Agrega una trama en tu idiomaTwo years after the Helghast assault on Vekta, the ISA launched an assault on the enemy's home world of Helghan. The ISA goal is to capture the Helghast leader, Emperor Visari, and bring the... Leer todoTwo years after the Helghast assault on Vekta, the ISA launched an assault on the enemy's home world of Helghan. The ISA goal is to capture the Helghast leader, Emperor Visari, and bring the Helghast war machine to a halt.Two years after the Helghast assault on Vekta, the ISA launched an assault on the enemy's home world of Helghan. The ISA goal is to capture the Helghast leader, Emperor Visari, and bring the Helghast war machine to a halt.
- Dirección
- Guionistas
- Elenco
- Captain Jason Narville
- (voz)
- (as Mikey O'Conner)
- Additional ISA Voices
- (voz)
- (as Emma Ferguson)
Opiniones destacadas
The Game: Lets start with the presentation. Back when this was released it had the best graphics possible, I was stunned at the dark and gritty environments, it looked incredible. The sound design was better than any other fps I could think, both this and Killzone 3 have the best sound for any shooter, period. The soundtrack is easily in the top ten best original scores for video games, it is still incredible to listen to till this day. I personally think this game looks and sounds better than Uncharted 2 which came out the same year.
Game play: People like to complain about the sluggish controls, I personally like it, it gives the game it's own unique feel. I think there is around ten guns to use throughout the single player campaign, the electricity gun you get in the refinery was pretty fun to use. I like the Helghast weapons more than the ISA ones. My biggest complaint is that L1 is mêlée, I would have preferred it to be R3, but instead aiming down the sights is R3.
The campaign: I've played between 25 and 30 hours on the single player story, yeah I enjoyed it that much. I personally hated the mission on the ISA ship, the rest was great. The urban combat was about as good as it could get in a video game, take note other developers this is how you do it. It definitely still holds it's own, it felt more realistic than Killzone 3. Killzone 3 had too many goofy action scenes, it just felt weird, like how Dead Space three just feels weird. I didn't play the multi-player enough to review it. The skirmish game mode was really fun, I played a lot of that.
Killzone 2 is definitely a must play shooter, it's a cut above most of the kid friendly garbage we get for shooters today.
PRESENTATION - 10/10 Everything from the first entrance onto the battlefield to the last cut scene creates a hectic, fun and fast-paced thrill ride through a warzone where each step you take could be your last.
GRAPHICS - 10/10 Phenomenal visuals prove that Guerrilla either met or surpassed that infamous E3 trailer. Some technical issues hold it back from being a completely flawless masterpiece.
SOUND - 9/10 7.1 channel sound captures every nuance of the battlefield from gunshots to screams along with a great soundtrack. Weakly delivered, curse-filled dialog (sans Brian Cox) could have been done better.
GAMEPLAY - 9/10 You'll have to get used to the firearms as well as the AI on both sides. More turret and vehicle sections would've been great, but outside of that, the single-player campaign is fun to play through.
LASTING APPEAL - 10/10 Multiplayer is extremely deep and has the added bonus of an offline skirmish mode. This is where you'll spend the majority of your time once the credits roll.
OVERALL - 10/10
You start the game by waking up, bleary-eyed in your bunk aboard a fairly impressive spaceship at the start of yet another D-day recreation (only THIS TIME your in a spaceship and THIS time the landing craft are hovering impractical transport craft things and THIS TIME the Nazi's aren't actually Nazis, they just LOOK like future-Nazis) where the game does it's level best to impress you. As you follow your squad-mate through it's corridors, the graphics and atmosphere dazzle you immediately -the planet below looks natural and the sight of space cruisers bearing down on the hostile world below is almost breathtaking. Every detailed surface is polished and well-designed, and put through filters that make you feel like you're looking through a genuine pair of human eyeballs. This, combined with the controls and movement - which do take some getting used to - gives you an unparallelled feeling of immersion that shooters nowadays sorely lack. Your average COD fan is going to have a few problems adjusting here, as the somewhat sluggish, weighty movements of the player character and the incredibly tough, bullet-resistant Helghast mix with other game play elements to create a challenge that requires a bit more thought and skill than simple fast reflexes and an itchy trigger finger. The fights are fantastic and tactics come into play far more than in most modern-day cinematic shooters. The player can expect to be surrounded by hostile forces. Once again, a COD fan will have difficulties here, as the foes in this game will not simply run out and shoot like moving targets with guns attached, but will take cover often, distract, flank, and suppress you and your allies, making for a unique challenge. When I played through this, I was impressed as I moved through the game and eagerly did battle with any Helghast that stood in my way. But as much fun as I had with this,there is a crippling problem with this game.
As soon as you meet your squad mates (specifically Shaun Natco, voiced by Noah lee Margotts) you instantly feel like killing every last one of them for being a million times more unlikeable than any of your enemies. it doesn't stop there, either: he story has literally zero bite, giving you no reason to care. Luckily, a game can still be driven along by the atmosphere and game play itself, and this is where Killzone exceeds, so a shooter fan can have a good deal of fun with it. But how did the people behind this game end up putting so much effort into the graphics, controls and atmosphere without a single one of them thinking "oh, hang on, we forgot the coherent plot and the likable characters and the motivations behind their actions and any reason for the player to give a damn about what's going on"?
So that's Killzone 2, then. The story continues being barely a faint glimmer of motivation and reason behind the characters and events, the characters themselves, with the exception of perhaps Pertwee's Radec and Marshall's Templar, are unlikeable and 1-dimensional. I honestly became more attached to the faceless legions of generic cannon-fodder allies that were destined to die in various detailed and realistic ways, at least THOSE guys were helpful, kept their heads down and acted like real people. They, unlike the characters I was supposed to give a damn about, were mercifully freed from the idiocy of whoever wrote the story for this. Killzone 2's ambition is marred by it's failure to nail a fundamental aspect of a good game - good writing. I've heard people defend this by saying that it's "just a game" but you can look at plenty of other titles, many of them much older than this, if you want an example of a great game with great writing driving it along. Killzone 2 could have been so much more, it's intriguing premise of humanity fighting a mutated version of itself and the story of how this came to be are explained in a few brief sentences during loading screens, as well as character back stories. God, if they had this material, why didn't they actually USE it? Sure, the game play is a lot of fun, the graphics are impressive and the atmosphere immerses you, but when there's no REASON for it all, then how can the developers expect us to really get involved?
Oh, and, um, the multilayer is kinda fun. Yeah. not much to say on that.
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¿Sabías que…?
- TriviaOne of the on screen character models of the E3 2007 trailer use the same amount of polygons as an entire level of Killzone on PS2.
- ErroresFor some reason the dropships all have open troop compartments. There are three things wrong with this; first, this would expose the troops to enemy fire; second, this would make the troops liable to fall off; third, this would make it impossible for the dropships to be used in high atmosphere as seen in the game without exposing the troops to high altitude conditions.
- Citas
Sgt. Rico Valasquez: [Upon seeing the Helghast troops raising the bridge] Shit! They're raising the bridge!
Cpl. Dante Garza: Man, they REALLY don't want us to take that bridge!
- ConexionesFeatured in Troldspejlet: Episode #40.1 (2009)
- Bandas sonorasA Day of Mourning
Performed by Joris de Man
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