I just spent the last half hour running through the Killzone 2 demo, a game for which I had previously been looking forward to quite a bit, going so far as to even pre-order it. However, after this playthrough, I’ve had to cancel my pre-order, which serves as a good prelude to this entry.
Killzone 2 is already getting plenty of accolades for its graphics, and even for its gameplay. It currently holds an impressive score of 90 on Metacritic and is sure to sell in the millions. Congratualtions to everyone who worked on it, I’m sure it will entertain many and hopefully break well more than even.
And I don’t mean to be the cynical prick trying to bring down this apparent masterpiece, but…
I don’t care much about graphics. Most games these days look pretty good, and to be honest it takes a lot more than grungy graphcis to impress me. Killzone 2 does have some nice touches, but while well-crafted, it’s also exactly what I expected.
In fact, I think I’ll coin the term JAWZ. Just Another War Zone.
Despite being able to launch very awesome spaceships across the stars and have them hang in low orbit, the soldiers are still equipped with rifles that have no punch beyond 20 meters. A shame that, otherwise this war would probably have been won considerably easier. Obviously, this is meant to pull the player in close to the Helghast, and as such it works. Even if I personally would have liked a slower, more deliberatly paced war game, in which your most effective strategy at any given moment isn’t to charge and punch them with the butt of your rifle.
Apparently ‘Sev’ has some pretty impressive biceps.
Now, despite what I want and what I get being to different things, I’m not set on disliking Killzone 2. It’s just that they remarkably managed to implement some of the most annoying, grating and unsatisfying gameplay mechanics out there. In some ways, it’s like seeing a first person shooter from ten years ago, which just happens to look really good, but which carries with it last millenium design methodologies.
It all starts with a…
Theater
The D-Day-like landfall that opens the demo looks and sounds pretty good (if a bit repetitive), but soon reveals itself as pure smoke and mirrors. Lots of big fireballs and machine gun fire, and no real casualties… This can work; check out Medal of Honor: Allied Assault’s D-Day landing, for a considerably more convincing piece of theater (for its time).
So, there I was, standing in the middle of a ‘killzone’ as it were, and though people were shouting that I should get a move on, there was no penalty for not doing so. Now I’m not saying the player should always be penalized for taking longer than what is required to keep the theater realistic, but at the same time, if you have motars, machineguns and dropships dialed up to 11, perhaps a little encouragement, in the guise of flying lead, isn’t out of the way?
I try to pick off the enemies on the bridge ahead, the ones that are spraying bullets everywhere and launching motars, thinking I might be able to loosen up the resistance a bit before I get there. But, like the snipers in Half-Life 2, they aren’t real enemies, but some other contrivance, and you have to kill them by following the script laid out, not through the use of gameplay.
Great.
So I move up and get closer to the bridge. There’s been a lot of ‘acting’ going on around me, but I didn’t pay attention to any of it, because I thought I was there to kill; after all, it’s KILLzone, not ‘THEATERzone’. But no.
I try to pick off the guys on the bridge again. No luck. Until I’m told to pick up the rocket launcher. So I shoot the bridge with the rocket launcher. It blows up, which I knew it would, because the truck was carrying something red, which of course reads as ‘shooot heeereee’.
Unsatisfying in every way. Luckily it gets better, right?
Multi-Fronts?
Well, actually I should go back a minute, because before getting to the rocket launcher, you get out from under a bridge, where you are actually faced with two fronts at one time! Not a bad thing by any means. It forces quick reflexes, on-you-feet-strategies and allows for some pretty cool level setups if done right.
Of course, in this case, having had my eyes on the bridge from the very first moment of the level, I didn’t notice that I had baddies on my left now, and they in turn didn’t call much attention to themselves. So when I was hit, I though I was being shot from the bridge… After all, I was trying to follow the script I though had been laid down by the designer.
- Approach bridge.
- Pick up rocket launcher.
- Kill baddies on bridge.
As it were, this of course wasn’t a multi-front, because the guys on the bridge are puppets, and can’t kill me… I don’t know who they’re shooting at, but it ain’t me.
So no, nothing interesting here, just a misleading and poor directional setup.
More Theater
Eventually everyone’s dead, and my friends move along to the next area. I still have the rocket launcher, and play around a bit with trying to see if I can throw my six-shooter away and carry just an assault rifle and a rocket launcher, a setup I like considerably more than the six-shooter and rifle. But alas. So I keep the rocket launcher, thinking it’s more fun than the rifle anyway…
Alright, whatever, I’ll get going, alright? Well, now there’s a turn to the left, and someone is shouting something to me about enemies coming in. I just make it in time for the APC’s to roll up and baddies start pouring out.
HAH! I think. Good thing I brought my rocket launcher, it was made for taking out APC’s.
Or not.
So I pick up a rifle and start shooting. Meanwhile my friends are dying all around me. Apparently I’m the only one with a heart, as no one else is reviving them, and so I go about doing that as well. Except, once I revive them, they don’t take cover. They just keep sitting in the beach, thinking no one will see them or some such. They go down again… I’m thinking ‘how do I get out of this chickenshit outfit?’.
Now, I could swear I take down that machine gunner several times, but he just keeps…
Respawning
If there is one thing on Science’s green Earth I hate, it’s respawning. It is the lowest, worst, most horrible piece of design a game can contain. Yeah, sure, there are cases in which it makes perfect sense to have respawning, and I acknowledge that. But Killzone 2 makes a virtue of showing you only the worst.
As it stands, there’s a long standing tradition in first person shooters in particular, to use respawning as a way to keep pressure on the player, so that he is forced to move forward, which then triggers to the respawning to either stop, or continue from a new location.
It’s a poor decision, because you’re forcing the player to play the game the way you want him to, not in the way he wants to. In single player games, I’m all about the cautious strategy. I take my time, hold back, lay down suppressive fire and pick off the enemies one by one.
But I can’t do that, because Killzone refuses to let me play the way I want to play! Not because it can’t, but because it won’t.
So after the beach landing, you and another guy head down a hallway to a room, in which four or five Helghast have unwisely set up base amongst plenty of red gas canisters and red barrels. And you know what that means, right?
Well, if you’re thinking, I’ll just hang back up here and pick them off one by one, as any sane person would do, since the walkway provides plenty of cover and safe angles… Well, you’d be like me. But you wouldn’t be like the designer, who thought something along the lines of: “I need to lure them down. I need to make this area insane and awesome! Like Michael Bay would do it!”, well then you might get a job working on Killzone 3.
As it turns out, there’s a small room of sorts, with three doors in it, from which an endless stream of Helghast will emerge. You take down a baddie, a new one emerges. Ad nauseum. I looked around once inside the room and found no teleporter or secret passageways, so I guess they just happened to have been stacked in there in just the amount it took for me to get to a triggerbox that turned off the spawn point.
Oh, and my friend? He was incompetent, and got shot. As he lay there screaming in pain and agony… I went to the loo as a ‘Fuck you! You should have paid more attentin in boot camp! I’ll leave you here to bleed to death!’…
Which I did.
But of course, I needed him to get to the next area, so…
Strict Conditional Progression
“Cover me while I hack this blah blah blah”, he told me. Fair enough I thought, and crouched behind him, with my aim on the door behind us. And sure enough, Helghast spawned happened to appear in the room where we came from.
Unfortunately for them, they couldn’t see either of us, and apparently didn’t know how to move into position either. So they just kept running from cover to cover, just out of sight from us, while my friend was doing whatever he was doing behind me.
A minute passed.
I sure as shit wasn’t going to poke my nose out. Why would I? I paid attention in boot camp! Rule #1 of warfare: Don’t get shot. Rule #2: No seriously, don’t get shot, you’re likely to have to play through respawning enemies again, and you don’t want that!
Two minutes passed.
Wait a minute, I smell a rat here…
Three minutes.
Oh for fuck sake. As suspected, HackTime equals WhenAllHelghastDead.
So I killed them. Something I took abslutely no pleasure in, because by this point I was already putting together this entry in my head. All the while I was thinking that if they wanted me to kill the fucking Helghast, why didn’t they just set up a situation where I couldn’t take full cover? Where their AI didn’t break like fine glass underfoot of my mighty boot?
To set up a situation where the amount of time it takes someone to do something is equal to ‘Now + when all enemies are dead’, is trite and lazy. Not only does it break easily, as shown in the demo (perhaps the last place you want to see something like that happen), but when it breaks, it absolutely ruins the illusion of the world and your investment in it.
In Closing
There’s nothing wrong with linear and controlled experiences. And perhaps the full game surprises. But even if this demo just happens to showcase all the things I hate in one concentrated effort, that in itself doesn’t bode particularly well for the full game.
I don’t even mind the clichéd red-eyed enemies, or the standard-fare military banter (which could have come from any military game, it’s that ‘meh’) or even the JAWZ. But I mind lazy design, and I despise games that have the illusion of letting me play it in my own way, when in fact it can only be played in their way. That the theater fails to convince is one thing, but their use of respawning and strict conditional progression are just downright catastrophic design decisions in my book.
This might not affect you. I’m afraid it’s a work-related injury in my case, and if you enjoyed the demo, feel free to sound off below, so as to make me look like the fool I am.
But, at least this leaves up time for me to play some more GTA IV, which I’ve been enjoying very much this last week, and possibly even some Gears of War 2, though I honestly suspect it will leave me as non-plussed as both its predecessor and Killzone 2.
That’s just my opinion of course, and I’m probably just a stuck up idiot with delusions of grandeur.
A punch is primarily driven by the triceps, good sir. Biceps are mostly for pulling and lifting.
I can’t do either.
Wow!
I’ve watched the videos, read the previews and currently downloading the demo. All of which looking forward to another bout of Halghast slaying.
The first game was secretly one of my preferred FPS games of the time. But I’ve been getting a bit tired of these current incarnations, he says as he works his way through World at War hoping for something different.
Sounds like developers have got caught up in the visuals and forgotten to push the boundaries of the genre; that said once you’ve changed the era, the enemy and the parallel universe in which you fight that turd is as polished as it gets.
Think I’m still going to try the demo, just to see how good the visuals are but with so many other shooters in my collection I might just stick some glowing orange eyes over the Jackel in Far Cry 2 and squint a bit.
I agree with some of your points, in particular that the faults are largely related to the setup. Hopefully the full game contains more AI-driven encounters and less theater.
I was rather impressed with the core AI, especially how the “Jin-roh” … sorry Helghast move, take cover, blindfire etc. Theirs is a nice locomotion system.
I wish Guerilla would’ve looked a little harder at CoD4’s aim system, though. In fact they should’ve looked so hard that they’d stolen it. CoD4 is the only FPS on a console that hasn’t made me curse that fact that I was using a controller rather than mouse and keyboard.
Strange, never had respawn problems in the demo. I loved it! The game went back to what I liked about the first and second Call of Duty.
The thing about Killzone 2’s 100% scores on metacritic is they are largely from sinlge format reviewers that don’t compare their experience against similar titles on other platforms.
This logic can also be applied to a lot of high scoring titles for all three of the current gen market holders and of course for the handheld market too.
If you scroll down to where the multiplatform reviews you will find that their oppinions echo your own.
Well, those reviews still score 80 – 90, which seems… excessive. But, two things: Firstly, this was the demo, and the game is probably better. Secondly, all the reviews end up saying: “looks good, plays alright, has great moments, but certainly doesn’t reinvent anything”. And it doesn’t have to of course, to be an enjoyable game; but…
In that case, it’s obviously found its audience, and that’s always great to see, for any game, whether I happen to agree with it or not.
Take your knowledge and your pithy facts elsewhere sir, this is not the place! Or I shall throttle you something good.
That’s true. And let me also just underline that it’s obviously not that everything is wrong and this game is trying to kill my family or any such thing.
Also true. I didn’t want to get into the whole controls issue, as it’s often a matter of personal preference; more so than the issues I brought up anyway. But I found it pretty hard to use as well.
All fair comments Michael and I cant say I can really disagree with any of them, I did think at the point in the demo where you have to wait for your mate to hack the door “Oh right so I’ll have to clear all the Helghast before the door will open, shame but hey itll be fun”.
The demo felt very much like a cross between Resistance 2 and Gears (I dont have Gears 2) which may not be such a bad thing as both are I think in their own ways quite accomplished FPS and certainly much running n gunning woo haa brat brat fun! Certainly descendants of Doom, itself a descendant of Space Invaders IMHO.
So despite these slight game-mechanic quirks Ill probably get it as the multi-player also looks like it could be fun.
Just a quick note: A reliable source tells me that the alternate control scheme is superior to the default one. Haven’t tried it myself, but certainly intend to. (‘twas Le Mazy, so it’s only valid for certain values of “reliable”).
Honestly, CoD4 annoyed the living crap out of me in some places, because of the respawning issue. In several parts of the game, I realised that instead of fighting an enemy, I had resorted to finding the place I could go to cut off the respawning.
Irritating as hell. If Killzone 2 has it in spades, then there’s no way I want to go near that thing.
I have to agree. It was just to ordinary (fps wise) for my liking.
Was looking forward to KZ2 with the good critique, but the demo did not make me interested at all.
Interesting.
I’ll stick with CoD4 and WaW for a little while longer.
I noticed some of these issues you mentioned here but i really enjoyed the demo regardless.
Anyway considering some of the issues you highlighted here I’m getting a sense of the type of games you like, so have your tried any of the Metal Gear Solid games?
I have; and I hate those for a whole slew of quite different reasons :)