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Killzone: Liberation Review

PSP Review by Keza MacDonald

21 November, 2006

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.

'Killzone: Liberation' Screenshot 1

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.

'Killzone: Liberation' Screenshot 2

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.

'Killzone: Liberation' Screenshot 3

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

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Comments: 1-31 of 31 in total

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Benno
21/11/06 @ 13:50
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first

i would have liked to see a 1st person version really
Edited 1 times, most recently on 21/11/06 @ 13:50
gth
21/11/06 @ 13:55
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I think it's awesome, I am in the second chapter. I actually like the "try again and again and again" but then... I also liked Stuntman because of this :-)
Edited 1 times, most recently on 21/11/06 @ 13:57
Kon
21/11/06 @ 13:56
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FPSes on the PSP are a no-no.

Looking forward to picking up this at discount sometime in the future.
Steroyd
21/11/06 @ 13:56
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Cool I know you can't rate games on potential but Guerilla have mentioned they're going to patch a multiplayer infrastructure mode for Killzone Liberation early next year.

From the sound of the review it seems like the infrastructure is going to be worth it.
guvner
21/11/06 @ 13:57
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Suprised there's no mention of the targeting, which I found to be very finicky. Often my guy fired into thin air when *I thought* he was locked onto an enemy.

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.
Chtulie
21/11/06 @ 14:00
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I'd say that the whole deal with the PS3 demo of Killzone first being claimed to be in game but later admitted to be a complete pre-render presenting such a huge, obvious target for the Killzone hate that this one is completely ignored.

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?
Steroyd
21/11/06 @ 14:04
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Like i've found out with the Gameboy it's extremely hard to find someone who likes the same games you do and have the same portable system and actually wants to play the same game with you at the same time.

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?
absolutezero
21/11/06 @ 14:12
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Very good game, I'm enjoying it a hell of alot.

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.
gth
21/11/06 @ 14:12
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"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"

I am playing it on hard and I am sure I need more than 4 hours to complete :-) Also you have the "challenges" which gives you bonus stuff.
But let's hope Guerilla will provide some additional levels for download.
dadrester
21/11/06 @ 14:20
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ooh... i think it's a bit of a harsh socre considering the review. I'd have thought at least an 8 and a high one at that. it's excellent. i've barely even picked up GTA:VCS since getting this.
Cuke
21/11/06 @ 14:21
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I'm loving this at the moment, its been filling every second of my lunch hours since it came out and I'd go so far as to say its the best game I've played on the PSP so far! :)

I'm looking forward to the proper online update coming soon too, that should make it even better!
Edited 1 times, most recently on 21/11/06 @ 14:21
Cubfan
21/11/06 @ 14:28
#12
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Almost as good as GoW?
gaijin
21/11/06 @ 14:34
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"Almost as good as GoW? "

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...
lemon
21/11/06 @ 14:41
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The update will have infrastructure multiplayer as well as a brand new campaign chapter.

I'm enjoying this game a whole lot, but the critisism in the review is fair.
haowan
21/11/06 @ 14:58
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Good reading, sounds like a buy.

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.
gerald
21/11/06 @ 15:04
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I like the "find-the-best-tactics" gameplay. The checkpoints are numerous and well placed, which keeps the frustration at bay. If its to hard, you can lower the difficulty anytime without restarting the campaign.

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
guvner
21/11/06 @ 15:09
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@gth

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.
Kay
21/11/06 @ 15:17
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I've been playing this for the past week and I have to admit it is surprisingly enjoyable. Only on the second chapter, but it is definitely ideally suited to the PSP.

K
gth
21/11/06 @ 15:19
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"Yes I've played some of the challenges. I found them to be pretty throwaway tbh. They seemed like an afterthought to me... "

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
J*C
21/11/06 @ 16:14
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Rubbish.
JediMasterMalik
21/11/06 @ 17:59
#21
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You're rubbish.
Chtulie
21/11/06 @ 19:03
#22
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Also, is co-op making a comeback? That'd be a good, nay, awesome thing.
ratso
21/11/06 @ 20:45
#23
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the squad order system is excellent. i hope to see it incorporated into killzone ps3 or some other fps.

Hughes.
21/11/06 @ 21:03
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This is a great title, and I find the trial and error to be frustrating while I'm going through it, but very rewarding once I've solved it. The challenges are great too.

@ 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.
ctrl-k
22/11/06 @ 12:48
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Didn't play killzone on the ps2, reveiws put me off, so I am "unbiased", maybe?

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.
Edited 1 times, most recently on 22/11/06 @ 12:54
TheEnd
22/11/06 @ 13:59
#26
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This is a fun little game. Plays like an old-school 2d shooter and I think the fact that it's nails works in it's favour.
ses
22/11/06 @ 14:55
#27
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The score sounds about right, though I'd give it 8/10 myself. I only wish Sony would have delayed it until it was 100% complete, since it's a bit annoying to have to wait for the final chapter and infrastructure to be made available for download.

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.
GitSomE UK
22/11/06 @ 16:36
#28
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I really like this game it's one of the better games on the PSP at the moment. Agree with 8 out of 10 score.

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.



Motherh
23/11/06 @ 16:33
#29
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Infrastructure will be released as well as an Additional Chapter.
chuffy
11/12/06 @ 21:30
#30
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at game its Ł20 bargain!
urban
14/12/06 @ 17:35
#31
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sigh...people really need to stop thinking the psp is a first person console, the control system just makes it per nickity!

i really loved the demo, graphically i'd say its the best psp game i've seen yet.

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