Showing posts with label Killzone 2. Show all posts
Showing posts with label Killzone 2. Show all posts

Sunday, December 20, 2009

Year in review: The best of the blog

Above: Actually the best of Insult Swordfighting.

Today through Christmas Eve, we'll be recapping the year that was. First up: the best of Insult Swordfighting, 2009.

Another year has come and gone, and with it have gone a crapload of blog posts. I continue to be amazed that anybody reads these posts at all, never mind commenting and linking to them. But you do. This year, Insult Swordfighting surpassed 1,000 subscribers, which is a thousand more than I ever would have expected. As of this writing, the count is over 1,100. I'm honored. Thank you for reading.

In the interest of not having to produce any original content, here's a look back at Insult Swordfighting's highlights from the past year.

January: Achievement points are awesome. Fallout 3 is also awesome, as evidenced by posts here, here, here, here, and here.

February: A plea for reader questions from readers results in the multi-part Request Hour series, which I should probably do again sometime. Plus, the argument about Guitar Hero that I never want to hear again, parts one and two.

March: Screw modesty. I think the best post I've done might be "Using the sniper rifle in Killzone 2: A photo tutorial." I'm surprised how well the photographs of my television came out. In March, I also attempted to explain why Resident Evil 5 isn't scary, a post I'm pretty sure Tycho responded to in a Penny Arcade newspost without linking it or mentioning me by name. Not that I am bitter.

April: The problem with casual games isn't that they aren't about shooting people and blowing stuff up, it's that the people who make them don't give a toss about user experience.

May: Have you ever wondered how to make your company's awesome new video game stand out from the competition? Here's a handy guide to writing a killer press release.

June: Morality in games is a great idea, and more and more titles are giving you a chance to decide what kind of hero you'll be. So how come it hardly ever works?

July: My friends got together to play a bunch of old video games. I detailed the good, the bad, and the ugly aspects of a nostalgia binge.

August: I ensure that Game Informer will never offer me a job. I meant what I said, and I'm glad I said it. (They did a nice job with the redesign, though.) Also in August, a heartfelt defense of the traditional gamepad.

September: Only seven posts in September. What the hell was I doing all month? Oh, that's right: closing in on the end of an epic fantasy baseball season.

October: The second annual "Year in swooning" quiz is hilarious once again, and it doesn't even include a Modern Warfare 2 blurb! Plus, Borderlands is a blast, even when you're the most useless person on the team.

November: Re: Dragon Age, I throw myself on the mercy of much smarter gamers. Also, praise for level progression in Borderlands and Modern Warfare 2.

December: The games of the decade series just refuses to end.

Tomorrow: Year-end superlatives.

Thursday, October 15, 2009

Quiz: The year in swooning

Match each of these games with the breathless excerpt from its review.

1. The Beatles: Rock Band
2. Batman: Arkham Asylum
3. Killzone 2
4. Resident Evil 5
5. Red Faction: Guerrilla
6. Street Fighter IV
7. inFamous
8. BrĂ¼tal Legend
9. Uncharted 2: Among Thieves

A. "...one of the most memorable video games ever created. Not because it is particularly innovative, but because the mixture of shooting, climbing, creeping, thinking, laughing and simple astonishment works perfectly."

B. "There are very, very few games which truly make me sit back and go 'wow'. Among the slew of games that I’ve reviewed this year, there are only a couple that I really enjoyed playing, and continue to do so. [This] is one such game – even though I aced my Public Speaking and English Literature classes, words only slur together when I try to describe this game."

C. "This is simply a superb genre defining experience with two unforgettable endings."

D. "This action-adventure is so smart, so well-written, and delivered with such an obvious love for its source material, I daresay it is both the best licensed game ever made, and arguably the best game of its kind in our current console generation."

E. "...provides a transformative entertainment experience. In that sense it may be the most important video game yet made."

F. "The gorgeous graphics, the superb sound, the great (if sometimes twitchy) AI of your partner and the jaw-dropping gameplay take everything that was brilliant about [its predecessor] and ramp it up to the next level, making for one of the best gaming experiences ever!"

G. "This game deserves a place on everyone's shelf, from the most casual fan... to the most hardcore. No matter your personal skill level, you owe it to yourself to buy this game. [Its] incredible art style, rock solid gameplay, and infinitely compelling multiplayer make it stand out as one of best games of this generation."

H. "A fantastic game that sucks you in and doesn't let go... a seamless merger of technology and story telling that raises the bar for the industry."

I. "...the best console first person shooter ever. It will be bested one day, and that is as it should be, but this game has set the proverbial bar so high we reckon it'll be the king for a good long while... Hail to the king, baby."

1. E (New York Times)
2. D (Gamespy)
3. I (Playstation Official Magazine Australia)
4. F (AceGamez)
5. H (Gaming Nexus)
6. G (ZTGameDomain)
7. C (Play)
8. B (MEGamers)
9. A (Cynamite)

Friday, March 20, 2009

Using the sniper rifle in Killzone 2: A photo tutorial

Here's a handy, step-by-step guide to using the sniper rifle in the smash-hit PlayStation 3 shooter, Killzone 2.


1. Press L2 to take cover




2. Push upward on the left stick to slide out of cover




3. Click the right stick to look down the gunsight




4. Aim with the right stick




5. Adjust the zoom by pressing up on the D-pad




6. Press R1 to fire




7. Headshot!



Wednesday, March 18, 2009

The 'Zone diet

Above: You know, it almost does look this good.

Mere months after most outlets got to it, my review of Killzone 2 is up now at thephoenix.com. This is one of those positive reviews that seems to harp on the negative, mostly because I felt compelled to beat back some of the fanboy furor, as evidenced by the prominent placement of the infamous PSXExtreme editorial. But most people I know have had fully sane reactions to Killzone 2, and the consensus that it's a good shooter is one I heartily agree with.

But: Is it a system seller? That's the question that gets asked of every PS3 exclusive, from Resistance to MotorStorm to Uncharted to Resistance 2 to, uh, MotorStorm 2... So far, the answer for all of these games has been no. I think the answer is no for Killzone 2, as well. The notion of a single game as a system seller is probably a myth, bolstered by the occasional Halo. Still, when you add up all of those games, and then factor in the terrific content available on PSN, plus the rapturous reception for the past two editions of MLB The Show, you start to have a compelling case. It's a good system.

All Sony needs now is a $100 price cut, and they'll be in business. $400 is still ridiculous, even if, every six months or so, that $400 will get you a bigger hard drive and a better pack-in game. We're in a recession, people!

Friday, March 13, 2009

How Killzone makes you earn it

Above: An example of a weapon you cannot use for the longest damn time in Killzone 2's multiplayer.

Killzone 2's multiplayer is uncommonly deep and customizable. Players can choose from one of seven classes of combatant, like the standard rifleman, a medic, or the stealthy scout. But those classes aren't so rigidly defined, thanks to the medals system -- you can actually mix and match abilities, or "medals," to create a custom character type. You can form four-man squads on the fly, and even assemble 16-person clans made up of four squads. Plus, you can earn perks that allow you to do things like call in your own personal aerial drone to help out in combat. With massive, team-based multiplayer maps that support up to 32 players, you'll see something new every time.

At least, that's the idea. The reality is a bit different.

When you start playing Killzone 2 online, you can play only as one character, the infantryman. Your loadout consists of an assault rifle with limited ammo, a pistol, and a single grenade. You have no other abilities. By default, the game will match you with other players of equal rank or similar, so unless you decide you want to be killed instantly upon spawning, you play almost exclusively with other riflemen.

Killing opposing players and completing mission objectives earns points toward increasing your rank. You begin as a Private, and can work your way up to General (read an overview of Killzone 2's rank system). Each promotion earns you a new ability. Corporals can form squads on the fly. Sergeants can form clans, which I believe are persistent. These are not things that seem to mesh well with the chaos of a public game, although the option to respawn with your squad leader, no matter where he is on the map, is a good one.

It took me several hours of play to reach my current rank, Sergeant First Class. That's 200 points. My reward? A choice of shotgun or SMG. It'll take another 150 points before I can play as a medic. In fact, I've yet to even encounter a medic on the battlefield, thanks to the default matchmaking. Reaching the top rank, General, requires 2800 points. I can't even imagine how long that'll take.

Let's talk about those medals. You earn them by accumulating ribbons, which are rewards for certain achievements in a single match. For example, if you score at least 20 points in a match and don't kill yourself or a teammate, that's a "Good Conduct" ribbon. Eight Good Conduct ribbons will earn you the "Example Soldier" medal, which increases your starting ammo. That's pretty important, because grunts start with 64 rounds. It's easy to run out, and always, it seems, when you round a corner and come face-to-face with an enemy.

The Good Conduct ribbon is easy to earn. Some aren't so easy. One of the game modes is called "Assassination." In it, a player on one team is randomly designated the target. His teammates must protect him. The opposing team must kill him. If you are the target, and you survive, then you earn a ribbon. Five "Assassination Defend Specialist" ribbons will earn you a medal, which boosts your point total for subsequent successful attempts.

Here's the rub: On a full server, under standard settings, Assassination will be only 1 round of 6. When it starts, you have a 1 in 16 chance of being designated the target. You'll rarely have a chance to be the target, and it's not easy to survive. How long will it take to earn 5 ribbons, and the accompanying medal? Beats me. I've got 1 ribbon so far, thanks to my good friend Lady Luck. (Read an overview of Killzone 2 ribbons and medals.)

My complaint isn't the gameplay difficulty. (It shouldn't be easy to survive as the target.) The problem is the exorbitant commitment Killzone requires to play the multiplayer as advertised. You're promised deep customization and endless gameplay options, and that's not what you get. This isn't the same thing as Rock Band's lockbox. They're different types of games, with different objectives. I'm glad that Killzone's multiplayer gives you something to strive for. Still, there comes a point at which the game's attempt to provide incentives becomes a case of withholding content from the player.

Why aren't a couple of classes available at the outset? Why not a few different weapons? Why is everything that makes Killzone's multiplayer unique padlocked behind one door after another, like the entryway to CONTROL headquarters?

None of this is meant as a verdict on the quality of the multiplayer as I've encountered it so far. The network has been rock-solid, and even without the more advanced features, play has been satisfying and addictive. I can see myself sticking with it even after filing the review. But I have to wonder if people touting these features are speaking from experience or extrapolation. It's probably awesome to be a General, to customize your characters, and to participate in a coordinated clan battle. But I couldn't say for sure. I don't know who could.

Monday, March 09, 2009

In on the killzoner

Above: PSXExtreme editors hunt for cowardly Edge dogs.

I spent several hours with Killzone 2 over the weekend. It's good. I like it. In fact, the best thing I can say for it is that when I wasn't playing it, it still occupied a lot of my brainspace. I still have more to play before I can review it properly, but, yeah, good game. Yet I couldn't get that PSXExtreme editorial out of my head. You know, the one that said:
We all know that Guerilla's title is one of the best FPSs ever made; anyone who knows this industry and has a functioning brain will admit to this. They may not like it, but they will admit to its quality. This is what good reviewers do.

And I'm wondering, what else would good reviewers do? They'd probably talk about an unstable multiplayer experience, one which is reportedly costing people significant time and progress when it crashes on them deep into a match.

They might note a lack of campaign co-op, which wouldn't be a big deal if the campaign didn't saddle you with an AI partner for nearly its entire play time. As these things go, the AI is pretty good, but strategy and flanking maneuvers are nigh impossible. Live co-op would be far preferable.

While we're on that subject, how come playing the game demands that you heal your fallen comrades over and over, but they're unable to return the favor? Not that it really matters, since the checkpoints are so close together. But it's the principle of the thing.

(And one cheap shot: Why does the healing beam resemble a 1950s ray gun? It makes me laugh every time. It looks like a prop from a black-and-white TV show, where a guy in long underwear is fighting a robot made out of cardboard boxes.)

While admitting to Killzone's quality, they might point to areas in which the quality falters, such as the massive clipping issues on the train level. First, my wounded partner fell through the floor into an unreachable area. I could not heal him, and we could not advance. Next, I walked through a wall and was trapped (though well defended!). I had to blow myself up with a grenade in order to try again.

Finally, a good reviewer might point out that Killzone 2 doesn't have an original idea in its head -- not in terms of storyline, art direction, combat dynamics, level design, and so on. It looks and feels like a mash-up of almost every good shooter that's come out in the past few years. There's an aesthetic and narrative that borrows freely from Gears of War, an approach to killbox-style firefights that hails from the Call of Duty school, and a duck-and-cover mechanism that owes a lot to Rainbow Six Vegas.

None of this is to disparage Killzone. If you're going to steal, you should steal from the best. Barring any unforeseen catastrophes, I look forward to writing a positive review. No, this is to disparage, once again, the above-mentioned editorial, which has only become more nonsensical now that I've actually played the game. What good reviewers do is call a game like they see it, warts and all.

Tuesday, February 24, 2009

Lifezone

Above: Flower is a sweet game. That is not opinion. That is fact.

We live in an upside-down world, one in which power-hitting steroid users tell kids that performancing-enhancing drugs will ruin their lives, and bank CEOs lecture homeowners on personal responsibility while lobbying the government for multi-billion-dollar bailouts. And we live in a world where PS3 fanboys are so desperate for respect that they're pinning their hopes and dreams on the one thing video games do not need: another first-person shooter.

Look, Killzone 2 might be a great game. I'm looking forward to playing it. But in the perverse and often baffling world of fansites and message boards, it has become the central front in the PlayStation 3 offensive. Why? The Xbox 360 has plenty of grim shooters. PS3 partisans' desire to have what 360 owners have, only better, will never be satisfied. There's always another GAEM OF TEH YEAR OMG BEST GAME EVAR right around the corner.

But so many wonderful things are happening right now on the PlayStation 3. The PlayStation Network has become a boutique the likes of which Xbox Live Arcade and Nintendo's Virtual Console can't match.* In a world that made sense, PS3 fanboys would be shouting from the rooftops about Flower. They'd be challenging the "Xbots" to match that, you jerks!

Here is a game that is utterly unlike any other on any system, and which is unlikely to be followed by imitators any time soon. It's transportive, exhilarating, even moving. Yes, it's simple, and no, it doesn't use 100% of the Cell processor's capability. Nor, I must sadly report, is there any way to "teabag" other users' flowers in a multiplayer mode. Nobody is trashing it in a cheap ploy for pageviews.** It seems to be drifting through the consciousness of the average gamer on a gentle breeze of its own.

My request to PS3 owners: give Flower a try. If you truly care about discovering what makes your console worth owning -- if your top priority is finding great games and not swinging your dick around on the Internet -- then play this game. Make Flower a hit.

Besides, it's only ten dollars. If you don't like it, I'll give you your money back.***

*Which is not to overlook the many gems on both of those platforms, too. I tried out Death Tank over the weekend and it was a blast -- literally.
**In fact, Edge gave Flower a 7/10, the same score they gave Killzone 2. This... is... a... lie!
***Disclaimer: If you don't like it, you actually owe me ten dollars.

Friday, February 20, 2009

Friday afternoon tidbits

I think I have a rare weekend with nothing to do. Whatever it takes, I'm going to keep it that way. I'm not even going to wear pants if I can help it. Flower and Street Fighter IV are on the docket for me -- how about you?

-I've recently begun listening to the Idle Thumbs podcast, which is always a good time. They really outdid themselves with last week's episode, "Citizen Killzone," which featured a song about the guy from PSXExtreme who took issue with Edge's Killzone 2 review. For some reason, the direct link to the MP3 isn't working right now; the link posted on GSW goes to somebody clearing his throat. But it's about halfway into the full episode. As for the PSXExtreme editorial itself, it was the kind of thing that makes me think that some of us just live in separate worlds, and no reconciliation is possible.

-What's the difference between me and a guy who actually makes video games? I can't say why F.E.A.R. 2 doesn't seem to quite work, and Steve Gaynor can. My review will posted next week, but believe me when I say his post is far more illuminating.

-Mike Schiller at PopMatters took a look at the cult favorite Puzzle Quest: Challenge of the Warlords, a game I desperately wanted to like. He makes some excellent points about it's mash-up of styles, and that is what made it appealing. But I had two major problems: one, the RPG aspect was oppressively deep for a game whose mechanics were based on Bejeweled-style gem swapping, and two, the computer was cheap as all hell. Will they fix this for the sequel, Galactrix? I hope so. The Flash demo has certainly hooked me.

-Variety is nuts for cutting Ben Fritz loose. He was the first I saw to break the news about cutbacks at G4, wrote a smart take on The Lost and Damned, and confirmed a skateboard peripheral for the next Tony Hawk game. Not bad for a week's work.

-The Killzone 2 TV commercial is pretty cool. This is not my opinion. This is fact. (via GiantBomb)

Monday, December 29, 2008

Winter preview

Oh hey, check out this preview of the games coming out this winter. I'm looking forward to a lot of them.

Still on vacation.