To Make Killzone 2 Good


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I’ve been thinking about Killzone 2 lately. Maybe it’s because of the very successful launch of Halo 3, or the imminent launch of Call of Duty 4, but shooters have been on my mind. There’s a lot that’s not known about Killzone 2, but I thought I’d take a poke at giving the developers my thoughts. Hopefully they read this site!

So here’s my list of things Guerilla should do to make Killzone 2 is a hit.

  • Avoid Annoying Me
    Have you every played the original Killzone? Did you like the fact that your character bobbed up and down like a jack-in-the-box as he was walking? I found it terribly distracting and quite annoying. As a matter of fact, I only played the demo, and this fact alone stopped me from checking out the real game. Guerilla – don’t do that! Or how do you like the fact that MotorStorm asks you what language to use, every time you play? Stop that! Or really bad menu load times? Or the stupid online play disclaimers that you see, all the time? Stop that! It’s annoying! It looks like Guerilla may be falling into the same pit in Killzone 2 when it comes to weapon recoil. Check out this Killzone 2 walkthrough. Sure it might be realistic to have weapons kick way back, but you know what? Games aren’t about realism, they’re about fun! Fun first, realism second.
  • Level Variety
    Everything I’ve seen so far of Killzone 2 looks the same. The same types of corridors, the same types of buildings. It all looks gray and drab. I know that it’s early days yet, but I hope that Guerilla is working hard on giving the levels a lot of variety, including some colourful levels as well. (They could be set in a greenhouse or something!)
  • Multiplayer Game Mode Variety
    Warhawk is great, but it only has a few gaming modes, which is quite limiting. Killzone 2 better include the staples like Deathmatch, Team Deathmatch, Capture the Flag, and King of the Hill. On top of that, they better have several more interesting modes. I hope that Guerilla isn’t ashamed of ripping of other games’ modes either! Call of Duty has Headquarters, which is a blast to play and is highly underrated. Then there’s Search and Destroy and Domination. CoD3 had War which was fun. Resistance has several node-capture type modes. UT3 looks to have some new ones as well. Guerilla better include a wide variety of this stuff!
  • User-Created Content
    The big thing about UT3 on the PS3 is that mods and maps created on the PC will be importable into the PS3 version of the game. Since Sony is really pushing their Gaming 3.0 concept so hard, why not include a level editor with Killzone 2, and allow us to create our own maps?
  • Online Features
    If Guerilla wants Killzone 2 to be a killer multiplayer game, they better make sure that the headset support is solid, there’s support for squads, the lobbies and matchmaking systems are great, etc. It’s not like Guerilla is lacking in good examples to copy. Just look at Resistance and Halo.
  • Co-op
    Killzone 2 better support both online and offline co-op mode for going through the campaign. Uh… um… I guess I don’t really need to say more here.
  • Splitscreen
    It goes without saying that a shooter would have four player splitscreen support, but I’m saying it anyway. Take a look at Warhawk, and how easy it is for several players to play on one PS3. You can play locally, or go online together. The only thing missing is profiles. Who likes to be called Player-1, Player-2, etc? That’s just silly. Even the GameCube shooters I’ve played (all two of them) include the ability to create and save profiles for heaven’s sake! Why can’t next-gen games do it? These profiles should remember all customization options – both looks and controls. And speaking of looks, I definitely hope that all players online don’t look exactly the same!
  • Many Multiplayer Maps
    Again I look to Warhawk. It’s a great game, but a failing it has is the lack of multiplayer maps. It only has a couple. Why can some games like GRAW2 pack in so many many maps, while others like Warhawk only has a couple? UT3 is supposed to have a bunch of maps too. Hopefully Killzone 2 will provide a good variety. Please please please! And while I’m talking about maps, please don’t fall into the mode of making maps symmetrical in the interest of “fairness”. What I call it is “lazy level design”. The symmetry of those many Resistance maps is BORING! Don’t do it. Take a look at Call of Duty 2. It has many team-based modes, and the maps aren’t symmetrical. Nobody complains. Why? Because the maps are so well built. Please do the same, Guerilla!
  • Polish
    I left this one for last, because it covers all aspects of the game. From easy-to-use menus to solid headset support to quickly being able to get in and out of the matches you’re interested in, polish affects everything. Please Guerilla, make sure this game is as smooth and polished as you can possibly make it!

That’s it for now. Did I miss anything?


Written by: Blackstaffer - News Contributor


  1. #1 by Rich on October 1st, 2007

    How about good AI? Which is also fun to play against. Play HL2 or Halo 2/3, see how the AI behavior is tailored for both gameplay and to make you be astonished at how smart they are.

    Enemies just running at you shooting like Killzone 1 aren’t good enough.

  2. #2 by Jason on October 1st, 2007

    couple comments…

    I personally like to see a little head bob. They should do like Socom and allow users to turn it on or off.

    For online multiplayer I’d like to see some game types from Socom. (i.e. Demolition.)

    How about a decent online community framework for a change. No one has done it properly on the PS3 yet. Did I mention… Socom?

  3. #3 by Billy Lo on October 1st, 2007

    You probably don’t have to worry about the level variety. The first killzone had the most level variety I’ve ever seen in any game. It had every type of battlefield. I think they might have said something about the level variety in the 25 min Killzone 2 video from gamespot.

  4. #4 by MeeToo on October 1st, 2007

    All they have to do is copy some of Halo’s styles:
    #1 Co-op with split-screen. 2 Players is enough, but if they can do 4… why not.
    #2 REPLAYS!!! If they don’t do this… they’ll be bashed by the Halo fans.

  5. #5 by Henning on October 1st, 2007 [ 0 Points ]

    Not to be crass, but who cares what Halo fans think?

  6. #6 by derrickgott007 on October 1st, 2007

    Is it just me or did the Killzone 2 picture/background destroy this site?? The pages are all a mess now… Resize that pic and try again.

  7. #7 by jwspiker on October 1st, 2007

    i’ve done halo 3 co-op and they failed with the split screen, it’s a joy to not have those 3inches on both sides of the screen in wide screen. Don’t follow halo, please don’t.

  8. #8 by derrickgott007 on October 1st, 2007 [ 871 Points ]

    Guess it was just me!

  9. #9 by Emrah on October 1st, 2007

    I absolutely *need* head bob. Without it, the character moves like a hovercraft, and I literally hate it. Resistance’s hovercraft like player movement is the single biggest let-down for me. Head-bob all the way!

    As for multiplayer maps, it is better to have s few good ones(but at least 5-6) with in-nap variety instead of several that go unplayed.

  10. #10 by Henning on October 1st, 2007 [ 0 Points ]

    But headbob just isn’t realistic. Say you’re walking down the street. Sure your body moves up and down a little as you take your steps. But YOU aren’t aware of it. You’re so used to it that your brain cancels it out, like it’s not there.

    This is NOT the case in a videogame. The headbob in the Killzone 1 PS2 demo was so obvious, it was really quite annoying. I couldn’t stand it.

  11. #11 by Segitz on October 1st, 2007 [ 1470 Points ]

    Hmm,

    I hope they make it easy for newbs :D I think a game of that magnitude is right for me as a non fps player (at least in singleplayer mode) (stuff like autoaim is much needed for me when theres no mouse support)

    Coop also is one of the much missed stuff since… well PS1 days. Even Doom could do it fgs!

  12. #12 by Dartmerc on October 1st, 2007

    Can someone explain the symmetry issue with the maps in Resistance?
    I honestly can’t think of many examples. The ones I can list are:
    Normandy.. hope thats what its called, really has been a while since i’ve played, but that level wouldnt be as good any other way.
    Subway, well its pretty accurate to what it would be I suppose.
    That big outdoor valley one, but its in a valley and thats what valleys look like.
    Can’t think of any others, probably because my favourite map is busyard.

  13. #13 by bobeotm on October 1st, 2007

    It seems like you want it to be another fps altogether. I personally find the settings of Killzone to be pretty engaging and have a definite mood to them, especially this time around since the game takes place on the helghast’s planet. Besides, we have only seen ONE level! It bothers me when people say a game has no variety when they are only going by one level, or by a couple of screenshots.
    Does every game need, or even benefit from Co op? I mean, I guess its nice, but I personally don’t find it a major concern. As far as weapon recoil, It sets the game apart from the hordes of titles trying to be Halo, and it makes the game feel more frenetic and real. I also like how the gun stays mostly out of focus until reloading and you are looking at the gun itself and not whats past it. It all adds to the sense of realism.

    I rather have the headbob, although toned down, than to be a floating head like in most FPS’s. All to often the character you control moves like hes being rolled around on a dolly and can jump like Mario after a mushroom. The headbob at least the headbob makes you feel like a friggen human being, and not a bot with a gun in its hand and no feet. Thats another thing, its 2007 and there are still tons of FPS games where you can look down and not even see feet. Its like you are a floating pair of arms.

  14. #14 by bobeotm on October 2nd, 2007

    The reason you dont notice headbob much in real life is that when walking, you are focused on something far enough away that you vertical movement isnt visually noticable. Try walking down a hall with a stripe at eye level, you’ll notice it immediately. It adds to the immersion in my opinion. Unlike halo where these soldiers are wearing heavy armer, and can jump around like ballerinas on the moon. I think thats something that killzone and Gears of way get right, at least they somewhat feel like they have human limitations.

  15. #15 by Kaddas on October 2nd, 2007

    Well Said Henning,

    And I agree with the hoodpop issue,

    Honestly , I dont know why I keep having this thought of Guerilla could make Killzone 1 better if a few aspects. I guess those who played KillZone 1 would say the same.

  16. #16 by Kaddas on October 2nd, 2007

    To MeeToo

    Why would I care about what Halo’s Fan would think or do,

    they’ve already started the baching issue in many forums.

    In my opinion, I wouldn’t waste my time reading a single word of thier.

  17. #17 by Clinton514 on October 3rd, 2007

    Why does everyone overlook Killzone Liberation? :| I think that’s a fair assessment of how Guerrilla HAS made improvements over the first title.


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