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Killzone 2

2009

  • shooter
  • action
  • science fiction
  • warfare
  • single player
  • multiplayer

The story

Killzone 2 is the third game in the Killzone franchise and continues the story two years after the events of the first two games. The gameplay consists of what the developers describe as Hollywood Realism, focusing on scripted, cinematic gameplay. The game is played entirely from the first-person perspective, except for the portions with vehicular combat with a tank and an exoskeleton. Next to the single-player campaign, there is squad-based multiplayer called Warzone with five different kinds of missions (Assassination, Search & Retrieve, Search & Destroy, Bodycount and Capture & Hold) based on seven kinds of classes. There is support for up to 32 players, with the addition of bots to fill the remaining spots.

What it’s like

Grimy, desaturated warfare under smoke-choked skies: rust-brown bunkers, steel-grey corridors, orange muzzle flashes and the hot red glow of enemy eyes cutting through haze and rain. The first-person camera stays low and close, with a heavy sway when you move, and the handful of tank and exoskeleton sections widen the frame into shuddering, mechanical noise. The sound is dense and physical, with booming weapon reports, clattering shell casings, shouted orders and a pounding industrial score that rises in set pieces. The vibe is tense, grinding and relentless, best suited to a focused evening with the sound turned up. Violence is constant, with heavy gunfire, explosions and bloody deaths, but there is no gore spectacle beyond the battlefield grit. Pacing is linear and scripted, moving from one cinematic set piece to the next, while the multiplayer mode, which can fill 32 slots with bots, offers chaotic squad-based skirmishes. It is for players who want a grounded, cinematic military shooter with weight and momentum.

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