Killzone is the New Battlefield
Back before it got bogged down in such nonsense as story and trying to make us care about its characters – or even having characters, for that matter – the Battlefield series was about nothing more than being an absolutely brilliant multiplayer game, into which you’d happily sink dozens of hours.
Killzone 2 is slightly different in that it does have a proper campaign to play through, but in every other respect I think that it’s the heir apparent to what is still the peak of the Battlefield series: Battlefield 2. Hell, it even has the ham-fisted attempts to make us care about the paper-thin characters with crappy AI as we play through the engine tech demo that is its campaign – an approach borrowed from Battlefield: Bad Company for good measure.
Now before I bring down the wrath of the Killzone Defence Force, let me be clear that I mean this in the nicest possible way. Killzone 2′s campaign is passable and a great way to show off the home cinema but not something that I’ll play through more than once, but the multiplayer mode is one of the best that I’ve played in a long time, and certainly the best since Call of Duty 4 stole my life away for a few months over 2007 and 2008. I’ve already played a dozen hours while finding time to play The Lost and Damned and Street Fighter IV, and I don’t feel like I want to slow down yet.
Alas, the controls are still less than ideal. You can’t polish a turd, as they say, but for the multiplayer Guerrilla has mercifully put the turd next to some potpourri. There’s a touch more aim assistance to make firing from the hip less hit and miss – mostly miss – and the slightly clunky cover system has been done away with, and it generally feels less encumbered with the campaign’s affinity for making you feel the weight of your character.
It’s probably a decision based on the fact that human-controlled players are likely to be more wild and reckless, but perhaps it might have been a good idea to let us use these controls throughout the entire game? Just a suggestion…
But what I’ve found to be its most interesting feature is the way that it rotates game types in the same match, meaning that whereas my time in a game like Battlefield 2 would be spent flipping between team deathmatch and conquest-style games without exploring the offerings further, every match of Killzone will randomly flip between deathmatches, conquest, assassination, and other objective-based modes without returning to the menu or lobby. It’s a simple idea that I’ve never seen done before, and it adds a wonderfully unpredictable slant to how the game is going to play. And, of course, you can just choose to play a straight deathmatch, which the game is still very good at doing.
The Battlefield comparison goes further than the superiority of the game’s multiplayer experience, though. This just has a very similar feel, like the realistic imprecision of the guns that makes killing someone with an assault rifle from a distance at best blind luck, if not almost impossible. It’s annoying when faced with AI opponents who aren’t working with the same limitations as you, but against similarly encumbered humans it becomes more of a game of skill, seeing who’s best at carefully aiming and picking their shots before the other guy can, and it’s nearly impossible to win by jamming on the trigger because the recoil is likely to hit everything but your opponent.
Look me up if you’re online – PSN name: NekoFever (stats currently down) – because I’d be more than willing to have a game.
Killzone 2 First Impressions
I’m as frightened as the next person about the ravenous cult that this game seems to have built up over the last year or so, but very occasionally the fanboys do pick a winning horse. I’m saying this having been impressed with the visuals of the demo but been left underwhelmed by the gameplay, where I felt that a combination of the PS3 controller and the game’s attempts to convey weighty realism combined to make it feel clunky and imprecise.
But then I borrowed a promo copy and played through the first two missions…
Before I go any further, I’m going to mention specifics of gameplay and what happens in these missions. If you’ve played the demo and seen the gameplay trailers you’ve seen most of what I’m going to talk about, but I know some people are going dark on spoilers now.

Aside from a short sequence on your ship at the beginning, the demo is the first part of the game itself, and it’s essentially how that entire mission progresses. You have a set piece on a mounted gun that culminates in the very impressive collapse of a building and a sequence in a tank – this bit wins praise for being a vehicle section in an FPS that isn’t shit – at the end of the level, but other than that you’re playing an extended version of the demo.
The second mission is far more impressive. It’s the same sequence shown in the E3 2007 footage, set in the night-time streets as you attempt to take out the Helghast arc cannons – those are the big lightning guns – while facing heavy resistance from some of the bigger enemies, a couple of which you would have seen in trailers. It’s grimy and atmospheric, and despite being set on an alien world it feels as real as, say, the Middle Eastern streets in something like Call of Duty 4. Very impressive, and the end hints at bigger things to fight than just a bloke in heavy armour.
Now you don’t need me to tell you how good it looks, so I’ll just go as far as to say it looks magnificent and like being almost certainly the best-looking console game yet. What few flaws I saw – the occasional jagged shadow and physics glitch, mainly – were minor next to how incredibly solid everything looks, with a real sense of weight to things that I haven’t seen matched, and I’ve seen plenty of games that go for a similar style recently. Expect this to be the benchmark for any console game with lofty graphical ambitions for a long time to come. The textures, the effects, the staggeringly believable animation – all top drawer.
If I was being really picky, I’d complain that it brings you out of it when you see half-arsed effects like the medical gun thing used to revive downed allies, which looks like a sprite popping out of the barrel. But I’m not, so I won’t.
The sound is what I found most deserving of praise, though, and I haven’t heard it talked about nearly as much as the visuals. On my modest 5.1 system I was getting DTS sound that was constantly active, both with action going on around me and with atmospheric sounds in the background, and one sequence in particular where I was fighting in an underground drain in which every shot rang out with echos off the metal walls blew me away. It sounded notably different both to fighting in the open and in enclosed areas with concrete walls.
And to think that on a better setup I could be playing it with 7.1 PCM audio…
The presentation combines with the sensation of weight that the game carries to really make you feel like you’re inhabiting a physical body, firing actual bullets. There’s just enough inaccuracy to your fire to feel realistic without frustrating you when your shots don’t connect, and you quickly realise that it’s more about pinning enemies down with fire – something that works well with the highly impressive AI – and popping off a few shots at them when an opportunity presents itself than it is going for one-shot-one-kill accuracy.
Now as for the controls, I’m still not entirely convinced, but I’ve found a layout that suits me much better than the defaults that those who didn’t like it may want to try out: I essentially turned it into Call of Duty, swapping to the Alternate 2 preset with hold to aim turned on and x-axis sensitivity bumped up a few notches. Like I said, I still have issues with it, but I wasn’t fighting the controls like I was with the defaults. If anyone knows a layout that can stop my thumbs hitting each other on those sticks and get rid of the occasional Sixaxis control mini-game for turning cranks and arming bombs, please drop me a line.
Expect a more comprehensive impressions post once it’s actually out and I can play more of it, but colour me very impressed so far.
Best of 2008 #7: LittleBigPlanet

While I may not have thought LittleBigPlanet to be the revolution that certain circles had been hyping it as, that’s not to say that it wasn’t a great game and a step towards popularising what still has the potential to almost be a genre in its own right.
I have to say that, at least back when I played it, creating my own levels and playing what was out there was the least appealing part. Unsurprisingly, most of the user-created levels were complete tosh, and when it took me a couple of hours to make what I thought was a fairly basic element to an even passable standard, I decided that a controller just isn’t the interface to use when getting creative.
I’ll go back at some point and see what people have made when given the time to work around the limitations of the tools, but I had a good enough time with the story levels to let this game into my top ten. Knowing that Media Molecule’s levels were created with the same pieces that anyone else can use, it bodes well for the future of LBP because I thought it was one of the best traditional platformers that I’ve played in ages.
Yes, the controls are floaty and can feel imprecise. But as a whole those levels were so creative and made such good use of what the game had going for it – namely a great physics engine and a wonderful handmade visual style – that it was impossible not to love them.
The PlayStation Home Beta
Admittedly I’ve been against Home from the beginning, but having spent some time with the beta a bit before it opens up to everyone, I have to say that I really can’t see the point of this. It’s bland, boring, soulless, slow, and I can think of a ton of ways that I’d prefer to interact with what community there is on PSN.
The character creation suite is the first port of call, and I’m afraid that I have to make the obvious comparison between Miis and Avatars here: Home has a serious case of the uncanny valley going on. While the other two offerings aren’t realistic in the slightest and yet allow you to make a fairly recognisable representation of yourself, Home takes a far more realistic approach, and as a result I spent ages working on it to end up with someone that doesn’t really look like me at all. It looks more like a real person than a Mii, but wandering around Home everyone pretty much looks like they escaped from the same Gap advert.
It’s early days still, but when there are so few clothing options for your drone/mannequin and it looks like any extra will need to be bought with real money, I don’t see it getting much better.
The monetary issue is a big one as well. I got a summer house free for being in the closed beta, which is a room with some stairs and a fireplace, and a nice view of a lake. It’s functionally identical to the harbour apartment that you start with, but Sony is apparently charging $4.99 for it, and that’s without the palette-swapped furniture that you have to pay extra for. I could understand maybe charging for the cool interactive stuff like arcade cabinets and the TVs that will presumably add in video sharing when that comes back, but the items in there now are just pointless.
The initial 77MB download is just the engine and your starting space, a spartan single-room apartment. If you want to leave the room and visit the Home Square, the central hub, you have to twiddle your thumbs while it downloads, and as it does this, there’s bugger all to do in your room. You want to leave that and visit the Shopping Centre? That’s another 20-odd meg to download. Ditto if you visit a clubhouse or the personal space of a friend who has a house type that you haven’t visited yet. I think I’ve literally spent more time downloading than actually doing anything.
Also, thanks to the dearth of people who have headsets, I’m reliant on text chat to communicate. This is something that I haven’t done on a console since Phantasy Star Online on the Dreamcast, and for a system that’s supposedly going to attract the Facebook crowd with its intuitive visual interface, it’s very reliant on using a virtual PDA menu – not a PSP or even a Sony Ericsson phone, shockingly – to do anything.
Mainly, though, it’s just plain dull and soulless. Everyone looks the same, for some reason that completely escapes me you have to queue to play the games that are available, and everyone’s as baffled about what you’re supposed to be doing as anyone else.
Tycho from Penny Arcade said today that, “this is what happens when your marketing department tries to make a game”, and that hits the nail on the head. There’s no interesting hook here, and when the big new content like game spaces and new sponsored areas – in other words: adverts – are what you have to look forward to, what’s the point?
E3 2008 Conference Review
Same format as last year, but with added bitter fanboy tears. In chronological order:
- Microsoft – I wasn’t blown away, to be honest. Seeing live gameplay of Resident Evil 5 was initially my highlight, in the same way that the Call of Duty 4 was a gem in a pile of (mostly) shit last year. Gears 2 and Fable II both look good and are certain purchases that it’s nice to have dates for, but things like avatars do nothing for me and the occasional cool feature and probable gem do not a great conference make. No Alan Wake (the new Duke Nukem Forever?), no big new IP announcements, a new interface that I’m not convinced about. Just the warm feeling from the fact that there was no motion controller announcement… yet.
But then Square dropped the bomb. As last words go, FFXIII on 360 put most of Steve Jobs’ infamous “and one more thing” reveals to shame. Not even a rumbling of this news before the show, which is remarkable in itself, and it dealt a big blow to Sony early on. With the possible exception of Gran Turismo, this has been Sony’s trump card since FFVII in 1997, and it was the one third-party PS3 exclusive that I thought untouchable. Make no mistake; that announcement was huge.
It doesn’t change the fact that the rest of it was relatively lacklustre, but it feels like it was all a ruse to lead up to that. For the biggest E3 megaton – something that I thought was becoming a lost art – since “five hundred and ninety-nine US dollars”, this one gets a…
B
- Nintendo – If you ever need reason why so many hardcore gamers seem to have abandoned Nintendo to focus on the fight for second place, this is why. Last year’s Wii Fit reveal was a disappointment and in that respect this at least had something that vaguely interests me in Animal Crossing, but it’s still basically the same thing as Nintendo brought out on N64, GameCube, and DS. It might have more online functions, but all I’m going to be thinking about is how much better it could be done on Live and PSN.
Add another mini-game compilation, another peripheral, and, in Wii Music, one of the most pathetic ideas I’ve ever seen (I can’t help but think of the musical chairs game in The Simpsons when Bart was put into the remedial class). Someone summed it up for me on a forum post when they said: “At least now that Nintendo has show that it hates hardcore gamers we won’t have to pretend to like the Wii any more.”
Thanks for the good times back in the day, Nintendo, but I’ll take an insular industry that makes games that I enjoy over this popular tripe.
D-
- Sony – Sony really didn’t deviate too much from what was largely a successful formula last year. The embarrassing Home jokes were gone, and no baffling cameo from Chewbacca, and we just got games. It deserves credit for making the most entertaining Powerpoint presentation in history. LittleBigPlanet can make anything interesting.
On the games front, Resistance 2 looked good but early, and while stuff like God of War III and MAG sound promising, didn’t Sony learn anything about showing CG trailers a couple of years ago? When your big reveals are CG and your lead game is one that pretty much everyone who cares enough to watch a conference has finished at least once since it came out a month ago, it doesn’t make it look like there’s a lot of content.
C
This E3 will go down in history for the Final Fantasy XIII announcement, which put the Microsoft conference ahead on entertainment value alone. Other than that, very disappointing in my opinion. No big new game announcements (so far), no proper price drops or anything, and the bitter taste in my mouth that the mainstream press is going to be fawning over Nintendo finding a way to charge you to play air guitar.
PSP: Console of 2008 so far?
Sony’s having a funny old generation. The PS3 has gone from being cut adrift to right back in it, and despite being the DS’s whipping boy since they came out in 2004, the PSP is now doing respectable numbers (in hardware, at least), is still gaining features through firmware updates and impressive interoperability with the PS3, and, for my money, has had the best games of all the systems so far this year.
I’ve already blogged about the charming Patapon and phenomenal(ly short) God of War, and I’m sure you’re familiar with those recent gems. Crisis Core: Final Fantasy VII is out in the States and looks insanely good for a PSP game; it takes a while to get going and progress from being a fairly monotonous button masher (never thought I’d accuse a Final Fantasy game of being that) to something unique and extremely playable, slightly reminiscent of the real-time-but-not-quite combat of Final Fantasy XII. The strange things that Square’s been doing with this series makes me extremely curious – not to mention anxious – about what FFXIII will do.
Technically it’s a 2007 release, but I’ve also been playing Silent Hill Origins, which is a technically impressive and extremely solid entry to the series, that anyone worried about how a Western development team will handle Silent Hill V should take a good look at. That handful of games, together with the always-excellent homebrew community (check out the brilliant Rorschach to see what people can do), have ensured that the PSP has been my most played machine for the first few months of the year.
Just like the Wii is never going to be in any danger of being caught by the PS3, the DS and PSP are barely really in competition in that respect. But while the Nintendo machines have had a handful of recent good games – Smash Bros. on the Wii; Apollo Justice and Professor Layton on the DS – the Sony machines have shined this year. Nintendo really doesn’t have much confirmed beyond Mario Kart, while we all know about the PS3′s 2008 lineup and the PSP, while perhaps not having much of its own beyond Crisis Core, will profit from association. Bionic Commando Rearmed, for example, is confirmed to be playable on the PSP via Remote Play.
It may be that tepid software sales and rampant piracy has a detrimental effect on the PSP’s future as an independent system, and it’s been accused of being little more than a PS2 port machine in the past (the ironic thing being that several high profile PSP games have now been ported back to PS2), but with any luck its recent software successes will keep the fires burning. Whether as a games machine, a PS3 accessory, or a portable media player (watching films and TV shows on it is great, if occasionally unflattering to the screen’s poor refresh rate), the PSP has been showing itself as a late bloomer.
God, this year’s Sony praise is making me feel a bit sick. I’ll be sure to compensate once Ninja Gaiden 2 is out.