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    dkirschner's Killzone 3 (PS3)

    [October 8, 2013 08:52:46 AM]
    Killzone 3 refines the gunplay that I felt was already excellent in Killzone 2. By "refinement" I mean it is more sleek and feels like every other AAA FPS in the 2010s. Killzone 2 had no auto-aiming and felt a little old-school in the gun department. I appreciate the crispness of aiming in 3, but it does feel like it bent to conformity. I think that's a big theme in the game's design, is just bending to what's hot. This involves a lot of Gearing like I talked about in my Killzone 2 entry, which is odd because I thought Gears of War was very unique. Maybe I should call it CoD-ing. I dunno. Either way, the production value was ramped up even higher. The game looks amazing and sounds great too. The "stealth" part through the Helghast wilderness was a visual wonder.

    The story took a turn for the better too. There's more they try to tell in this game, which made it a little more interesting. You get to see some of the internal conflict in Helghast high command. Killzone 2 had these out-of-place Soviet-style propaganda posters up all over the Helghast city. They were weird because there wasn't really anything Soviet about the Helghast besides that they were very militarized. Like, no communist-leaning ideology, and I don't think they needed propaganda because everyone seemed to be on board with being a completely militarized society. Anyway, in Killzone 3, you meet the Helghast high command, or Senate or whatever they are called, and they are designed to look exactly like Nazis or Soviet-era Communists. I think this is silly more than anything since the society still has nothing to do with Nazism or Communism. One of the members even had a Hitler mustache. Go google pictures of the Helghast senate to see what I mean. Questionable artistic choices aside, their internal politics add a little depth to the story and that was a good thing.

    They tried to tell more narrative with your squad too, not in the sense of backstory or anything, which I think is a shame and something that I would have WANTED them to do like Gears of War, but in terms of the relationships between the characters and having them display more emotions and things. This was still welcome, like Rico expressing regret for spoiler spoiler and Narville finally admitting his plans aren't always correct and letting Sev and Rico gung-go it. The only problem with this approach is that sometimes it interrupted otherwise exciting gameplay segments with cut scenes. I only didn't like this when those gameplay segments were too short. Other times it was fine, but the length of gameplay segments/frequency of cut scenes was disjointed.

    Another aspect of the game that made it feel disjointed were many of the "gunner" segments. These were the times when you get in a vehicle that is 100% on rails and you just aim and shoot at things. This actually happened a lot and, while visually and kinaesthetically pleasing, was just sort of lame because you can never actually drive the vehicles and you have no control over anything in the segment except shooting at things. And all the weapons for all these vehicles are the same. Left trigger fires missiles or rockets. Right trigger is the machine gun. These didn't even have to be in the game. They just felt tacked on, there because they had to be because gunner segments are cool and that's what Call of Duty does. Since they did put them in, they should have been more open-ended and given the player more control over driving at least, or changed up the weapon types or something to add variety. There were also "did it because we have to" style stealth and horror elements. One level in particular has you stealthing through a gorgeous Helghan environment sniping and stealth-killing (another addition to the game, Gearing) enemies silently by pressing L1 when you get near them. Very out of place gameplay in the context of the rest of the game. The horror bit was lame too, felt forced, and reminded me exactly of when you go in the refinery or whatever in Gears and find the mutated spider thingies...what a coincidence, you're also in a refinery here and find mutated spider thingies!

    There was *slightly* more gun variety in Killzone 3 than 2. They added some type of energy gun that was fun to use and...I think the bolt gun was new. They also let you detach machine gun turrets and carry them around, which was sweet. You can carry 2 primary weapons in Killzone 3 instead of K2's 1 primary. So you can always have 1 "heavy" weapon like the machine gun turret or sniper rifle and 1 normal weapon like a submachine gun or assault rifle, and then of course the pistol. This was an obvious improvement from Killzone 2 because you could switch weapons on the fly and expand your tactical repertoire to deal with a variety of situations.

    Unfortunately though, again, there isn't much enemy variety. You fight all Helghast soldiers with different guns. This time there is a melee version that rushes you, some with lightning guns and one with a jetpack. Oh, by the way, I was excited to be able to use a jetpack. I think it was a feature on the box. You only get it for one level! It was lame. They also had tiny bits of levels with low gravity, which was also poorly done. Anyway, jetpack enemies. There were like no boss fights in the game, which was disappointing. There was a giant segment where you take down a big walker but it wasn't that great. Toward the end of the game, the levels get very corridor-y. You just go down corridor after corridor after corridor and fly an underwhelming spaceship gunner part for the finale. It was in the corridor-y parts that they bring the low gravity trick. The low gravity trick could have been cool if it was used for anything at all, but it wasn't. Enemies don't take advantage of low gravity and neither can you. If you jump you just float up in the air, a simple target for enemies to shoot down. Yet when your AI teammates jump, they don't float. Hmm. Enemies also float when you kill them, for whatever reason. Alive - grounded. Dead - float. Huh?

    Oh yeah, before I forget, one more Gearing thing. You can revive your AI teammates and they revive you too. This was sort of stupid because half the time they wouldn't revive you and half the time they would. When they won't, they say things like "There's too much enemy fire" and "You're too far away." Most of the time I argue they definitely could reach me if they'd just run and do it. Then sometimes like they wouldn't revive you if they'd recently revived you and other times they'd do it 3 times in a row without a problem. I didn't like that there were no hard and fast rules so that I never could guess very well whether or not I'd be revived. Anyway, not that huge a deal.

    Last thing I'll say to wrap up...the end sucked. It ends abruptly, no epilogue or anything. After a trilogy of games, I expect an epilogue or some wrapping up or something. Then there was a little part in the middle of the credits that I won't ruin, but was just dumb.

    Killzone 3: fun game, worth playing especially if you like the series. Beautiful game. Killzone 2 is the better one. Read there's a sequel for PS4 on launch. Wonder how it'll compare?

    This entry has been edited 1 time. It was last edited on Oct 8th, 2013 at 11:49:58.

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    dkirschner's Killzone 3 (PS3)

    Current Status: Finished playing

    GameLog started on: Saturday 5 October, 2013

    GameLog closed on: Monday 7 October, 2013

    dkirschner's opinion and rating for this game

    Very good, high production value. Gameplay a little disjointed, action/story somewhat over the top. Fun! ------------ Not as great as 2, but still good!

    Rating (out of 5):starstarstarstar

    Related Links

    See dkirschner's page

    See info on Killzone 3

    More GameLogs
    other GameLogs for this Game
    1 : Killzone 3 (PS3) by jp (rating: 5)
    2 : Killzone 3 (PS3) by Zeriex (rating: 5)


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