senses deep into the despair and grotesqueness of a world at war. The stark environments are enriched by a distinct art design. There's cinema here. But we're not idly watching, are we?
It was difficult to judge Killzone 2's gameplay. It was rough, but I was constantly reminded of the demo's state by a permanent, overlaid warning: "work in progress -- pre-alpha build." The framerate wasn't there, and the character movements were painfully restricted at times. I felt slow and clumsy, constantly fiddling with the control schemes and axis sensitivities. The cover mechanic, mapped to the "crouch" command, worked and didn't (e.g., it was frustrating that I couldn't pop up out of cover and use the zoomed weapon view).
Most distressing was the ill-timed flow of enemies. "This is fucked up!" yelled my AI squadmate. Indeed. We'd put down a few Helghast, there'd be a pause, and a few more would trickle into the room. I don't mind waves of enemies (I welcome them!), but these were more like kiddie pool wakes. There were a few instances when the fighting opened up into larger, more chaotic battles, and these were both exciting and terrifying. But even these segments were plagued by the poorly programmed enemy advancements.
What I was surprised by, what kept pulling me back into the experience, was the brilliant character animation, highlighted by incredibly lifelike facial acting. Surprise. Fear. Excitement. Pain. I could see this all of this in my fellow humans' expressions. The Helghast were more difficult to read, hidden behind their terror masks, but no less human in their responses to battle. A location-specific hit detection system drew reactions from all points of their bodies as I riddled these creatures with bullets. And I didn't do so alone.
Guerrilla has created a very competent "friendly" AI. I traversed much of the level with my "Dom," who doubled as a guide (sure beats a glowing arrow -- but there's one of those too at times, just in case) and battle tested teammate. He offered scripted strategies, but also fought aggressively during freeform firefights. Similar to Gears, if "Dom" was downed, I had a certain amount of time (several minutes, I was told) to approach him and give him a shot of the all-better-now or clear the immediate area of Helghast. Other sections of the game will actually be spent working in a four-man squad.
As much as I enjoyed my companion's company, I also found myself wandering away from the path he traveled. There was a lot of space to move in. Not necessary space, but "real" space. While there was a linear path I had to travel to progress, there were many opportunities to explore and imagine the level as a virtual world, not just a string of corridors. This is great level design, and Guerrilla should be recognized for that.
There's still something missing from Killzone 2 though. Or, perhaps, it's there, not experienced; that special something that a demo can never deliver. To overcome the narrowing innovative possibilities of the first-person shooter, a developer has to succeed in delivering a narrative. I have to care about my character, my "Dom," all these men dying around me, and the mystery behind my closely related enemies. I haven't become interested in the Killzone universe yet. But I'm eagerly waiting to give it a shot.
The E3 2008 demo begins with a beach landing (what else?), and continues with a crawl up into the bowels of a hellish place. This is a gray and lonely world, an industrial city of towering steels and concrete. The views are beautiful though. This is a gorgeous game -- Guerrilla has delivered on that promise. Where Halo offers relief from the horror of its subject matter with rich, 'toonish colors, Killzone plunges your senses deep into the despair and grotesqueness of a world at war. The stark environments are enriched by a distinct art design. There's cinema here. But we're not idly watching, are we?
Gallery: Killzone 2 (E3 2008)
It was difficult to judge Killzone 2's gameplay. It was rough, but I was constantly reminded of the demo's state by a permanent, overlaid warning: "work in progress -- pre-alpha build." The framerate wasn't there, and the character movements were painfully restricted at times. I felt slow and clumsy, constantly fiddling with the control schemes and axis sensitivities. The cover mechanic, mapped to the "crouch" command, worked and didn't (e.g., it was frustrating that I couldn't pop up out of cover and use the zoomed weapon view).
Most distressing was the ill-timed flow of enemies. "This is fucked up!" yelled my AI squadmate. Indeed. We'd put down a few Helghast, there'd be a pause, and a few more would trickle into the room. I don't mind waves of enemies (I welcome them!), but these were more like kiddie pool wakes. There were a few instances when the fighting opened up into larger, more chaotic battles, and these were both exciting and terrifying. But even these segments were plagued by the poorly programmed enemy advancements.
"What I was surprised by, what kept pulling me back into the experience, was the brilliant character animation." |
What I was surprised by, what kept pulling me back into the experience, was the brilliant character animation, highlighted by incredibly lifelike facial acting. Surprise. Fear. Excitement. Pain. I could see this all of this in my fellow humans' expressions. The Helghast were more difficult to read, hidden behind their terror masks, but no less human in their responses to battle. A location-specific hit detection system drew reactions from all points of their bodies as I riddled these creatures with bullets. And I didn't do so alone.
Guerrilla has created a very competent "friendly" AI. I traversed much of the level with my "Dom," who doubled as a guide (sure beats a glowing arrow -- but there's one of those too at times, just in case) and battle tested teammate. He offered scripted strategies, but also fought aggressively during freeform firefights. Similar to Gears, if "Dom" was downed, I had a certain amount of time (several minutes, I was told) to approach him and give him a shot of the all-better-now or clear the immediate area of Helghast. Other sections of the game will actually be spent working in a four-man squad.
As much as I enjoyed my companion's company, I also found myself wandering away from the path he traveled. There was a lot of space to move in. Not necessary space, but "real" space. While there was a linear path I had to travel to progress, there were many opportunities to explore and imagine the level as a virtual world, not just a string of corridors. This is great level design, and Guerrilla should be recognized for that.
There's still something missing from Killzone 2 though. Or, perhaps, it's there, not experienced; that special something that a demo can never deliver. To overcome the narrowing innovative possibilities of the first-person shooter, a developer has to succeed in delivering a narrative. I have to care about my character, my "Dom," all these men dying around me, and the mystery behind my closely related enemies. I haven't become interested in the Killzone universe yet. But I'm eagerly waiting to give it a shot.











Reader Comments (Page 1 of 2)
Alex @ Jul 18th 2008 8:27PM
i'm not getting this game. but i still wish for its success. the developers are under a ton of pressure and for this to not deliver will... well, suck.
those fiddly controls mentioned by james has me a bit worried though.
Jhongerkong @ Jul 18th 2008 8:57PM
.....
Huh? Did you say something? I was looking at your avatar.
Extinction @ Jul 21st 2008 5:42PM
I find it retarded they keep comparing this game to GoW when Killzone for PSP had the elements in question first. When I got GoW I felt it was a console version of KZ:PSP
blahblahbloo @ Jul 18th 2008 8:35PM
What's with the phrase "Halo killer" anyway? The concept doesn't make sense. People are never going to stop playing Halo simply because this or that other game is released for a different platform.
aristokrat @ Jul 18th 2008 10:04PM
It's the same idea as iPhone killer. Just because a new phone comes out with good features doesn't mean all existing iPhones will vanish. Humorously, if these products that inspire so many "[product] killers" were so worthy of such a throne, all other competing products would have died in their wake, yet that never happened either. Hype machine, roll along now...
Co @ Jul 18th 2008 10:08PM
Halo killer???
lmao goodness boys, lets aim a little higher than that!
blahblahbloo @ Jul 18th 2008 10:27PM
To be fair, "iPhone killer" makes just as little sense.
uh-oh polio @ Jul 18th 2008 11:52PM
"Halo killer???
lmao goodness boys, lets aim a little higher than that!"
i know right? Lets go for Call of Duty 4 killer.
Jakka @ Jul 19th 2008 3:53AM
Argue all you want about which style of GAMEPLAY you prefer, but when it comes to technical aspect and gameplay mechanics Halo literally pwns CoD4.
Good AI,unscripted battles,freedom to go anywhere(trust me as linear as Halo 3 seems to be, there are many "secret" places you can find.Too bad your only reward is usually just a wonderful view),fights that don't become a grenade spamming clusterfucks,original weapons, original balanced multiplayer maps,fun vehicle sections,Forge and Theatre.
As bitter as Halo-haters are, Halo 3 is still "The King" and the term "Halo killer" won't go away for a long time.
If yo disagree, go ahead and find me another console shooter that does all of these things as well as Halo.
Lord Bowser @ Jul 19th 2008 6:45AM
Jakka so gets a chubby for Halo. I remember him talking about its "lore". Lol.
Anyway, I don't like the direction Sony are undertaking with the PS3. They're leaving their core roots: innovative, intriguing gameplay; for the simplistic 360 market. Shooters, shooters, shooters. Sony would never had done this in 2005. It's like they've run out of ideas and now they seek to amp the Microsoft way of doing things, not knowing that they're ruining what Sony stands for in the gaming market.
The people are muddled and no longer understand what Sony stands for. When people thought GTA they thought Playstation. When people thought Pro Evolution or Fifa they thought Playstation. When people thought Driver they thought Playstation. In fact, for a long time, here in Europe anyway, people used Playstation as a byword for a games console. Regardless of what console it was, people would ask: have you got a Playstation, let's play Mario? Ok, a little misinformed, but you get my point. Now, people see the Playstation as a relic. It's not the in-thing anymore. People want to play the Wii or DS; they have replaced the Playstation as the cultural mainstay. And that upsets me, because I had a whole load of fun with my PS1/PS2. It was strange and innovative. It strived to be different, to be cool; superficial, yes, but still. But whenever I go on Joystiq and there's an article on an upcoming game for the PS3 it usually looks like a 360 shooter reject. Killzone? Even the name is embarrassing. It's so off-putting, yet, this is one of the premier games for the PS3; yes, Kill-Zone. Look at that name, looks at the imagery, and ask yourself would a similar type of game be used as the showpiece of the console in 1995, 2000, hell even 2004. It just seems so Western, so empty, so Microsoft. I really want a PS3, it was my intention to sell my 360 after Fable 2, but this game is not going to lure me. Definitely not. There just needs to be more compelling content. This is just so blase, so base, so decadently vile, violent, so aloof from what Sony are so good at; this is so Not Sony.
Sidenote: I did not re-read what I just wrote for grammar corrections and such. So if there's a mistake there's no need to point it out, there's probably a hundred of them.
Doug @ Jul 19th 2008 7:34AM
The Halo games excel at many things. The gameplay is excellent. The control scheme is unusually fluid. The A.I. is solid--yes, don't let a bot drive the warthog, but there are wonderful interactions during gameplay, i.e. Grunts grenade-throwing skills, especially in Legendary, how they'll suicide-run with live grenades, or when they ball like babies when they're the last one alive (and in Halo 2, the Grunts were truly funny which I miss in 3--better writing in 2). How an Elite will circle around behind you and and ruin your day. Lots more. Too much to mention here. The much-maligned level design is always interesting and hardly the debacle some claim--that level in single player in the desert is awesome, you can power the Brute's sleds over the sand dunes for awesome battles. The explosions are works of art. Theater Mode is amazing. Half the levels in all the Halo games are great, IMO. Although, I may be the only person alive that loved the Library level in 1. Yup, loved it. You're all wrong. And of course, multiplayer is watershed. CoD4 was defintiely a revelation. But I still play the first Halo game. I traded-in CoD 2. 3 was better, but still traded it in. It sucked. I won't trade in 4, but it's about time, dudes. Halo has shown consistency, inventiveness and innovation throughout the trilogy. Do I hope Halo 4 is a re-invention? Absolutely. But as far as I'm concerned, the Halo games do so many things well that they deserve the high praise they get.
MN Guy @ Jul 19th 2008 1:49PM
Yeah, only a game on 360 like Gears or COD or something could be a "Halo Killer". Some game so much better than Halo, yet still similar, that people stop playing Halo to play the other game.
Killzone2 could be a Resistance killer, and I actually think it will be. Resistance multiplayer is poor in my opinion and what I've seen of Killzone2 looks quite good.
rask @ Jul 18th 2008 8:36PM
Ever get the feeling that Killzone has been brough to the fore by the fanboy community to try and combat both Halo and Gears of War on behalf of PLAYSTATION?
I'm starting to have a feeling that it will never deliver on the ambitions that the community has heaped on it.
Vcize @ Jul 18th 2008 8:41PM
The developers said as much themselves in this month's EGM. Basically they said that they were never as ambitious as everyone made them out to be with Killzone 1, and that they just wanted to make a new game and the "Halo Killer" label was slapped on them by outside sources which put higher expectations on them than they ever anticipated.
SonofaGunner @ Jul 18th 2008 8:47PM
For me, I just don't bother with taking many of the previews too seriously. Especially the ones that mimic commentary almost word for word about, "innovation" and "grays". Granted those complaints MAY be valid, but it seems people simply are setting Guerrilla and this game as underdogs.
Hopefully people will look past their double standards and at the very least try the game for themselves.
Anyhow, no disrespect to this hands-on article. But I have a major STFU for fanatics moan about a series they have never touched and probably never will.
Dwag @ Jul 18th 2008 8:52PM
That's exactly what there doing, PS2 never sold shooters well but then Xbox threw Halo out there and everyones like Omg Haloz then Sony said hey we need a game like that thus became Killzone and Resistance. People will think they'll kill the Halo but then they forget Halo is a franchise you kill one the other pops up and rapes the games that killed its predecessor and becomes relavent again.
SonofaGunner @ Jul 18th 2008 8:43PM
What exactly do you mean by the "The framerate wasn't there"? Is this the first ever complaint about framerate?
horngreen @ Jul 18th 2008 8:51PM
Well I'm no game developer but for it to be that rough this close to release is not good. Although Sony has shown they have NO problem delaying poor Killzone 2. I would hate to be working on this game and be burdened with what is expected of them. Even if the game is awesome it still won't live up to the hype. Way to go Sony.
Anton Chigurh @ Jul 18th 2008 9:08PM
wait...
7 months from release is close?
and its in pre-alpha stage...there's plenty time/opportunity to tweak/fix problems....even BEFORE the public beta
Triforceowner @ Jul 18th 2008 9:51PM
Remember, sugar, that other games coming out around Killzone 2 do not have frame-rate issues right now: Halo Wars, Resident Evil 5, etc.
aristokrat @ Jul 18th 2008 10:09PM
Um, frame-rate is one of the last things to get attention. Game mechanics, level design, animation, these are the things that come first, and it looks like these are coming along nicely, per the article. Halo wars does not have to worry as much about graphics as there are not many finely detailed close-up views of anything, so there framerate issues would mostly come from a large number of units on screen, which is an entirely different issue.
KarlW @ Jul 18th 2008 11:13PM
Despite what you all might think you know about game development, artwork (textures, level and character design, vehicle design...etc) is the thing to concentrate on. It's not only the most expensive part of games making (especially in the HD era), it's also the most time consuming. It's the thing they try and get out of the way early. Because tweaks on HD-resolution textures take forever to get right.
The game engine and actual code doesn't take long by comparison. It's cheaper, you need less people to do it, it's quicker and easier to get right.
In an early build, the thing to look for are the resources (audio/visual), and then the code (AI, physics).
Triforceowner @ Jul 19th 2008 4:29PM
All I'm saying is that other games are ahead of this one in one aspect, and isn't RE5 similar in "close-ups." That's such a shitty term when it is not like there is ANY difference between the games on their basic level. The camera is taken back a hundred feet? Yeah right. It's just how the game engine is built.
required @ Jul 18th 2008 8:53PM
I'm only familiar with Killzone on the PSP. Nevertheless it's a great game, in fact it's one of my favorites of the system. Now that I have a PS3 I look forward to this.
Dwag @ Jul 18th 2008 8:58PM
Well like I said Killzone 1 wasn't bad just a disappointing FPS. Killzone 2 seems to have been "inspired" by anything good in any good FPS ranging from destructible cover to a class system which as you know reviewers will comment on and give it a lower score.
Waiting for the fanboy wars.
j.howlett @ Jul 18th 2008 9:02PM
i remember playing the demo for the first it was ok but i wasn't playing many games at the time because of school and other things. i also recall hearing that rockstar was porting halo to the ps2.
Dwag @ Jul 18th 2008 9:09PM
"To overcome the narrowing innovative possibilities of the first-person shooter"
You make it sound as if the Genre is dying.
Come on man they still have yet to deliver a great cover system in an FPS.
There's still innovation in the FPS genre to be met but we'll haave to wait until the Guys at Bungie or Guerilla or Valve.
FPSs still have innovations that can be brought we just haven't met the guy/company who can do that yet.
Jakka @ Jul 19th 2008 4:01AM
In before somebody start talking about how "uninnovative" Halo 3 is.
And I agree.Only a handful of developers are actually trying to innovate their games instead of releasing the same game each year only with minor changes added(EA Sports and to the lesser extent Infinity Ward).
Dwag @ Jul 18th 2008 9:19PM
Actually Anton Chigurh 7 months is basically reduced to 4 because they plan on releasing a beta by the end of the year then they are gonna fix the problems in the beta then after that they'll just polish polish polish polish and polish again until release date. Truely Killzone 2 only has a few months to be finshed then its just a polish phaze. Killzone 2 is done feature wise I mean they were gonna be released this year but due to a certain other game they get delayed and that also makes me believe that Pre-Alpha build" is a load of BS. Killzone 2 is also done Multiplayer wise too.
Good example is Fable 2 its done feature wise so all they got to do is sort out bugs and polish for 3+ months.
Anton Chigurh @ Jul 18th 2008 9:49PM
Even with that said, Killzone 2 doesn't have nearly as many problems (from what I've observed from various previews) for anyone to be 'worried' about how it's coming along.
Any issues have been minimal from what I've read so far. Still, I say there's plenty of time. The game is still gonna be polished even thru the beta phase (which I thought was the purpose of a beta...) and still such, doesn't seem to be far off in terms of major problems. It almost 'looks' done, like you said, so any remaining time should be bug testing/ironing out issues. If that 'pre-alpha' wordage wasn't there, and somebody showed me any of the videos recently released...I'd have no reason to assume the game wasn't already finished.
Remember also, MGO Beta finished in May and the game was out in June.
007craft @ Jul 18th 2008 10:02PM
no game could possibly be pre-alpha with 3 years of development and 8 months from release. Pre-alpha is like the first couple months of developement. In a pre-aplha, there shouldnt even be levels, weapons, or anything. It should just be the character spawning in a room and firing weapons which you spawn on yourself. I gander they a couple months away from being in beta. pre-alpha my ass, wtf. If they call that pre-alpha what did they call the game when the first started, pre-pre-pre-pre-pre-pre alpha?
Anton Chigurh @ Jul 18th 2008 10:11PM
@ 007craft, you're right and I agree. When I said its still in pre-alpha,(obviously because that's what they have tagged on their demos), but I really meant...its not at beta stage yet.
I don't know why they still have pre-alpha up there...
the words "work in progress", and the fact that it's not out for some time should be enough.
Vidikron (FU) @ Jul 19th 2008 3:41AM
http://en.wikipedia.org/wiki/Software_release_life_cycle
Dwag @ Jul 19th 2008 5:08AM
@Vidikron (FU)
I read the wiki and pretty much I'm still gonna believe that wasn't a nightly build cause from what I read at IGN its basically the same lv at the Sony day thing but extended.
I believe they're in alpha phase now.
Cuddlefish @ Jul 18th 2008 9:20PM
This game will be "pre-alpha" until it goes gold, LOL!
The-E @ Jul 18th 2008 9:42PM
Hmmmm the frame rate wasn't there??
Are you sure you guys wearn't looking at screen shots??
farfisa @ Jul 19th 2008 9:59AM
Yeah, they said the same thing about the Duke Nukem Trilogy.
ThePerfectCompanion @ Jul 18th 2008 9:44PM
Halo Killer...LMAO!
God this game will be so meh it's not even funny.
Rodrigo @ Jul 18th 2008 10:04PM
halo committed suicide when COD4 came out ;)
Dwag @ Jul 18th 2008 10:25PM
WRONG Killzon 2 won't be just meh. Killing Halo is possible cause Halo 2 killed Halo 1 and Halo 3 killed Halo 2.
riggs @ Jul 19th 2008 8:47AM
omg.........SOMEONE CALL THE COPS!
Mr Khan @ Jul 18th 2008 9:47PM
Sounds like all they need to tweak is enemy AI and enemy placement
Even Shiggy cared enough to give it a look
http://www.ps3fanboy.com/2008/07/18/famed-nintendo-designer-miyamoto-checks-out-killzone-2/#comments
The-E @ Jul 18th 2008 9:47PM
wow that comment was so original of you.....next time just say "*Insert PS3 exlusive game name here* is so meh and is the ghey!!" you might have to think even less then!!
Simon Cruise @ Jul 18th 2008 10:03PM
It will probably be another big dissapointment (Haze). It seems that we just hype exclusives too much...
lets hope at least it is HD resolution.
Dwag @ Jul 18th 2008 11:59PM
Yeah I kinda felt that because last timev Joystiq said something bad and eveyone said something good it ended being total failure or just bad(I only mean Haze but I remember Lair getting its dick sucked by Gamespot,1Up and IGN)
The Sound @ Jul 18th 2008 10:21PM
What part of the framerate 'wasn't there'?
EVERY on and off screen video I've seen the framerate has appeared solid and many 'hands ons' with the game have said the same.
Anyway, no comment on the gun models and the re-load animations? Those are absolutely incredible.
The beginning was on a beach? For some reason I get a D-Day feeling, like we're thrown on a beach with the Helghast having the upper ground. Think Saving Private Ryan.
Anyway, seriously hyped, if everything is delivered as promised, serious contender for one of the best games of the year.
fastcow @ Jul 18th 2008 10:22PM
well, I hope this game is good. They have hyped it so much that it would just be a shame if it flopped
jitty @ Jul 18th 2008 11:09PM
Not surprised, sounds like they're on the right track but the game still needs work. Hopefully gorilla can put in that work and make the game truly great. All in all, I think we're guaranteed a better game than the first killzone, even though that's not saying a lot...
peepoop @ Jul 19th 2008 12:36AM
"...enriched by a distinct art design"
The same gray+bloom art design that's plagued every "next-gen" title is considered distinct now, Joystiq?
Denkigrve @ Jul 19th 2008 2:00PM
Color palette choice is part of the art direction for the game. Your supposed to be on a war torn landscape. If there was anything but the grey/brown dust of combat I'd be concerned. As a total package the color choice works really well for what they are trying to accomplish with level and work design.