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  1. Games
  2. Action
  3. Killzone: Liberation

Killzone: Liberation review

A broader view of the battlefield just means there's more deadliness to worry about

Reviews
By Mikel Reparaz
Published 1 November 2006

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GamesRadar+ Verdict

Reasons to buy

  • +

    Fine-tuned for PSP controls

  • +

    Easy to pick up and play

  • +

    Kickass strategic action

Reasons to avoid

  • -

    Tough as nails

  • -

    Horrifically unfair bosses

  • -

    Hand cramps from hours of play

Why you can trust GamesRadar+ Our experts review games, movies and tech over countless hours, so you can choose the best for you. Find out more about our reviews policy.

If you've ever played a first-person shooter on the PSP, you know that the controls invariably suck, thanks to the lack of a second analog stick for looking around. The creators of Killzone know that too, and that's probably why they made the sequel to their PS2 shooter into a more handheld-friendly, top-down action game. Unlike every other shooter to go through a similar conversion, though, Killzone: Liberation is unique for not only being great on its own, but for actually improving on the console original.

As Capt. Jan Templar, you'll storm through war-torn trenches, mine-filled swamps and futuristic military bases, fighting a mostly solitary war against the Nazi-like Helghast army. What makes Liberation interesting, though, is how many elements it borrows from FPSes, and how well it implements them. You'll need to duck behind cover constantly, manage an extremely limited arsenal (you can carry only one gun at a time, as well as a few grenades) and sometimes order a computer-controlled sidekick around. Terrain also factors in heavily, as high-up snipers can instantly turn your hiding places into deathtraps.

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In contrast to the gameplay, the controls - tailored to the PSP - are context-sensitive and simple. Templar targets foes automatically, so long as he's pointed in the right direction, and shooting while behind cover automatically makes him pop up and squeeze off a few shots before ducking down again. Issuing orders is similarly easy, as time slows to a crawl, enabling you pick a pre-designated strategic location or target. It might sound overly simple, but things like this effectively keep Liberation from tripping over its own complexities.

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Mikel Reparaz
Mikel Reparaz
After graduating from college in 2000 with a BA in journalism, I worked for five years as a copy editor, page designer and videogame-review columnist at a couple of mid-sized newspapers you've never heard of. My column eventually got me a freelancing gig with GMR magazine, which folded a few months later. I was hired on full-time by GamesRadar in late 2005, and have since been paid actual money to write silly articles about lovable blobs.
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