"Good to Go:In the section we played, Killzone 2 handily cleared the technical hurdles and demonstrated its ability to execute well on all the fundamental shooter mechanics. After a slight tweak to the sensitivity settings (the default halfway setting felt way too twitchy), the controls responded predictably to our inputs, and the onscreen action moved smoothly. A number of special effects, particularly motion- and depth-of-field blurring, helped play up the cinematic feel of the game. And while not overemphasized, the cover system worked very comfortably. It was easy to get into a protected position -- and once there, peek out to take a quick look or squeeze off a couple of rounds.
Warning Sign:The level design in certain places felt forced. Sometimes, this was as simple as needing to blow open a wall -- a handy rocket launcher would just happen to be nearby. The major concern came from a stretch in the first section we played, where enemies could be seen on catwalks ahead, but the producer guiding the demo advised us we were wasting our time sniping them, as they would infinitely respawn. The explanation given was that access to those positions along the line allowed the enemy to reinforce at will, but watching guys file back in to take the places of their fallen comrades almost immediately broke some of the game's immersion. And then, once we got to the right place in the sequence, we actually were able to eliminate those enemies, making it feel all the more artificial.
Warning Sign: Killzone 2's designs show a tremendous attention to detail, but what we saw struggled to stand out. The drab environments filled with concrete, rubble, and more concrete looked like a stage from any number of similar games. The guns might not have been modern real-world weapons -- but, for all intents and purposes, they could've been. The warehouse area -- which turns into a killhouse when commandos drop through the skylights -- didn't do anything to distinguish itself. Nor did the requisite exploding barrels and gas tanks.
Lukewarm Afterglow: The intoxicating effects wore off fairly quickly once we actually started playing. The game's subdued gray color palette certainly didn't help matters, but the issue goes deeper than that. "Been there, done that" crept in pretty quickly, and the strict, linear progression in this play session only emphasized that. We almost got the feeling that the developers programmed every action we took: take cover here, shoot guy to right, shoot guy who comes through doorway to left, slide right.... And infinite respawn spots -- seriously? Killzone 2 definitely proved its technical ability; now the question becomes whether it finds a way to distinguish itself from the crowd."
http://www.1up.com/do/previewPage?cId=3167906
And Cows think this won't flop like the first one :D
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