Friday, September 20, 2013

Grand Theft Auto V Breaks One Billion USD First Week


Grand Theft Auto V - The Game that Shattered Sales Records
Originally Published and Copyrighted by Blast Away the Game Review on 9/20/2013

Written by Dustin Murphy



 When it comes to pushing the envelope on what is acceptable in any form of media, Grand Theft Auto is a series that seeks to break that, and ultimately redefine adult gaming entertainment. With record breaking sales every time a title comes out, Rockstar is great at this, and they keep doing so. Earlier this past week players saw a release for Grand Theft Auto V, the game that cost the most ever made at or exceeding development cost of 128 million dollars when all said and done, and in turn has made a profitable gain in three days that no previous games have done - 1 Billion USD sales overall.

 Within three months of release, Call of Duty Black Ops II had finally broken records previously set by Halo titles just under the one billion USD mark, and now - GTA V has done that. Becoming the most profitable game in the market, GTA V has gained a crowd bigger than any other, GTA V's fans and non-GTA fan's alike. We could truly see a game that will define the production of games, movies, and any form of media outlet thanks to the time and effort put into it by the development team. For those curious? GTA V is unlike any GTA made, it's beautiful, characters believable, and of course a story-telling unlike any other in gaming history that could easily resemble something seen from the 80's and 90's gangster, daddy-issue, and homicidal maniac filled films. Taking many queues from movies such as Scar Face, Friday, and American Psycho, players will be awestruck by the gravity of this games depth.

 Stay tuned for an upcoming review by me and see my take on the first Grand Theft Auto title I've truly enjoyed so far!

 GTA V is now available for both the XBox 360 and PlayStation 3 for 59.99 at all major online and offline retailers. GTA is rated M for Mature due to contents of the game, parental advisory is highly recommended for this title, and is not suggested for minors.

Thursday, September 19, 2013

The Bureau: XCom Declassified Review


The Bureau XCom Declassified for XBox 360 Review
Originally Published and Copyrighted by Blast Away the Game Review on 9/19/2013
Written by Dustin Murphy



Pros:
-Story sticks true to it's time period in 1962
-Builds upon the back story of XCom Enemy Unknown
-Offers a true difficulty for tactical third person gamer's
-Very detailed character models for main characters of the story
-Back story for game is based on hidden collectibles
-Free roam within mission based locations

Cons:
-Poor A.I partner that gets itself killed
-Multiple endings, and a branching story based upon choices made
-Character models outside of main characters are hideous
-Short story spanning nine hours per completion
-Frame rate and lock up issues
-Weapon choices are more limited than backpack sets

Overall Rating: 7.5 out of 10

Final Opinion: While I enjoyed The Bureau, at times it was hard for me to truly enjoy the game due to the A.I. which I felt 90% of the time I was babysitting. The other issue I had with this game was primarily the lack of detail when it came to character models that were not primary characters to the games story or aliens. Definitely something that needs improved before they launch another game. With all issues put aside, The Bureau XCom Declassified is a solid title that will deliver a unique story line as well tie in with XCom Enemy Unknown and will give a unique take on strategic third person shooter titles.



 After having been asked by Josh Turner of Blast Away the Game Review more than once to try out this game, I plugged it in, and hesitantly booted up my campaign. From the get-go this game was noticeably was not going to have a slow pace to it, instead it revved its engines and fired up straight from the very beginning, and never slowed down. This became a very welcome change from the titles that have to build up their story before players really feel as if they aren't dragging on from beginning to end. The Bureau takes place in the 1960's and puts you in place of Agent William Carter, a CIA Agent that has been sent to the Groom Facility, a location where he was sent to meet with The Bureau's top dog, Myron Faulke. It is within this intro clip that players will get to see everything go to pure insanity right off the back. From watching the mysterious case blow up, players are introduced to the games alien invasion head on, and in turn the mechanics of the A.I partners. In the introduction and throughout the game I was introduced quickly to using the 'B' button to access the command menu where I was giving orders to my character as well as the A.I partner. 




 Throughout the game players will find themselves adjusting to the wheel more often-than-not, for those of you used to games such as Mass Effect, Dragon Age, and other titles of the such - this should be casual to you. For other people unfamiliar with the title, this menu will become somewhat of a bother, but fear not it's useful and gives you time to set up a tactical take on the battlefield. The problem with this - babysitting the A.I, unfortunately this is something that desperately needs fixed, and I truly hope the A.I does get fixed, this is game breaking as the A.I.'s if not babysat, will get downed 9 out of 10 battles in the game unless you get the drop one enemies with your own abilities.

 With a constant hand-holding of the games A.I, I was fortunate enough to make my way through a very well adventurous exploration in the first few zones where I found myself constantly exploring in order to find collectibles, but guess what? I did, I was able to find hidden alien guns, army weaponry, and of course collectible items that gave me a background story behind the games events. However, remember, this game is all about back story, hidden items, and of course tactical decision making to give players a true field leader feel. In turn it also builds upon the character we will endure for the entire game, Agent Carter, which is fortunate as many games seem to deviate from doing so.



 Much like XCom players will spend some time between missions wondering around the base where they will do several things, hunt down collectibles, gain intelligence on enemy encounters, recruit new squad members, and of course change out their weapon set ups as well as their squads. Players will also get to send squads of agents out on 'Agent Missions', and of course take on main story as well as side mission's to fulfill their story as well as gain important assets, and of course level up (this is highly suggested for those playing the hardest difficulty). Do note at times based on how you talk to a character can restrict the information they will give you, thus making it harder for your character to get information, and in turn causing the ultimate reactions to your character to become negative.

 When it comes to combat players will be rather familiar to the old play style of using a cover style based third person shooter, from hitting random forms of cover, players will also be able to analyze enemies through the ability wheel. Bringing this wheel up, players can hold down the left trigger in order to scan the enemy in order to bring up their stats, this includes weapons, abilities, and what the class does best. When it comes to the enemies scan details, players will also learn about that enemies role in combat, for example; Muton's. Muton's are gigantic brutes that the alien forces use as their brute force tank, they are strong close range, allowing for quick dispatching of you as well as your squad. Another instance that can be tied to this is your squad members being downed can cause you to lose them, and by lose, I mean permanently. Luckily for players who lose one of their squad members, they can be replaced with new recruits allowing for players to fill the required spots, and ultimately also pick up a new variation for squad set ups. This is highly recommended in general so that players have a bigger tactical advantage on the battlefield. 



 When it comes to voice acting and script, 2K Marin does not drop the ball, instead they have a knack for making indepth and very well voiced storytelling that gives the game its true emotional value. From words of the era to the military roles on base, many players will be able to experience a truly detailed 1962 event, that also lets players feel as if they were experiencing an event that took place at the height of the Cold War between the United States and Russia during John F. Kennedy's tenor as president. The part that makes this game interesting isn't just the detail to these events, but the fact that they stuck true to how the military was run, the roles men and women played in the military forces, clothing, as well as details to how American culture was in the 1960's.
The details to this are amazing, making the games authenticity even more noticeable, but at the same time players will be quick to notice the things that take away from this detailed title.

 When playing The Bureau there were bugs, irritations, and of course annoyances that begin to appear as the game progressed. First lets start with character models, when it comes to character models, players will be able to notice the depth to detail when it comes to the main characters such as Agent Carter, Faulke, and of course the inevitable to meet Agent Weaver. After having met up with these few I had taken to the pleasure of exploring and seeing how detailed the textures were, what I found was rather disappointing. From afar non-player characters look greatly detailed from the agents on base, to the military members there, and of course the scientists, I was quick to note the muddied figures that had seemed as if they were pulled straight out of a early generation XBox 360 game, which was quite disappointing. After having taken note of the missing polishing on these faces I decided to get closer to the terrains such as the on base map, vehicles in certain levels, and of course later on the textures for any form of terrain I could see. What I found this time was low detailed, muddy and of course pixelated terrains that left me feeling as if 2K Marin had either run out of space on disk or simply didn't care to apply more care to this final details that would have made a lot of difference in quality on the final product.

 A few other things that I had noticed was the games inability at times to keep a steady frame rate that left me gritting my teeth when in high combat situations while trying to roll out of enemy range, get near cover, and or run for a nearby building or overhead so that safety was gained. Let’s also not forget the games lack of truly giving players a broad range of weapons to choose from. Sure the ability to find enemy variations of human weapons was nice, however it would have been more interesting to see modifications to these weapons, and ultimately the ability to explore optimization abilities giving weapons a broad reach for variations of combat situations.

 When it comes to an overall standpoint, The Bureau XCom Declassified is a unique experience that stands out among tactical third person shooters, allowing them to have an interesting spin on what games such as Gears of War set the par for. With it players will get to explore a unique timeline, in-depth background story building, and of course a complete mind mess that unfolds as the story progresses. This game is truly a diamond in the rough that many players will appreciate, and should take an exploration of when the chance is possible.


Graphics: Beautiful from afar, but when it comes to up close, some character models as well as terrains are muddy that causes the experience to be taken away rather quickly.

Sound: From the well orchestrated score, soundtrack, and of course voice acting; The Bureau delivers an authentic 1960's feel that is to be a truly authentic feel to it.

Controls: Thanks to the games rather familiar Third Person Shooter play style, The Bureau is easily to learn and will not disappoint many as some TPS clones have. However, the action and ability wheel will take some time for players to adjust to.

Official Twitter: @2k

Official Website: The Bureau Game

Tuesday, September 17, 2013

Shinji Mikami to Show Off The Evil Within at Tokyo Game Show

 The Evil Within to Appear at Tokyo Game Show 2013
Originally Published and Copyrighted by Blast Away the Game Review on 9/17/2013
Written by Dustin Murphy


 Shinji Mikami, the mastermind behind Resident Evil, Resident Evil 2, Resident Evil 3, Resident Evil: Code Veronica and Code Veronica X will be at Tokyo Game Show, and this means one thing - The Evil Within is there too. Mister Shinji Mikami will have the opportunity to show off his latest project this week in Japan at Tokyo Game Show. To celebrate the occassion Bethesda has released a new trailer for TGS, which we have embedded her via their YouTube UK channel and are happy to say, it looks stunning. For those that don't know, Shinji Mikami is the father of survival horror, and he is back to direct The Evil Within - a title that embodies the meaning of pure survival horror. From grotesquely beautiful environments, horrifying moments of anxiety, and an intricate story that weaves beautifully to create an immersive world that will bring players to the height of any tension known through horror survival. The Evil Within is in development for XBox One, XBox 360, PlayStation 4, PlayStation 3, PC, and is slated for a release sometime in 2014. 


  For those new to The Evil Within, the title is being developed by Tango Gameworks, and published by Bethesda. The Evil Within is a title that embodies the meaning of what pure survival horror is. Players will experience a disturbing reality as they try to break free from the stories warped machincations that could only exist in the most twisted and evil of worlds. Players will get to experience twisted and evil creatures as they experience what true terror is with the cutting edge lighting and animation customized version of the well known id Tech 5.




  The story behind The Evil within starts out with the lead character, Detective Sebastian Castellanos and his partner are investigating a rather gruesome mass murder, and in turn encounter a mysterious and ultimately - powerful force. After seeing the slaughter of his fellow officers, the detective is ambushed and ultimately knocked out cold. When Sebastian comes to, he finds himself in a horrifyingly real world where hideous creatures wander among the dead. Facing this unimaginable terror, and fighting for his very life, the detective will set off on a horror filled journey to discover what controls this evil force he has encountered.




  In the Evil within, players will encounter a world where reasources are limited and players must explore with a high sense of caution. During their time with the title, players will learn what a fight for survival in a horror world is like and in turn experience a profound fear that has yet to be witness in gaming, and walk away possibly craving for more.

  In this highly crafted world players will get to experience as well a world that changes by warping, twisting, and of course ensaring them with corridors, walls, and even entire building changes that occure in real-time, and in turn ensaring them in a reality where threats will appear at anytime from any direction. With highly-crafted environments, horrifyingly real anxiety and an intricate story that come to gather beautifully, players will experience a height of tension no game has ever delivered with a unique experience coming to home consoles in 2014, The Evil Within seeks to once more shape the gaming horror survival genre.

For more information regarding The Evil Within, please follow the links below, and always feel free to comment and we will reach out to Bethesda regarding your questions.

The Evil Within Official Site: www.TheEvilWithin.com

Official Facebook Page: www.facebook.com/TheEvilWithin

Official Twitter Page: https://twitter.com/TheEvilWithin

Mighty No. 9 Reaches Console Crowdfunding Goals

Mighty No. 9 Reaches Console Crowdfunding Goals.
Originally Published and Copyrighted by Blast Away the Game Review on 9/17/2013
Written by Dustin Murphy.



 Earlier today from Tokyo, Japan, we got an interesting bit of news in my email box, which lead me to extreme excitement when I read what it was over. Earlier I went over an ambitious Kickstarter project by the talented and gifted game designer, Keiji Inafune, the creator of Mega Man. This title he has on Kickstarter - Mighty No. 9, his soul successor to Mega Man. The goal of Mighty No. 9 was quite clear, to make it happen through crowdfunding. Earlier today Comcept and Keiji Inafune announced that thanks to the generosity of supporters world wild, the Japanese action-game Mighty No. 9 will be getting developed for PlayStation 3, Xbox 360, and Wii U consoles. This announcement was presented to us not just through the Kickstarter page, but the amazing PR team over at Comcept as well.




 In just 17 days since it's suprise launch at PAX Prime gaming convention in Seattle, Washington, Mighty No. 9 is already the most successful Japanese crowdfunding project today and is on track to be one of the biggest gaming Kickstarter campaigns from any territory, period.




 For those who are new to this news, Mighty No. 9 is a new evolution of the classic Japanese side-scrolling games that project leader Keiji Inafune was known for when he was the head of Research and Development at Capcom. The game is to be a direct soul successor to his former titles, Mega Man, which many knew as a debut title on the Nintendo Entertainment System back in 1987. The franchise to this day remains as one of the biggest and the goal that mister Inafune has - rebuild that kind of relationship. That goal seems very clear with the artwork and game play details that Keiji Inafune and his team at Comcept have detailed on the official kickstarter page, which we have linked below for you. The title Mighty No. 9 to many will look, appear, and seem like Mega Man as you explore the concept work as well as some of the official screen shots that have been released for public viewing all we can say is, it's astonishingly polished already.

 Mighty No. 9 achieved its 900,000 USD funding goal in less than 40 hours during the Labor Day Weekend, and the speed it has grown has yet to slow down since. Thanks to many gamer's like ourselves here at Blast Away the Game Review as well as readers like yourselves with ambition to see such things happen (donated or not we know your support is there), the project funding has continued to smash through each of Comcept's goals one right after the other, including extra levels, new game modes, Mac and Linux versions, and of course a making-of-documentary episodes from 2 Player Productions.

 Mighty No. 9 is being developed by Inafune’s company, Comcept, together with Mega Man 9 and 10 developer Inti Creates Co., Ltd. The Kickstarter campaign was planned and executed by Tokyo-based game consulting and localization firm 8-4, Ltd., with partner sourcing and assistance from the DDM game talent agency.

 The Mighty No. 9 Kickstarter campaign continues on toward its next goals, including an online co-op mode and support for PlayStation 4 and Xbox One consoles, involving backers and fans with daily updates of concept art, videos, podcasts, and an upcoming backer-vote to determine the design of one of Mighty No. 9’s main characters.

 We here at B.A.T.G.R are eager to get our hands on this title as it comes to a release slowly nears us. For more information regarding Mighty No. 9, feel free to take the links below.

Additional information and updates on Mighty No. 9 are available at:
Kickstarter campaign page:
http://www.kickstarter.com/projects/mightyno9/mighty-no-9
Twitter: https://twitter.com/MightyNo9 (@MightyNo9)
Official Facebook page:
https://www.facebook.com/officialmightyno9

Monday, September 16, 2013

Deadly Premonition and Killer is Dead now on XBox Games on Demand!


Deadly Premonition and Killer is Dead now on XBox Games on Demand!
Published and Copyrighted by Blast Away the Game Review on 9/16/2013
Written by Dustin Murphy!


Earlier today XSeed, the independent-minded console publishing brand of Marvelous USA, Inc., announced from their home base of Torrance, California, that they are ready to give players an early start on Halloween with tastes of an iconic psychological horror title (Deadly Premonition) and SUDA 51's head trip of a journy into a mysterious world that's packed with violence through his title Killer is Dead.

The cost you might ask? Well for those of you with an XBox 360 can grab the digital version of Deadly Premonition for 19.99 USD, and enjoy a psychological horror that will truly leave you wanting to claw your way under a safety blanket and sneak your way back to Games on Demand to get the stylish hack and slash title Killer is Dead for 49.99 USD. Previously released in 2010, Deadly Premonition quickly became a cult classic hit striking up a heavy following of fans that enjoy open world, non-linear play style games with rather quirky narratives. In turn we have the latest game from KADOKAWA GAMES by game creator Goichi Suda (SUDA51) and his hyper-violent and surreal style Killer is Dead, which in truth is a masterpiece thanks to the cell-shaded visuals that players will witness as they take on the role of hired executioner, Mondo Zappa. For a quick summary of the titles, XSeed has provided the information below to give players an idea of what the games are about. For those of you who haven't played them? Stay tuned as we'll get a review based on Deadly Premonition's Directors Cut for PS3 out soon. 



In Deadly Premonition players investigate the murder of Anna Graham as FBI special agent Francis York Morgan (York) in Greenvale, a town set “somewhere” in America. The investigations reveal the murder of Anna Graham is not a singular incident and that mysterious red seeds may be the link between Anna’s murders and others. York and his “friend” Zach encounter surreal situations and discoveries throughout their horrific exploration and must survive in a place where supernatural creatures and a folklore killer seek to end the investigation permanently. DEADLY PREMONITION offers over 20 hours of gameplay with York encountering his foes in an open world environment with a combination of a third person shooter and driving action blended into an adventure filled with plenty of side quests.




Killer is Dead is an episodic cyberpunk thriller presented with striking art direction reminiscent of a moving comic book. Set in a futuristic world where biomechanical augmentations increase the power of criminals and executioners alike, players control Mondo Zappa, a professional ‘Executioner’ who wields a sword in his right hand while brandishing interchangeable weapons in his left artificial arm. Mondo encounters all manner of violent adversaries in KILLER IS DEAD throughout his global trek to fulfill contracts for ridding the world of its most nefarious criminals. With killer is dead player's will engage on story missions, date missions where player's will seek to woo the women of Killer is Dead's world, and of course level up Mondo to make him an even more valuable killer than before. The storytelling style for Killer is Dead could easily remind players of the anime's Cowboy Bebop, Ghost in the Shell, and a touch of the 1980's cult classic film Blade Runner. The story is nothing short of amazing an in truth, is one we suggest getting the physical of if possible. If players can't obtain the physical? Well the digital does just the same job and will provide an endless bit of entertainment for adults to enjoy.



DEADLY PREMONITION was developed by ACCESS GAMES and MarvelousAQL of Japan, and is rated M for Mature by the ESRB. KILLER IS DEAD was developed by GRASSHOPPER MANUFACTURE and KADOKAWA GAMES of Japan, and is rated M for Mature by the ESRB.

About Marvelous USA:
Marvelous USA, Inc. is the US-based publishing operation of MarvelousAQL Inc., overseeing its two North American divisions. XSEED Games, its brand and division for unique and innovative console, PC and handheld games, has been in operation since 2004. Marvelous Online, the company’s brand dedicated to mobile and online social games, is an expansion of XSEED’s mobile team thanks to acquisitions by Marvelous USA. Marvelous USA is a 100% wholly-owned subsidiary of Tokyo-based MarvelousAQL Inc., a publicly-traded company listed on the Tokyo Stock Exchange. 


More information on Marvelous USA can be found atwww.marvelous-usa.com, and XSEED Games can be found athttp://www.xseedgames.com/.

Sunday, September 15, 2013

Indie Developers Please Read!


Indie Developers Please Read!
Originally Published and Copyrighted by Blast Away the Game Review on 9/15/2013

Written by Dustin Murphy


When it comes to indie titles the gaming industry has turned towards you as well as the products you'll bring to the table. The next generation of consoles will be your biggest battleground as both Microsoft and Sony Entertainment try to win you over with free publishing, updates, and of course your source of revenue, the gamer's. 

Us here at Blast Away the Game Review are truly interested in working with you and doing hands on impressions with your game, but at what cost? None. As it comes down to a boiling point many places want to be paid for the time they take out to promote as well as know why they should invest their time into you and with us we are the opposite. Instead we want to pitch to you and let you know that we do want to work with you so that you can get your titles out to the public and let them know. Of course this all in all sounds fishy, and it's not. Our team here at Blast Away the Game review is filled with six true to the core gamer's that have nothing but passion about gaming as well as the industry around it. When it comes to gaming we also have a widespread love for handhelds, PC, and computer entertainment systems such as the XBox 360, PS3, PS Vita, PSP, Nintendo 3DS/2DS, Android OS, iOS and of course the Wii U. Giving you the developers plenty of ways to work with us, promote your game, as well as get it reviewed in a non-biased view.

What does it take to get a hold of us? Send us a message here on Facebook or get a hold Dustin (@GamingAnomaly on twitter) or our PR spokesman Jesse Olvera (He deals with most of our PR work here on Facebook) and we'll get to you on how and when we can get to working on your product or even discuss doing so! If you have questions regarding deadlines, getting reviews in or what it would take to do so let us know in the comments, through a message and or getting a hold of Dustin via twitter! We would love to work with you indie developers just as we would big name publishers like Activision | Blizzard, Electronic Arts, Bethesda | Zenimax and Microsoft Studio's just to name a few of those out there. In short, we look forward to hearing from you, and would love to test or even discuss your game.

Killzone 2 Review - The Darker Face of War

Killzone 2 – The Darker Face of War
Published  on and Copyrighted by Blast Away the Game Review on 9/15/2013
Review Written by Dustin Murphy 



Pros:
  • Graphics that stand above everything even to this day
  • A storyline that is well written, scripted, and leaves gamer’s hungering for the sequel
  • Controls are easy to learn and use for players to adjust to. The controls can changed up through premade settings.
  • Multiplayer even to this day is still very much alive

Cons:
  • Six-axis mini-game takes away from game immersion by requiring players to tilt their controller left and right to arm bombs.
  • Multiplayer even with the in depth true-to-the-setting maps can at times be hard to learn for new players, which could be a potential turn away.
  • Voice overs at times can be hard to understand and will require subtitles

Final Verdict: 7.5 out of 10

Final Opinion: Besides being a well-rounded title with a story that sets it worlds apart from other games of the First Person Shooter genre; Killzone 2 is a major accomplishment in graphics, narrative, and storytelling. The game will give players a true feel for epic battles and a more grim reality behind what war looks like. From the well rounded use of the PlayStation 3 hardware, this title is one that any PS3 owner should have. When it comes to the multiplayer, this is only suggested for veteran players. The learning curve for the multiplayer is high and requires patience versus the common run and gun of Call of Duty.

Replay Value: Moderate

  Killzone 2 is what could be considered a masterpiece when it comes to graphics, sound quality, music composition narrative, and story. The story puts players two years after the events of Killzone and Killzone: Liberation, players will find themselves taking their first steps into a retaliation fight against the Helghan after their invasion of Vekta. For players unfamiliar with the titles, I have taken the time to find a source that lists the information from beginning to end, and of course will fill in any gaps that players may not be familiar with. However, thanks to the lack of story in Killzone and Killzone: Liberation, players are not missing out much, but recommendation is there to play them at least.

Emperor Scolar Visari of the Helghast Empire
  Killzone 2 is something unique when it comes to storytelling, realistic characters, and a believable narrative that gives player a dark side to war. In the game it was something that drew me in as the characters interacted, built relationships, and of course responded to the events around them from character deaths, to invasions of their own personal bases. With a very realistic war against the ISA (Interplanetary Strategic Alliance) and the Helghan army only known as the Helghast, players will experience a story that will quickly remind them of World War 2, but on a galactic scale. The title follows the story of Tomas "Sev" Sevchenko and his squad as they hunt down the top end leader of the Helghast Army, Emperor Scolar Visari a leader who many could easily relate to leaders such as Adolf Hitler or Joseph Stalin.


  Through the campaign I found myself quickly introduced to the games improved control system from cover use as well as a newly improved lean mechanic, several of these will be lifesaving, while some of it will unfortunately be a death sentence. This however changes based on the difficulty setting players will pursue, for myself it was the hardest difficulty, allowing for a true teeth gritting, hair pulling experience that lead me to understand that this game truly stands out in the FPS genre. In Killzone 2 much of the game is experienced on the Helghast homeworld of Helghan, a planet that is so inhabitable due to exotic radiation, high-gravity, and the lack of resources that the Helghast have adapted and overcome this industrial planet. Players will see firsthand the towns, mines, factories and even the wastelands beyond that the Helghans endure on a daily basis. This while good, interesting, and even exciting can leave players having to adjust to the new atmosphere based conditions where they are at. From dark hallways, burning buildings, and even dust storms, each combat terrain will give players a feel that they have moved across widespread lands in order to bring justice upon Emperor Scolar Vasari as well as his treacherous General Radec who has no better goal than to see the ISA suffer for what they did to the Helghans (this will be discovered through journal logs, story, as well as background narrative if you listen to the Helghast when they talk before fighting). 


  My experience with the campaign was unique in many ways and because of such I want to break it down into several sections so as to highlight and emphasize on these points, but also so I can give you all a brief idea of what to expect. As far as the multiplayer, I will barely touch on it as I didn’t spend as much time as I would have liked with it, and this is because of my having not purchased the DLC so finding matches was difficult.

-Cover and Lean System as well as Six Axis Use-

  In Killzone 2 players are introduced to multiple forms of tutorials that will inform them of multiple changes from the earlier installment (Killzone: Liberation is a over the head shooter, hence why installment was mentioned) that were very welcomed. This is primarily the cover system that was touched on with Killzone, however hardly used. The cover system allows players to crouch against barricades, walls, trenches, and of course any form of debris nearby turning it into cover so as not to take damage. This part of the game works wonderfully, so much that players will overuse it, and unfortunately get themselves killed when they should be constantly moving or at least thinking of doing so as enemy forces grow in size. This however, is not suggested when fighting Helghan vehicles or drones, it will get you killed. With using the finetuned cover system, players will find themselves blind firing their guns while waiting for health to recover and or before lobbing a grenade into groups of enemies. Did I mention that enemies will also use this system against you? The games AI does a good job at this causing players to tunnel vision on them while another AI will flank, and at times – swarm you to end your progression. It is something that can grow frustrating and at times cause players to feel turned off from the title, but fear not it will be something that can be overcome through changing up tactics. The lean is something that helps quite a bit with this issue thanks to not being able to hug onto walls like many of the third person shooters such as Gears of War or Uncharted. 



  The cover system luckily allows players to stand behind walls and lean out so that they have just enough angles to shoot an enemy down then move on. When it comes to larger scale battles though? This is something that can be a life saver when it comes to enemies running down staircases, jumping ledges, and or just straight up mindlessly rushing ahead. Remember, all these tactics can be applied to the multiplayer giving you a step up against enemy players.

When it comes to Six Axis, SCEA and Guerrilla pushed for it when it comes to features such as disarming bombs, arming them, opening gate's, using valves, and actions requiring players to tilt, rotate or even move their controller around. For many like myself this made the game a bit more interactive, to others it's a blundering mess that can make them loose some interest in the title. Luckily they will not find themselves using this function often as it seems the games primary focus was showing off how powerful of an engine Killzone represents.

-Campaign -

Killzone 2 by far has to be one of the best and most in-depth games I’ve played until I realized the slight World War II-esque feeling to it. As in the Germans and Nazi’s picking at one another till someone fires the first shot and it all blows up into a rather large scale war. The story is told in the first person perspective of the main protagonist Sev (for short) and his squad which features members, Garza, Rico, and Natko. The story is told through many forms including in game discussions between the main character, the team, as well as other members of the ISA, enemy discussions, com chatter, radio broadcasts, and intel that can be found throughout the areas players will explore as they progress into the story. When it comes to the games Narrative players will come to find a disapproval (at least I did) for Rico who is nothing short of your stereotypical soldier that does everything without cause and effect or the possibilities based on his decisions. This leads to many of the moments where the very well scripted story is portrayed with Rico spouting off, squad members being injured or a tragedy that has occurred and Rico decides it’s time for the team to go gun-ho into a fierce battle that lasts longer than it seems it should, thankfully that is over quickly if player’s can lock down areas and flank enemies when needed.



Thanks to how Guerrilla Games had the story written players will in some ways begin to want to play as the Helghast due to the events that took place in Killzone 2 and sadly that’s not going to be delivered upon. Even though gamer’s will not take the reigns as a Helghast soldier they will however be able to get more insight to the Helghast through logs, audio recordings, video clips which feature Visari and his council, and of course the mysterious and deadly General Radec. In the campaign players will hear many audio broadcasts that are in regards to the Helghast Agenda as well as raising awareness about the ISA invasion. As the story progresses further in players will find them far and few between as they leave the Helghast cities for their factories and mining facilities that are heavily guarded. This will remain to be much of the games experience and won’t be the end of it till the credits roll. 

-Multiplayer -

Killzone 2 provided an interesting take on what it meant to play online in a first person shooter. At the core the multiplayer is very straight forward and basic. Game modes include Assassination, Search and Retrieve, Capture and Hold, Body Count to name a few. Assassination being the first in order is a game mode which reflects heavily upon the VIP game types where each team is after a set target and that target accumulates points to fill up their victory meter. Body Count speaks for itself as a team death match mode where players will hunt each other down for the most kills in order to win. Search and Retrieve is a one sided Capture the Flag where one team is pitted against the other to retrieve intel and get it safely back to base to win. Search and Destroy is just that, teams will destroy their pin pointed target in order to win. Capture and hold is simply holding randomized locations and accumulating as many points as possible over a span of given time while that location is active. 

In the multiplayer players will also get to notice several classes that are set up and ready for them to select these classes include Engineer, Medic, Scout, Rifleman, Assault, Tactician and Saboteur. Each class has specific unlocks that will become available as players level up. For example the engineer gets a sentry boat that can be easily stated to be quite devastating if left to run rampant. The medic gets a revival tool that allows him to heal and friendly players as they are picked off by enemy forces. The scout can after a certain period of being used can go stealth so that enemy players can’t see them as long as they move slowly and or don’t shoot their weapons. Unfortunately this game does not support a offline local competitive mode for those seeking to LAN party.

When it comes to summing up Killzone it can be said the game is quite ambitious, graphically advanced, and very well rounded when all piled together and not being nitpicked. Though the story unfortunately will leave a few loop holes requiring players to either search for the answer online or wait and play Killzone 3 so that they may get a full understanding for what had occurred in Killzone 2. This simply put; is a must have for PS3 owners.

Graphics: Well known for having pushed what the PlayStation 3 could do at the time, Killzone 2 delivers a life like appearance to the game. Delivering realistic Battlefields, appearances, and even movie like acting, the game is superb in every touch of realism it can deliver. Players will not be disappointed at the sight of this game being true eye candy.

Sound: On top of the super realistic explosions, gun fire, and voice overs, com chatter, and the other background effects, Joris de Man delivers a powerful score that resonates well with the games storytelling. In many ways the music portrays how players should be feeling from huge ensembles to the small dull whisper of violin’s playing in harmony with cello’s and trumpets. It is the music in this game that helps truly deliver the emotional value the game deserves and the composer as well as his musicians delivers wonderfully. Thanks to the well-produced and well composed score, the game gets its emotional depth from. Highly suggest using a set of surround headphones to get a true grasp at what the team aimed for with this game.

Controls: Easy to use when it comes to basic controls, however when it comes to perfecting the use of the lean and cover systems players will have a bit of a tough time learning how to perfectly implement both.

Cost: 29.99 to 39.99 USD, the reason I state this is I highly suggest the trilogy edition that Sony and Guerrilla Games Released allowing you to get the 3 console based games on two disks with a digital redemption code for Killzone HD.


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Official Website: Killzone Official Page