Killzone 2 - updated impressions

When your cruiser hits terra firma the level begins proper. The transition is seamless and the game looks just as good from a first-person perspective as it does in the intro. The Legion charge into battle, running down a wide road scattered with debris, dodging gunfire from entrenched Helghast troops. A vehicle explodes and its driver spills out engulfed in flames and lightning bolts tear through the sky. It%26rsquo;s utterly chaotic, and the game%26rsquo;s 7.1 Surround Sound support makes it overwhelming not only for your eyes, but your ears as well.

It%26rsquo;s here that we begin to understand how Killzone 2 works. The player cautiously makes his way up the street, taking cover behind anything, slowly but surely making his way towards a commander up ahead to receive his orders. He safely makes it behind a barricade and %26ldquo;objective completed%26rdquo; flashes at the top of the screen, confirming that this is in-game, real-time, and with zero lull in intensity when you%26rsquo;re being given orders by lavishly animated comrades. You find the commander crouched over a map. He orders you to push ahead and take out an anti-aircraft gun called an %26ldquo;Arc Tower%26rdquo; that%26rsquo;s blasting ISA cruisers out of the air before they have a chance to land. It%26rsquo;s familiar first-person shooter fare, but the atmosphere and visuals make it a lot more interesting than another gloomy trudge through wartime Normandy.