The first Killzone 2 review was leaked online a few days ago and, with the US Official Playstation Magazine rewarding it with a perfect 5/5, interest is obviously at a peak for the much hyped PS3 shooter. Until the review goes public we’re guessing at what they’ve based that score on. But, from our time playing five levels of advanced preview code, we’ve listed the good things that we think have earned the game those full marks and even highlighted the bits that might see Killzone get a bit of a kicking in other reviews.
What the reviews will like
• Graphics whores will love it – Whether it’s the brooding oppression brought by the lightning-scorched sky, the impressive smoke and dust effects or the startling enemy animation; the game is sometimes jarringly bleak but always darkly beautiful… but it’s still a bit brown.
•The cover system works brilliantly - It’s definitely the game’s most successful mechanic. Similar to the system used in PC shooter FEAR, it works by holding L2 while pressed up against objects in the environment and then peering over or around to shoot things with the analogue stick and R2. Hiding behind cover and popping up to bring the hurt to the Helghast reminds us of playing a particularly bleak version of Time Crisis. And it provides a welcome tactical and methodical edge to Killzone’s firefights.
• The motion controls don’t feel forced – Yep, as hard as it is to believe that statement, the motion controls in the game work fairly well. They’re simple and feel pleasingly responsive, reminding us of Metroid Prime 3: Corruption’s excellent switch flipping sections.
• It’s got a brilliant flamethrower – Better than the one in Halo 3 or Dead Space or any game we can think of actually, Guerrilla’s flame-grilling weapon extraordinaire is perfect for barbecuing baddies. It’s not only fun to see the Helghast burn like evil s’mores, but the gun’s rapid, incisive flames and impressive range makes it consistently engaging to fire.
• The viewpoint is incredibly immersive – From the reload animations, the way your gun rests on obstacles - rather than passing through them - or the way your hands desperately cling onto the rungs of ladders, you always feel like you’re in the shoes of an actual person, rather than a disembodied gun.