GAMING: Hands On Review Of Killzone 3 on PS3
Friday , 03 Dec 2010

Sony's Guerrilla Games cranked out the first Killzone game for the PS2 back in 2004. Met with mixed reviews, the game was generally agreed to have an interesting setting with cool art but was also widely regarded as being technically disappointing. Killzone 2, however, fixed up those technical glitches - even if it did keep the hardcore control system (no aiming assistance here) - and was generally met with much more favorable reviews.
For the first time in the series, Guerrilla has a chance to build directly on top of the same engine for the same system - something of a dream scenario for developers that still have ideas of how to improve their franchise. Due out in February next year, you might wonder why we're talking about it now. In part, it's because Killzone 2 generated enough buzz that people are already talking about the sequel, but mostly it's because if you're a member of the press it's possible to play an Alpha version of the game's multiplayer.
Specifically, two levels from the multiplayer game are available - Corinth Highway and Frozen Dam. Each of these can be played in either "Warzone" or "Guerrilla Warfare", with either Bots or online multiplayer opponents. A third game type, "Operations", is only available in multiplayer mode.
"Guerrilla Warfare" is the most basic option, a team deathmatch mode where the goal is to obliterate more of the enemy than they can obliterate of you. Simple. It's a good way for new players (or players returning after a decent absence) to get up to speed with the core mechanics.
"Warzone" is the most dynamic option, challenging teams to confront each other through a random set of objectives which change when one team demonstrates dominance over another. These objectives range from assassination (kill or defend the identified player on your or their team) to capture & hold or even just deathmatch objectives. This is a fun mode and keeps you guessing as you switch modes to meet the requirements of whatever is going on around you.
"Operations" challenges players to either defend or capture a series of objectives, each of which (when breached) open up the next layer of gameplay, triggering a cutscene in which you can star if you did well enough in the previous section. This is a seriously team-based set of gameplay where groups of players that play as a team will destroy a team made up of cowboys. Great fun with the right team makeup and a great candidate for clan play once the game comes out and communities form up (or reform) around it.
As is the norm for Killzone games, the hardcore aiming returns - whether that's good or bad is something you need to decide for yourself. What it does mean is that, in general, players that play this game long term are going to be seriously good - creating something of a walled garden, that could well be somewhat off-putting to new players down the line. For now, there are still players around that are clumsy or inept in their "this is not a mouse" dualshock technique, so it's not a total write off for those that are controller-impaired. It's not clear yet whether Killzone 3 will support a USB keyboard and mouse for the traditional gamer.
The maps are both realistically convoluted (i.e. no obvious grids or made-for-gaming layouts) and gameplay-enabling, with loads of cool bottlenecks or other segments that ensure action is centred around them. There are even mechs on the Corinth Highway map that, should you be lucky enough to get one, can really turn the tide of battle (and are a hell of a blast to ride around in).
The tactile feedback of the weapons remains about the level of those in Killzone 2, with enemy players reacting well to death but pre-death impacts being rather less notable. There's no real recoiling from impacts or significant "feel" to the weapon play, although the splashes of blood do go some way to bridge the gap between this and something like Call of Duty.
The maps are great, although there are some weird bits where you get stuck and other polish related issues (after repairing an ammo station, for example, we fell through the world to our comedic demise). Given how far away from release (February next year) we are and how polished Killzone 2 was when it came out, we're not at all worried about this sort of stuff. The environments are richly detailed, with layer upon layer of gameplay opportunity and visual detritus that just oozes with both potential and polish.
Visually things look a bit "low-res", although again that may be symptomatic of the early stage in development during which we got our sneak peek. The framerate is rock-solid, however, with nothing visual ever getting in the way of our ability to pwn (or be pwned as) noobs.
In general, then, it's shaping up well - it's fun to play and good to look at, with levels that aren't your run-of-the-mill grid-based affairs and a certain amount of dynamism to keep things interesting. It's still far too early to tell for sure, of course, but things are definitely looking good for Sony's next big mega-game - even if they still don't quite match the famed E3 video of 2005. If you're at all interested in Killzone, keep it locked to NZGamer.com as we bring you updated impressions, news and everything related to the title between now and February 2011!
Review by Alan Bell for NZGamer.com.
Comments
Add New Comment
_____________________________________________

_____________________________________________
![]()
_____________________________________________
![]()
_____________________________________________




Comment at 05/11/2010