Killzone: Liberation Review
It's not what you're thinking.
Version tested: PSP
It's tempting to write a big long introduction about how decidedly average the first Killzone game was here, but that wouldn't be very fair. One article in an official magazine came out calling it a Halo-killer and suddenly everybody in the world was expecting it to be the PlayStation 2's Second Coming and no wonder it was such a let-down when the poor fanboys actually got to play it rather than lying about how amazing it was on forums. Admittedly it was disappointing, but it wouldn't have appeared nearly as disappointing had it not been smothered in such completely unfounded hype, and now it's come to be something of a poster-game for Sony cynics . Poor Killzone. It wasn't its fault.
Thankfully Liberation is in little danger of suffering the same undeserved fate, as the launch of the PlayStation 3 is diverting all attention from the PlayStation Portable at the moment. Seriously, it's a wonder that you even clicked on this instead of gawking at ridiculous eBay listings or watching a video of some American journalists opening a box and using calculatedly neutral phraseology to tell you things you already knew. It's also a very different game - this is a third-person tactical shooter that reminds me a bit of Full Spectrum Warrior (and Laser Squad Nemesis, weirdly, but I'm fairly certain that's just the isometric viewpoint). The only thing it has in common with its ill-fated predecessor is, unfortunately, the rather drab setting, but hidden beneath all the grey-brown scenery and irritating warspeak and tiresomely brash voice acting is an engaging and surprisingly cerebral little game.

Scenes like this don't actually happen very often. Usually, you'll be hiding behind a crate like a big jessie so that you don't die and have to go back to the checkpoint.
Played out as four chapters of five missions each, Liberation presumably fills the gap story-wise between the first game and the forthcoming PlayStation 3 version, setting the stage for a full-scale human invasion of the Helghast home planet. The plot, though, has very little to do with anything, which is just as well considering the uninspirational Killzone premise. Each level is essentially a linear, isometric, war-themed obstacle course populated with pleasingly intelligent enemies, and the emphasis is upon exploiting the environment to gain the upper hand as opposed to spattering bullets all over the place.
Almost all of the missions are simple, get-from-one-place-to-another affairs, usually involving a few diversions in order to find some C4 with which to blow up an obstacle or flick a few switches. Occasionally, you're accompanied for a while by a meathead soldier called Rico, who can be painlessly commanded to take up certain strategic positions or target certain enemies using the directional buttons, but most of the time you're on your own (unless you're playing co-op, but more on that later). It's fairly simple design, but it works extremely well on the console; all too often, ambitious PSP developers shoot themselves in the foot trying to downscale their ideas as opposed to designing a handheld game from the ground up. Killzone: Liberation has been crafted with the PSP specifically and exclusively in mind, and it really does show. Basic, commonplace PSP-game frustrations like aiming and camera control are nonexistent here, thanks to a clever auto-aim and the fixed viewpoint.
Cover is everything in Liberation; certainly at the beginning of the game, before any of the more exciting close-range weaponry comes into play, you'll spend a lot of your time trading bullets with the Helghast from behind trucks and crates until one of you falls over. Run out into the open with multiple enemies in the area and you will die, which can seem a touch unforgiving, but in fact it forces you to play intelligently. Seeking out routes through cover and strategic vantage points is an absolute necessity, and as the enemy will always be doing the same thing, Liberation often feels more like a battle of wits than a straight-up shooter. There is the occasional destructive rampage in a tank, and a variety of mini-game-esque challenges separate from the main campaign are on hand to provide quicker, more destructive thrills, but for the most part Liberation is about intelligent warfare.

The ragdoll is really very good, as are the Helghast's despairing screams as they go flying through the air.
That's not to say it's not intense. Liberation's high-quality visuals, big explosions and excellent sound effects go a long way towards making things a bit more exciting, and taking risks by dashing through heavy fire or making a break for it as an enemy struggles to reload can be exhilarating. Especially when the full range of weapons and enemy types comes into play, the game becomes a lot more exciting than just hiding behind things. Aggressive shotgun-carriers and grenadiers force you to start thinking on your feet, and although you will never get away with Rambo-style running and gunning, the game does offer you more options the further you progress.
Unfortunately, the downside to all this is that Killzone: Liberation is occasionally fist-eatingly frustrating. Sometimes, finding the right way through a particularly tricky section of a level turns into a matter of trial and error, and so going back to the last checkpoint every single time you die only to die again the second you arrive at the problem area gets extremely irksome, despite the reasonably generous checkpointing. The game also places quite heavy restrictions on you at the beginning - you can only carry two grenades, for instance, which becomes a severe annoyance when you accidentally press the wrong button and lob one into the sea miles away from the nearest supply box - and although completing the single-player challenges does earn you points for upgrading your little soldier's abilities, these restrictions can seem a tad too severe, even for a strategic shooter. Venturing back to a supply box every time you need a new gun can also be irritating, as you'll soon learn when you get stuck in a close-up firefight with a sniper rifle and have to flee across half the map.

It's not exactly Metal Gear, but there is a small amount of sneaking. Targeting scouts and radios prevents them calling for backup.
Playing in multiplayer, though, the single-player gripes don't really matter a damn. The co-op mode is excellent; having two different soldiers with two different guns makes things considerably easier (but no less cerebral). You have to finish the campaign on single-player before unlocking the option to play the missions co-operatively, but Killzone: Liberation is quite a short game (as befits a handheld console) and co-operatively, the missions are easily enjoyable enough to motivate you to play them again. However, the more conventional multiplayer modes are sadly not anything like as enjoyable as they should be. With anything less than four people playing, it's deeply unexciting, as the maps are designed for larger numbers. Sadly, the likelihood of ever getting to experience it with six players is extremely small, as for some inexplicable reason Liberation is not online, which really is an enormous shame - I can imagine this being superb fun played with other people.
Killzone: Liberation is an intense, challenging and well-designed game, simple enough to come off extremely well on the PSP and strategically engaging enough to keep cerebral players involved. It is undeniably extremely frustrating at times, and occasionally it can appear to be wilfully obtuse in the way that it forces you to play certain sections again and again before allowing you to progress, but there is nothing else like it on the PlayStation Portable and it suits its format an awful lot better than most of its third-person-shooter competitors. It's a shame that so few PSP owners will be able to enjoy the multiplayer; six-player online strategic shooting might just have made this into an essential purchase.
7 / 10
You may also like...
-
Retrospective: Star Wars Episode I Racer
-
Mass Effect 3 Demo: The First 20 Minutes
-
Why Devs Owe You Nothing
-
Face-Off: Final Fantasy 13-2
-
Digital Foundry: PS3 Skyrim Lag Fixed?
-
Game of the Week: Catherine
-
Who Killed Rare?
-
App of the Day: Ascension: Chronicle of the Godslayer
-
Gotham City Impostors Review
-
Face-Off: The Darkness 2
-
Kingdoms of Amalur: Reckoning Review
-
Epic's Sweeney on graphics tech: "the limit really is in sight"
-
EA evaluating FIFA Street features for FIFA 13
-
The Darkness 2 Review
-
Grand Slam Tennis 2 Review
-
Ultimate Marvel vs. Capcom 3 Vita Review
-
Catherine Review
-
App of the Day: Sir Benfro's Brilliant Balloon
-
One Piece: Unlimited Cruise SP Review
-
Sony admits "dropping the ball" with Demon's Souls
-
Catherine launch trailer is looking saucy
-
King Arthur 2 Review
-
Metal Gear Solid: The "Lost" HD Remasters
-
Skyrim patch 1.4 now live for Xbox 360
-
Mass Effect 3 FemShep trailer debuts









Comments (31) Latest comment 5 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
i would have liked to see a 1st person version really
Comment below viewing threshold Show
Comment below viewing threshold Show
Looking forward to picking up this at discount sometime in the future.
Comment below viewing threshold Show
From the sound of the review it seems like the infrastructure is going to be worth it.
Comment below viewing threshold Show
It is VERY short. Even counting in 5-10 deaths per level it only took me 4 hours to finish the entire single player campaign, and tbh, there's not much incentive to go back and replay it. Would have been good if you were graded at the end of each level, as a spur to better your performance.
Comment below viewing threshold Show
How many PSP games actually are online? You can have a whole bunch together to play Hunters on the DS, but you can't bring a few together for this?
Comment below viewing threshold Show
oh yeah.
Thanks for going offline for a while, then going back online and i see this Killzone Liberation review.... the next time you go offline you wouldn't mind sneaking a Zelda review in would you?
Comment below viewing threshold Show
I got Killzone, GTA and Power Stone Collection at the sametime and Killzone is by far the game I've played the most.
Hopefully the Devs wilol get all the online stuff sorted and release the patch for online play. Then it should come into its own, what with Syphon Filter being a bit rubbish online.
Comment below viewing threshold Show
I am playing it on hard and I am sure I need more than 4 hours to complete
But let's hope Guerilla will provide some additional levels for download.
Comment below viewing threshold Show
Comment below viewing threshold Show
I'm looking forward to the proper online update coming soon too, that should make it even better!
Comment below viewing threshold Show
Comment below viewing threshold Show
sounds like it involves some of the same tactical issues, anyway...
/embittered after spending most of last night hiding in a dried-up fountain, waiting for the enemy to reload...
Comment below viewing threshold Show
I'm enjoying this game a whole lot, but the critisism in the review is fair.
Comment below viewing threshold Show
I don't agree that handheld games should be short, mind you. As long as they're playable in short bursts that's all that's necessary, and even that all that means for most games is to have lulls where you can reach for standby.
Comment below viewing threshold Show
I hope Guerrilla keeps its promise and delivers a infrastructure mode next year. Should be great.
EG.de gave 9/10. Personal score: 8/10
Comment below viewing threshold Show
Yes I've played some of the challenges. I found them to be pretty throwaway tbh. They seemed like an afterthought to me...
Dev 1: "Shit, we're a month from release and the campaign only lasts a few hours, what can we do?"
Dev 2: "Re-use the geometry from the campaign and create some basic kill-these-targets or fetch-and-carry mini-games with time limits?"
That said, I enjoyed the campaign - just didn't last long enough. I agree with haowan not the review in that a handheld game need not be short. Able to play in short stints, yes, but not overall length. If I'm paying full-whack for a game I want it to last more than a few hours, no matter what platform it's on.
Comment below viewing threshold Show
K
Comment below viewing threshold Show
Like I said, not very far in the game and only played a handful of the challenges...but it seems to me that there is some meat left for me. Maybe I think different once I finished it though.
"Dev 2: "Re-use the geometry from the campaign and create some basic kill-these-targets or fetch-and-carry mini-games with time limits?" "
lol
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
@ Cthulie, for online PSP shooters there is SOCOM Fireteam Bravo, which supports 16 players online, is a fantastic multiplayer title and has a sequel due very soon. Syphon Filter, which is a brilliant single player game, and apart from an annoying lobby system is a stiff challenge online with up to 8 players per match. And the upcoming Medal of Honour Heroes will feature 32 player matches online.
Comment below viewing threshold Show
Doesn't matter: I really like this game. Yes, it gets frustrating sometimes, but that also means there's a huge amount of pleasure and release once you've "mastered" a situation - every single bullet hits the target, every single grenade is spot on, and your "buddy" just seems to read your mind. It's a good feeling. Also, I think it looks amazing.
It's full of little awesome things: the hovercraft, the spidermine, the crossbow, the tension as you camp out behind an obstacle while bullets are slamming into your cover, then popping up to deliver a hailstorm of lead... list goes on
EDIT: If there was such a thing as a wishlist, I would have liked a slighty more effective melee option (or a knife or something). As it is now, it's pretty useless, as getting close enough to use the melee attack doesn't give you any advantages at all - short of a half second breather in some cases - unless you're carring a shotgun, in which case why bother with the melee in the first place?
(FWIW, I think it's an 8, which is my personal subjective opinion)
K.
Comment below viewing threshold Show
Comment below viewing threshold Show
It would also have been nice if they'd made the damn missile launchers less powerful, as there's too many occasions where you can be killed by a missile fired from someone you can't even see. Apart from that the gameplay is pretty much spot-on.
The story also could have done with some more attention and it lacks some atmosphere in general compared with the first Killzone. Still, definately one of the better PSP titles recently.
Comment below viewing threshold Show
As for 4 hours hmmm I've been playing for a total of 5 1/2 hours and I'm half way through chapter 2. Then again, I'm taking my time and enjoying this.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
i really loved the demo, graphically i'd say its the best psp game i've seen yet.