Killzone 2 showing straight after MS E3 Keynote, July 10th

IGN Hands and eyes on:

US, August 24, 2007 - The rocket launcher in Killzone 2 is pretty awesome. We had only had the Sixaxis controller in our hands for a few minutes when we ran across the behemoth and hoisted it onto our shoulder, but as we ducked down a dark alleyway and lightning crackled overhead, we couldn't wait to use the thing.

Killzone 2 doesn't happen on Vekta, the setting of the first console outing and Killzone: Liberation. Instead, you take the fight to the enemy's home world of Helghast. This puts your team at an immediate disadvantage. After living on the godforsaken rock for years, the Helghastians have grown accustom to living in survival suits and harnessing the constant lightning for their massive anti-aircraft cannon.

That cannon just shot down our friends -- troops from the Legion. Now, we have a rocket launcher and the flashes in the sky have illuminated some of the Helghastians shooting up our friends in the distance.


Hefty Heavy.

It's time to take names.

We kick the rocket launcher into scope mode -- pretty much your traditional R3 fare with a green tint and enlarged reticule -- and point it at the pair of enemies pinning our reinforcements down. We pull the trigger, the launcher kicks back, and the rocket lurches out, hangs in the air for a split second and takes off to slam the villains into the afterlife.

We wish we could tell you we stopped and basked in the eerie smoke trail the rocket left on the screen, but suddenly a dozen pissed off Helghastians began shooting every weapon they had at us. This is war.

It's been a banner morning in Leipzig, Germany. Far from the show floor over run with German teens and a myriad of soccer videogames, sits Sony's private meeting rooms. In the last on one on the left, Guerrilla Games Director Mathijs De Jonge and Guerrilla Games Producer Steven Ter Heide are holding Killzone 2 court, and there's rarely an empty seat in the small space.


Loud noises!

At first glance, their presentation might not seem that. Each time a new group enters the space, Mathijs and Steven queue up the same Killzone 2 demo folks saw at E3 and stop when they beat the mini-boss packing that badass machine gun tethered to his back.

It's awesome stuff, but we've seen it before, right?

Not like this. With the standard presentation of the carrier going down, shooting from behind cover and basically blasting anything that gets in front of your sights finished, the pair restarts the demo and takes the intimate audience through a play-stop-explain format.

To begin with, they pause the game during its intro as the transport begins its bumpy descent. As Mathis mans the sticks, Steven takes the camera out of the action and down to the ground level. Once there, it becomes clear it's the same 3D environment players are about to blast through.

"There's no trickery going on," Steven says. "This allows us to have a seamless transition from the cutscene to the game."

Next, the duo lets Sev, Killzone 2's main character, get to that first firefight on the ground. Both sides start shooting, one of your men is set on fire, and things are starting to go to hell.

Steven pauses the game. Time to talk lighting.

With all the craziness that's going on in the typical Killzone 2 screen, Mathijs and Steven don't expect you to notice what's going on with the 500 different light sources around the level -- and that's a good thing. You're supposed to be caught up in the seamless experience. But with the game paused, Steven clicks off the cross-processing filters and harsh sunlight floods the once dark arena. Parts of Killzone 2 are extremely dark and hard to see in, and that's on purpose. Guerrilla is trying to change the feeling of environments through light or the lack thereof.


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You don't need to look far to see the theory in action. On the outside, Sev ducks and shoots as lightning erupts overhead and casts creepy shadows on the ground and gives glimpses of the evil ahead. Inside, Sev stops at the entrance to a room, and a Helghastian hops over a railing in the distance -- the light source is coming from a bright room behind him and casts a sinister shadow on the empty wall. Later on, Sev runs into a foe in a pitch-dark room -- the bad guy's menacing eyes give him away -- and as Sev unloads his assault rifle into the man's chest, muzzle flashes illuminate the bullets piercing the foe and his pitiful flails.

When they restart the game, Mathijs walks us through Sev's new cover-based combat techniques. Now, players can approach cover and press one of the right shoulder buttons to latch onto the object. From here Sev can blindly fire by hitting the shoot button, pop out with a press of the joystick and break off the defensive maneuver with another button tap. The enemies and NPCs will use the same techniques, which brings up a good point -- the opposing forces aren't dumb in Killzone 2.


Friends provide cover fire for friends.

If a Helghastians is pressed up against a concrete pillar or wooden crate and you've punched enough holes in the obstacle to make it useless, don't expect the bad guy to sit there and take it. These guys will react and move in tactical, group dynamics.

Don't think you can ignore your team, either. As a member of the Legion, you'll need help thinning out the hordes of bad guys on the prowl. When your commander -- Rico from the first Killzone -- goes down, you'll have a limited window of time to get over to him and use you medical pistol to pop a shot of health into the wounded soldier.

Getting shot is a big part of Killzone 2. In fact, it's with those grisly deaths in mind that Guerrilla developed its "Hit/Response System." Using a blend of motion capturing and physics, each type of enemy is going to have a different reaction when shot and that reaction will depend on what weapon is doing the shooting.

For instance, let's look at that mini-boss with the suped-up machine gun. This guy's name -- as of now -- is The Heavy. He's the biggest human you're going to see in the game and he's covered in armor. If you shoot him in the right arm with a machine gun from close up, he's only going to take a stutter step back to the right. Meanwhile, if you pull the same CQC move on a regular solider, he's going to get knocked back way further than our mini-boss, and that's a pretty extreme example. That regular ol' guard is going to react differently to shots depending on where they're coming from, where he's being shot and what type of weapon is being used. This isn't as simple as big guys don't move as much as little guys.

One of the cooler physics inclusions? You'll notice a handful of gas containers around the level. If you shoot these things, gas will begin spraying out of the bullet hole and push the container in that like a rocket. It's a valuable way to take out the enemy, but if you misfire or the enemy hits the tank first, expect that bad boy to come flying at you.


The view from the demo room.

After the detailed breakdown was over, Mathijs surrendered the controller to IGN. This game plays well. From the moment we picked it up and began using it's double analog control scheme, everything felt natural. We blew away some guards, hurled a few grenades and tried out the brand new jump function. Jumping was left out of the original game in an effort to keep it based in reality, but even here it's being grounded -- you can't fire while in the air and can oly leap over small obstacles.

So, yeah. We walked and ran through the levels, picked up weapons and basically had a ball. Our shots tore up tables, put holes in the wall and ran as smoothly as everyone's been expecting them to.

Once Mathijs and Steven opened up the floor to questions, the specs of Sony's golden game started to come into focus. Killzone 2 will run at a steady 30 fps in 720p. On the gameplay side, the duo said Sixaixis will be implemented in the game but weren't allowed to elaborate, and although the team couldn't talk about multiplayer, they said the medic gun would be in there for players to help each other and described the mode as a "considerable" component that would use Home and Killzone.com.


You suck at hide and seek.

For the final question of the meeting, someone asked how much of the Blu-Ray disc the game would use. Mathijs and Steven chuckled. The E3 level everyone had just seen clocks in at 2 GB.

Guerrilla expects to pretty much use the whole disc.
 
First play with the PS3's technical masterpiece

Believe the hype; Killzone 2 is the best looking game we've ever seen. Stunning facial animation, huge detailed environments and no loading screens what so ever - and the PS3 makes it look as easy as snapping a photo of Pete Doherty looking rough.

But how does it actually play? This question has gone unanswered since those naughty chaps a Guerilla swindled us with CGI over a year ago - until now...

We managed to get our hands on the SixAxis controller at Sony's Games Convention booth and play the stunning PS3 shooter for the very first time. The level we played was the third mission in; a chaotic and intense invasion of the Helgast homeworld - it looks bloody good.

This is the same demo from E3 earlier last month. You've probably seen the videos; it kicks off with a cut-scene near-identical to that of the CGI trailer from last year's E3 - and amazingly, it looks almost as gorgeous in real-time. The facial animation on each character is on par with Half-Life 2 and the scale and detail of the dark, gritty environment is just ridiculous.

Lightning - properly rendered in 3D - shakes the sky. Clouds and smoke travel with the wind, explosions whisk floating embers into the air and groups of tiny moths dance on dusty light bulbs - these are all little touches that make Killzone 2 the PS3's real technical masterpiece.

In feel, it plays similarly to the original Killzone; R2 fires your weapon, X is the action button and so forth. The cinematic flair however has gone through the roof; subtle focus blur on your weapon and nearby objects adds to the realism greatly, and the HUD is near non-existent; ammo count only appearing when you fire your weapon and visual colour-bending cues indicating your health.

The most exciting feature of the PS3 Killzone however is the new first-person cover system, which works a lot like Gears of War but without taking you out of the experience. Holding L2 latches you on to walls similar to Epic's shooter, then the left stick allows you to pop out with your gun and fire off a few shots. You can even blind fire with the R2 fire button; it's works very well and is even more visceral than the stuff in Gears.

Some of the encounters we experienced in our demo whiffed of that "cover shooter" gameplay as well; in one seen we darted easily from box to pillar with the sprint button, trying to flank around the side of a chaingun-toting mini-boss and shoot him in the back. It works flawlessly in first person, and should add some much needed variety to the Killzone formula.

Thankfully the real meat (that's the shooting) is an enjoyable venture as well. A combination of animation and physics make the Helgast satisfying to shoot; properly rendered blood splatters out realistically while Guerilla's excellent motion capture work creates some great looking death routines, complete with flailing arms and dives to the floor.

The rocket launcher - again looking near identical to the one seen in the CGI trailer - too is a rather satisfying blasting experience - though it desperately needs to support the heavily-rumoured rumble SixAxis to feel as lethal as the RPGs in other console shooters.

The AI seems to be a bit of hit and miss at this point; they're not afraid of jumping behind cover - and indeed hold their ground aggressively - but half the time they strut around like slow guerillas getting shot in the face - and while we're at it the player's own walking speed could do with an increase as well. That said, we expect a demo without god mode turned on might be a more faithful example the AI's behaviour...

It looks amazingly next-gen, but to play Killzone at the moment feels very similar to its PS2 predecessor. We'll reserve judgement though; the cover system has been implemented perfectly and works fantastically in Killzone 2's many stand offs, and if Guerilla's word is to be believed there are still plenty of surprises on the way...

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I for one am really looking forward to KZ 2. I wouldn't say I loved the 1st game, but I enjoyed it enough that I want a sequel.

After I saw the CGI trailer for the 1st time 2 years ago, I was :wow:. GOD I can't wait!!!!

...need a PS3 though...:csad:
 
Killzone 2 reeks of the 'Doom III' aura - the technology running the game seems to be the primary reason why anyone is even paying attention to it in the first place. It'll more than likely end up slightly above average at best. All bets are still on Call of Duty 4 to take the FPS crown on the PS3. After all, upto this point gameplay-wise there seems to be absolutely nothing that separates Killzone 2 from the rest of the pack:

Bioshock has that shooter sandbox approach going for it and so does Crysis.

Halo 3 might offer the most complete package with a strong campaign and a massive multiplayer mode with unlimited customization options.

Rainbow Six Vegas gave refined and combined elements of cover and tactical action into one robust shooter.

An honest question to all those who are pro Killzone 2 - aside from the visuals and all the technical wizardry, what exactly have you seen in the gameplay of Sony's 'killer-app' that has you excited about it?
 
i dont know why everyone wants killzone 2 to fail? i mean first WhatsHisFace and Phaser and Xbox360 fans all were saying how Killzone will never look as good as the C.G.I trailer. Then we see it and everyone is blown away by the visuals and Killzone is crowned the ruiner of E3 for a 2nd time. (Gameradars quote) So now that the graphics so early in development stage at the pre-alpha stage and so many more months to go it looks phenomenal! I personally think hands down Killzone 2 is the best graphically looking console game ever and while only using the 4/7 SPUS! Mother of god thats insane. So now that we know Killzone 2 looks better than the C.G.I trailer now people have to start bashing how it will play? Next its going to be the sound and then the date the games released. :D
Anyways just wanted to ask that question.

F.Y.I. this is not to start an argument, i am just simply sharing an observation.
P.S. to answer Phasers question both IGN and Gamespot have reported the game plays phenomenal! So dont worry.
 
i dont know why everyone wants killzone 2 to fail? i mean first WhatsHisFace and Phaser and Xbox360 fans all were saying how Killzone will never look as good as the C.G.I trailer.
It doesn't look as good as the CGI trailer.
 
Damn right they do. With Rage and QuakeWars owning the texture dept. on the PS3 (and other non-Wii systems) Guerrilla has their work cut out.
 
i dont know why everyone wants killzone 2 to fail? i mean first WhatsHisFace and Phaser and Xbox360 fans all were saying how Killzone will never look as good as the C.G.I trailer. Then we see it and everyone is blown away by the visuals and Killzone is crowned the ruiner of E3 for a 2nd time. (Gameradars quote) So now that the graphics so early in development stage at the pre-alpha stage and so many more months to go it looks phenomenal! I personally think hands down Killzone 2 is the best graphically looking console game ever and while only using the 4/7 SPUS! Mother of god thats insane. So now that we know Killzone 2 looks better than the C.G.I trailer now people have to start bashing how it will play? Next its going to be the sound and then the date the games released. :D
Anyways just wanted to ask that question.

F.Y.I. this is not to start an argument, i am just simply sharing an observation.
P.S. to answer Phasers question both IGN and Gamespot have reported the game plays phenomenal! So dont worry.

Your continuous raving about the Killzone 2 graphics only proved my point about the game's 'Doom III syndrome' - it might look and sound amazing, but it really doesn't seem to have to offer anything besides bland shooting action when compared to other high profile competing shooters. Even the one thing the game has going for it - the whole 'recreating a warzone' atmosphere and whatnot, even that might very well be eclipsed by what we've seen in the Middle-Eastern levels of Call of Duty 4 (and that too after snatching a number of 'Best Graphics/Best Technology at E3' awards from Killzone 2), which are bigger and more chaotic. And it is pretty much a given that Call of Duty 4 will mercilessly own Killzone 2 in the multiplayer department.
 
I see where your coming from Phaser, the game could be all eye candy and the gameplay could be horrible but so far IGN and Gamespot have said the experience is just breath taking. The amount of action on screen and destructible objects makes the gameplay very chaotic and fun. Also the first person cover system is a nice feature where it keeps you in the experience instead of spectating it. They say its more polished than Gears cover system. But what really has me impressed is Gurrielas attemp to make the game play diffrently for whoever plays it.
For Example: with the cover system you play in a type of stop and pop routine i.e Gears of War. But maybe your like me and love the esscence of chaos right in your face and jumping over obstacles running and gunning i.e Resistance.
The game does not limit you to one style of play. Which imo is a really cool feat.
But i can see where your coming from Phaser Gurriela could be only focused on graphics to live up to the hype and suffer as you put it..."a doom 3 fate"
 
The first Killzone game blew, just what makes you people think that this one is going to be any good in the first place? Especially since it is being developed by the very same people who made the crappy first one?
 
The first Killzone game blew, just what makes you people think that this one is going to be any good in the first place? Especially since it is being developed by the very same people who made the crappy first one?

Well the first game was rushed and given the uneeded hype of being a halo killer so it was rushed and had no polish on it. NOW Gurriela is taking their time making the best first person shoot they can. I believe if they take their time and Sony doesnt rush them the game will be phenomenal. I mean look at KZ liberation...nothing but good reviews. :D
 
You're not going to become obsessed with this one now, are you?
 
Well the first game was rushed and given the uneeded hype of being a halo killer so it was rushed and had no polish on it. NOW Gurriela is taking their time making the best first person shoot they can. I believe if they take their time and Sony doesnt rush them the game will be phenomenal. I mean look at KZ liberation...nothing but good reviews. :D
Are you kidding me? Killzone was in development forever.
 
And this one has plenty of hype behind it as well. Last time it was just all the Halo-killer bs, now it's bs about killing Halo, about killing Gears, about the graphics, etc. For all I know, the game may turn out to be a classic, but the outlook ain't good. Probably 6-7/10 game.
 
I see where your coming from Phaser, the game could be all eye candy and the gameplay could be horrible but so far IGN and Gamespot have said the experience is just breath taking. The amount of action on screen and destructible objects makes the gameplay very chaotic and fun. Also the first person cover system is a nice feature where it keeps you in the experience instead of spectating it. They say its more polished than Gears cover system. But what really has me impressed is Gurrielas attemp to make the game play diffrently for whoever plays it.
For Example: with the cover system you play in a type of stop and pop routine i.e Gears of War. But maybe your like me and love the esscence of chaos right in your face and jumping over obstacles running and gunning i.e Resistance.
The game does not limit you to one style of play. Which imo is a really cool feat.

I hope for your sake what you say is not true. Because if it is, meaning the game allows for both the Vegas/GOW stop and pop routine and run'n gun gameplay then the whole cover mechanic will be nothing more than a useless gimmick. Run'n gun completely defeats the purpose of a dedicated first person cover system when a simple crouch behind obstacles would suffice. Gears and R6 Vegas forced the player to play methodically by using cover. Killzone 2 has to choose what kind of shooter it wants to be - it has to be either Vegas or Resistance. It can't be both.
 
I figured this would happen.

Your continuous raving about the Killzone 2 graphics only proved my point about the game's 'Doom III syndrome' - it might look and sound amazing, but it really doesn't seem to have to offer anything besides bland shooting action when compared to other high profile competing shooters. Even the one thing the game has going for it - the whole 'recreating a warzone' atmosphere and whatnot, even that might very well be eclipsed by what we've seen in the Middle-Eastern levels of Call of Duty 4 (and that too after snatching a number of 'Best Graphics/Best Technology at E3' awards from Killzone 2), which are bigger and more chaotic. And it is pretty much a given that Call of Duty 4 will mercilessly own Killzone 2 in the multiplayer department.

While at this point we might be seeing a bit of the "Doom III syndrom" I think that you're definitely overstating it. The problem with Doom 3 was that pretty much everything from the atmosphere to the gunplay was substandard (aside from the graphics).

Now at worst what we've seen of Killzone 2 so far suggests that the shooting would be at worst average, where as the design and atmosphere seem just as good and better then th original Killzone. Love it or hate it, Killzone 1 has a lot of people who feel that the atmosphere and visual design work is bar none some of the best in the industry. Look at Half Life 2, incredibly basic shooting mechanics but that doesn't stop it.

As far as the gameplay goes we haven't seen much yet. We do now that they're going to have more then just the traditional grunts to throw at you. We've seen the 'Heavy' who you can't hurt unless you manage to flank him, and taking him on head on would be suicide. In that situation using cover would probably be advised until he gets distracted with another unit, unless you felt like daredevil-ing it to get behind him, or a well placed burst to his head can phaze him.

They have said that we will see many unofficial 'sub bosses' and 'bosses' in the game, just like in Killzone: Liberation. If Liberation is anything to go by then they'll probably be very hard, and fun.

As far as gameplay goes, you have very little health apparently. When someone was playing the game, Sev took about a quarter of a clip from a Helghast Rifle (if that) and the director said to him "God mode is on by the way, if you're wondering why you're still alive".

So right there we get the impression that a mixture of run and gun and using cover will probably be advised depending on the firefight you find yourself in. Closer quarters would of course lend itself to run and gun, but if you're in a prolonged shoot out with a fair distance between you and several Helghast, chances are you'll need to play it safe.

You'll no longer be able to just let important AI characters do the fighting for you, sometimes in Killzone 1, you could get Rico to directly engage the enemy, and he would take literally like 200 bullets to the chest but still kill everyone. Now if an important NPC goes down you'll have a limited amount of time to get them back on their feet with a medic syringe that will boost their healing system to abnormal levels for a short period of time and get them back on their feet. So right there you can see a gameplay improvement over the original.

As far as multiplayer goes. CoD2 didn't have incredible multiplayer, but CoD4 just might. However Guerilla has revealed nothing about their multiplayer yet so we can't really make a judgement on that. We do know that the 'medic gun' will be in multiplayer, which will probably encourage a bit more teamwork and 2v2 strategy just like it does in Liberation.

CoD4, while being over-rated for the graphics awards, will probably have battle intensity to rival Killzone, perhaps even more so for some people because CoD4 is so strictly based in real life thus would stand a chance of resonating more with your average person, but at its heart it's still based on the tired and beaten path of CoD gameplay. You'll see previewers bringing this up all the time, so let's see what CoD4 really ends up delivering, just like Killzone 2. And frankly Cod2 gameplay was never anything special, so singing the praises on a prettier CoD4 might be a bit premature.

Halo 3 will probably feature an uneven campaign, and have the most competitive multiplayer on the market when it comes out. Killzone comes out 08, we barely know anything about it, so let's wait for more details before preemptively crucifying Killzone 2. Killzone 2 will probably be more 'battle' like the CoD4 multiplayer, to be honest. It sounds like their heading in that direction versus your typical capture the flag scenario.

Oh one thing we do also know about Killzone 2 is taht the character Sev will return to the 1 of the carriers in between missions. Not sure if that will just be a hud or something you can actually explore.
 
it has to be either Vegas or Resistance. It can't be both.
Well i havent played the game so i cant really say if its one or the other im just going by what IGN and Gamespot have said since they've talked to the developers and played the game which might i add the level they played was so much fun that they said they could've spent all day playing the level on a loop and they wouldnt care. So it sounds like the game is coming along quite nicely. :D
 
And as an aside, anyone dissing Resistance is an idiot because it is a fantastic console shooter, overall it's definitely better then the original Halo which is no small feat, but it's not balanced enough in AI or design charm for someone to say that it out "Halo's" Halo 1 or 2.

It could be argued it has a dry story but overall better campaign, gameplay wise, then either 1 or 2 partly because of level design being much better. Multiplayer doesn't have the depth of strategy of a Halo, it's much closer to an Unreal Tournament (but with slightly more strategy), but Unreal Tournament like 40 person multiplayer does sound really fun doesn't it.
 
LOL sup guys. I was wondering why the guy wasn't dead in the demonstration until he said it was in god mode. lol
 

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