Killzone 2 Kicking Tires, Lighting Fires, but Why Again Exactly?
By Matt Peckham
Guerilla Games’ first-person PS3-exclusive shooter Killzone 2 has everyone gabbing, and bloggers in particular panting, gushing, and fawning. According to the developers, it’s steeped in “Hollywood realism” that’s supposed to make things more “immersive.”
Besides, everything looks pretty gosh-darned amazing these days. Who cares if one game looks better than another.
What I want to know is what’s it play like? After all, we play games, not “wall textures,” “sweat glands,” and “destructible milieus.”
The first Killzone for the PS2 was similarly hyped before release and emerged a toweringly mediocre shooter anyway, only matched in mediocrity by its toweringly one-dimensional reviews.
The essence of insight then? “To Halo-killer, or not to Halo-killer.”
Initial reactions to Killzone 2’s gaming principles vis-a-vis CES don’t reveal much. You have to shoot bad guys. Turrets help. A building catches fire and crumbles. You employ a rocket launcher to blow open a door.