Killzone is the franchise that drew a line in the sand… even if it didn’t mean to. It’s not the best FPS series out there, but it has a strong following and for good reason, too – The graphics were jaw dropping and the gameplay actually felt fresh. Instead of merely complying with ‘twitch shooting’ mechanics, the devs opted for movement that took your weapon and armor weight into consideration. Furthermore, they implemented a realistic cover system which wasn’t some mere gimmick, but a vital tool for your survival. The Killzone Trilogy wasn’t a flawless experience by any means, but the alternative gameplay it offered over the likes of Call of Duty had been welcome with open arms. It comes as no surprise that Sony’s highest regarded FPS has made its way to the PS4, but now that it’s here, I’m afraid hype is probably going to work against it. It’s a fine entry in the series overall, but has some identity flaws that just can’t be overlooked.
You’re playing as a Shadow Marshal, which means you’re faster and more agile than the character in previous games. As a result, the controls are more in line with other shooters, as opposed to going against the grain with a weighted feel. As a fan, I was worried this would be a major detriment to the game’s enjoyment, but that wasn’t my experience at all. The gameplay is still heavily focused on cover and tactical maneuvers, so there really wasn’t much lost in translation. In fact, much has been gained – For starters, you have the ability to scan the area and detect and identify nearby enemies. Based on what you find, there’s a number of ways you can decide to dispatch them.
This is where the OWL comes in.
Your drone has been programmed to function in four distinct modes, each of which can be accessed by swiping the DS4’s touchpad (up, down, left or right). If you want to reach a ledge below, your OWL will provide a makeshift zip line. Enemies using high-tech shields? No problem, just have the drone blast an electromagnetic pulse, disabling your foes temporarily and leaving them open for attack. Furthermore, you can actually send your OWL in to attack for you. It’s capable of taking a couple of soldiers out on its own, but more than that, and it’s likely to come back for a recharge sooner, rather than later (it’s never completely destroyed). However, even in situations where the odds are against you, the drone’s attack mode is useful as a diversion so you can move into flanking position. Last but not least, it can set up a shield which will last as long as the OWL doesn’t take too many hits. As you can imagine, all of this brings an intriguing wrinkle to Killzone’s gameplay.
And I guess the best name for that wrinkle is ‘choice’, and the OWL offers plenty of that when it comes to dealing with the demon-eyed Helghast. The game actually tries to push us into the promise of freedom more often than not, but it’s merely an illusion. That’s probably the most disappointing thing about Shadow Fall in general – Lots of promise, yet never fully realized. The first level is semi-open and lulls you into thinking each level will be expansive and allow you to choose which objectives you’ll tackle in succession, but it isn’t long before the game sets you on a linear path that only LOOKS ripe for exploration. Some levels offer a fork-in-the-road approach to multiple tasks, but that’s hardly the sense of freedom this game hoped to evoke. The forks are often an illusion, too – Sometimes you can forego the obvious path by sneaking around in vents, but other times the vent is literally your only option to progress.
Don’t get me wrong – I don’t have a problem with linearity. It’s worked well for the franchise and continues to work in the latest iteration, but the game was touted as being something more, meaning those who ultimately expected more will be disappointed. Go in expecting more of the same however, and you’ll find the level design to serve its purpose well. You would think having the ability to scan environments and deploy a drone would make you unstoppable, but the devs have ensured the scale will rarely tip in your favor. As with previous installments, you’ll need to find cover from afar and plug away at the opposition methodically. While other games reward a pray and spray mentality, Killzone will put you down in a matter of seconds. So, use what’s at your disposal – Hide behind plants, walls or whatever else in the environment… but be snappy about it. A fair amount of cover options are destructible, which can work both for you and against you. Of course, much like the game’s ‘open nature’ (lack thereof), such freedom is only an illusion. Certain parts of the game allow you to blast through walls, but most of the time it’s only the small stuff that acquires battle damage.
Speaking of damage, health generation has been tweaked for Shadow Fall. As most other shooters nowadays, you’ll notice the outer edge of your screen going red if you’re close to death, and hiding is an effective way to get back in the green… and I mean LITERALLY back in the green. The light bar on your controller has been utilized by the devs as a health indicator – Green, yellow and red. In addition, you’ll find adrenaline packs littered throughout the game… and you’ll need them. If you’re low on health and can’t get to cover in time, it will boost your health and slow down time (think of the COD: MW3 round winning kill cam) while aiming down the sights. If you get sloppy and fall to the ground, your OWL can use the adrenaline to revive you. Of course, if it’s currently charging because it had to flee battle with its tail between its legs, then you’re SOL.
Another thing you’ll notice, is that the AI isn’t very smart. Yeah, they’ll chew you up and spit you out if you leave yourself vulnerable, but their movement is limited. They pretty much get in position and hide, only peeking out on occasion to squeeze off some rounds. The AI in previous Killzone titles had been substantially better, so it’s disappointing to see it take a back seat to all the action.
Anyway, outside of the normal ‘infiltrate – cover – attack’ scenario, Shadow Fall gives you plenty of other objectives throughout its 10-12 hour campaign… and some of them are jaw-dropping cinematic pieces you have some control over. You’ll hang on to a rope dangling from a helicopter, free-fall through the air, fortify and hold down a small base, maneuver and battle through zero gravity, use small bots to sabotage equipment and more. The variety of gameplay is definitely welcome, and helps to keep things from getting repetitive. The only thing they recycle time and time again is using the OWL to hack into computers. This is first utilized to deactivate alarm systems, but quickly devolves into a ‘get to this terminal and hack it so you can get to the next objective’, which gets tedious.
Anyway, I’ve rambled on enough about the gameplay. As one of the first exclusive PS4 titles, it’s absolutely gorgeous and really makes me excited for the future of console gaming. Graphics aren’t nearly as important as the gameplay, so I won’t prattle on forever… but the graphics go a long way in helping to sell this tale of a ‘world that’s been divided’. You fly over a city, and the draw distance is just… nuts. No lack of detail in distant buildings, no artificial haze to hide details, no tricks whatsoever. I noticed the OCCASIONAL pop-in, but this only occurred with minor details. Lighting is amongst the best I’ve seen in a console title to date, and the colors? Shadow Fall isn’t nearly as drab as its predecessors, that’s for sure. There’s plenty of bright tones this time around, and even when the game is at its darkest, there’s still color being used to bathe us in atmosphere.
Last but not least – I have to address the story. It’s some time after the events in Killzone 3 (30 years, I believe?), and each side of the opposition is basically separated by their version of the Great Wall. Of course, there are some things at play that hope to change all that, and you find yourself smack dab in the middle of it. As a soldier, you were raised to believe in the black and white scenario – You’re good, the other side is bad. Fortunately, the plot attempts to put us in a position where the line between right and wrong is blurred, but it doesn’t do a great job of driving it home. It’s conceptually sound, yes, but much like the previous Killzone titles, the central cast are mostly unlikeable (with the exception of ‘Echo’).
So far, my experience with the multiplayer has been fun, but there’s nothing new or innovative to write home about. If you want a variety of standard multiplayer modes with a control scheme that feels good, and with graphics that look phenomenal… then you’ll have fun. I know I did, but once Battlefield 4 is working the way it should, I expect most players to gravitate towards that.
So, as I said in the beginning – The game wants to provide this and it wants to present that… but Shadow Fall never reaches the heights it strives for. It’s just another shooter with a mediocre plot that’s driven by dull characters… but that’s not to say it’s a bad game. For all the negativity I’ve spouted, it’s only because I have a responsibility to give it to you straight. Still, it’s important I stress that most of the negatives were outweighed by the positives, because Killzone Shadow Fall is still fun as hell. There wasn’t a single time I said, “Come on, just end already.” I legitimately had a good time, and wouldn’t mind going back to play through the campaign again. In the end, that’s what a game is all about – Being fun. If it plays great and I have great time playing it, what’s left to say? I recommend Shadow Fall for anyone who picked up a PS4 (unless you simply aren’t a fan of shooters). It’s not a ‘killer app’, but is certainly leaps and bounds above most other launch titles I’ve played in previous generations.
Keep an eye in the not-too-distant future for my review of Knack. For the time being, I’m compelled to share that the game isn’t the downer that most reviewers made it out to be. It’s simple, but a lot of fun. That’s all I’ll say for now! Until next time!