




Take the fight to the Helghast in this first person shooter from Guerilla Games.
Overview
Killzone 2 is a military-themed first-person shooter that offers a futuristic, sci-fi slant as the soldiers of the ISA head to the enemy's home planet to fight back against the invasion seen in the previous game. This sequel to the 2004 PS2 title from Guerrilla Games was first announced during Sony's E3 2005 press conference via a pre-rendered teaser trailer. The footage left many in awe, and even more in speculation debating the legitimacy of the trailer being real gameplay. Later, it was confirmed and clarified by Sony that the footage was indeed a computer generated target render, leaving many disappointed. However, the graphical fidelity of the released product appears to match the quality of the original trailer.The game utilizes an intuitive cover system, referred to by the developers as "lean and peek." Guerilla strived toward the creation of a cinematic gameplay experience. In what they call "Hollywood Realism", the camera perspective will remain in first person for the vast majority of the game, with the HUD being minimalist. That includes moments where the player must take cover, climb ladders, and when cut scenes gain full attention. This cover system allows the player to simply hold a trigger to latch onto cover, and then move the movement-assigned analog stick in the direction of the player's choice - whether it be up, left, or right . Virtually any position can be used as a cover anchor. The player can also enter a scope/ iron sight with their weapon when leaning out from behind cover. Vehicles, on the other hand, are not controlled in first-person view for the sake of streamlining.
Destructible environments and cover are a crucial part of Killzone 2, with nearly every piece of cover being able to be chipped away by gunfire and explosions until only a frame remains. Less permanent objects, such as trash bags, tin cans, and chairs, are movable and destructable. According to Guerrilla, the inclusion of destructible cover was not something added for players to be able to rip everything apart until it's completely non-existent like Battlefield: Bad Company , but was added to further instill a more intense sense of realism, where everything in the world reacts as you would expect, and portrays movements which make sense in terms of real-world physics.
Killzone 2 supports SIXAXIS motion controls as well, "in ways that make sense". Valves can be turned by holding the L1 and R1 buttons, the character's left and right hands, respectively, and then making a twisting motion with the controller, acting as if the player is interacting with a tangible object. C4 charges can be placed with a similar functionality, and the Sniper Rifle has a steady-shot component built in. When the player zooms in on an enemy or object, the controller must be kept completely still to ensure the greatest possible accuracy. Jeff Gerstmann also noted that the game's loading screens feature "quite possibly the best use of SIXAXIS technology to date".
Killzone 2 includes full Trophy support, DualShock 3 rumble support, as well as some level of Home integration.
Guerrilla Games released patch version 1.27 on June 4th, 2009, among the changes being the inclusion of a High Precision control option. Players can toggle between the classic Killzone 2 control style and one similar to other online shooters, such as the popular Call of Duty 4: Modern Warfare. By default, this feature is set to "On" for new players and "Off" for existing players. The patch also tweaked the multiplayer portion of the game, adding a party system that allows friends to consistently stay on the same team and squad. Furthermore, all badges are now available when playing Skirmish Mode, so that players of lower rank can experience offline the weapons and abilities of each badge while playing with and against bots.
Single Player Campaign
Killzone 2 is set two years after the events of the first game, after the dust settled from the Helghan invasion of planet Vekta. The ISA are now taking the war back to the enemy, in attempt to capture the Helghan leader, Emperor Scolar Visari. But unlike the past games set in a world of Helghast army invasion, Killzone 2 takes place on the Helghast home planet, Helghan, where a fully fledged war has begun. It won't be easy for the ISA to capture Visari, especially due to his strong grip of control over the entire Helghan race, whom will be standing in your way. This is where the special forces groups such as the Alpha Team step in to help. You play as a new character to the Killzone franchise, named Sev, who is part of an elite four man special forces group called the Alpha Team. The squad is made up of Master Sergeant Ricardo Velasquez (aka Rico), Sergeant 1st Class Tomas Sevchenko (aka Sev), Corporal Shawn Natko (aka Natko), and Lance Corporal Dante Garza (aka Garza). You will always be near your teammates throughout the journey, working together in efforts to capture Visari. Online Multiplayer
Killzone 2 offers a robust online multiplayer aspect, with Guerrilla going as far to say that it makes up about "50% of Killzone 2". The multiplayer also maintains the amazing graphical quality of the single player experience, while still featuring up to 32 player games (16 vs 16), 12 different military ranks to unlock, 46 different ribbons and medals to unlock, up to 64 player clans, 8 different maps (Which vary in size), tournaments of up to 256 clans, 6 different classes which each have a primary and secondary ability, called badges (Total of 12 badges to mix and match), and 12 different character models (Non- customizable); two character models for each class type (ISA model/HGH version).Classes in Killzone 2 offer players a way to cater to their custom play style like never before. There are a total of 6 different unique classes; Engineer, Medic, Scout, Assault, Tactician, & Saboteur. Each class has two badges; a primary and secondary badge (the primary badge determines character model), which are tailored to that classes' specific play style.
For example, the Medics primary badge ability gives the player access to a specialized weapon that can heal downed/injured teammates (by shooting an electric charge at them). The secondary badge allows medics to toss a health pack which other players can pick up. But the unique aspect of classes in Killzone 2, is how you can mix and match the badges; for example, a player could take the primary badge of the Saboteur class (Which allows the player to disguise themselves as randomly selected enemy player), and the secondary badge of the Assault class (Which temporarily increases running speed), allowing the player to run faster and be disguised as the enemy. You can change your badge ability combination depending on what game type you are playing as well. The above badge combination for example, may best suit your play style for a game of capture the flag. Since each player may have their own combination of badges, this changes the multiplayer experience greatly, both on a strategic level as well as suiting to your preferred play style. Note that not all badges/abilities will be accessible from the start, players have to unlock some classes fully (secondary abilities) by ranking up.
Killzone's online also features robust clan support, with up to 64 player clans, clan leaderboards, and clan tournaments. You can even setup clan challenges against other clans in-game, this is where the 'Clan Valor' system comes in. Valor is KZ2's online currency for clans; whichever clan has more valor points, the higher they are on the leaderboards. Though clans start off with a certain amount of valor to get started, in order for them to climb up the leaderboards they must challenge other clans and bid a certain amount of their valor; whoever wins the game takes all. This system is similar to gambling, where in order to gain more, you must risk more, though here in the end one of the two clans will always end up losing valor, which also means moving down on the leaderboards. If a clan has somehow lost all of their valor points, they will be unable to challenge other clans and be forced to play in specific tournaments in order to gain enough valor to start challenging other clans again. Tournaments can also be made, allowing up to 256 clans to compete against each other, giving them a chance to win large amounts of valor points.
Although certain players have the ability to request air support from AI controlled sentry bots, vehicle support will most likely not be included in multiplayer; at least not on day one, according to Guerrilla developer Seb, (aka ' MotherH' on the Killzone 2 forums). When the question of vehicles in online multiplayer was brought up, he responded by saying "There will not be vehicles in MP on release. So consider that a yet". With this, one can assume it as likely that the title could be patched to receive vehicles sometimes after release.
Guerrilla is also trying to differentiate Killzone 2's multiplayer experience from most shooters on the market, with the introduction of other unique aspects (alongside classes and much more), such as in-game squad mechanics, trustworthy spawning system, as well improving the general flow/pacing of action. Through in-game mechanics, players can easily create a new squad on their team, which other teammates can join on-the-fly. Anywhere from 2 to 8 players can be in a specific squad, allowing a maximum of 8 squads per team if they so choose. Players in a squad will also share unique information amongst each other, such as the squads overall health, each players specific badges/ class combinations, as well as a custom chat channel. Spawning in online is also made easy; After death the map will be displayed, as well as what spawn points are available to choose from, to the left of the map is a live video feed of what is going on at whichever spawn point you have selected. This means you will have no one to blame for spawning in the middle of an explosive battle but yourself. The player can also choose to spawn on the squad leader (if in a squad), making it easier to always stay close and never get separated. Something else you don't regularly see in other multiplayer games, is a constant flow of action. In Killzone 2, after completing a specific task or mission, the game doesn't bring up a lobby screen or menu, it dynamically continues the game and pulls up the next mission, creating a constant flow of action.
Apart from players being able to automatically join a game using the 'Quick Join' feature (which attempts to match you up with players of similar skill level), Guerrilla has also stressed how important it is to them to allow users to "play what he wants to play". As well as trying to fulfill this goal with the custom classes system, players can also create custom games whenever and however they want. Customizations include the obvious features such as what maps, gameplay modes, and weapons are supported, but also deeper things such as how the classes work. The game will include official dedicated servers from Sony, as well as players' custom servers. Guerrilla promises to enable players with customizations to create their gameplay experience the way they want it to be in Killzone 2 online multiplayer.
Killzone 2 will be heavily tied into Guerrilla's online website, Killzone.com. Users will be able to link their PlayStation Network ID to the site, in order for their online, and even single player stats to be monitored, tracked, and shared amongst the community. As well as having access to the sites forums, Guerrilla Games news updates, and more, each player will have their own profile displaying all kinds of Killzone 2 stats, as well as Killzone Liberation (PSP) stats. Statistics include everything from leaderboards rank, current clan, favorite gametype, weapon, map, or class, to awards such as medals and ribbons.
Miscellaneous Information/Summary
- Killzone 2 will feature a pre-game lobby system, which may be similar to the one used in the original Killzone.
- Online multiplayer matches will support 1vs1 to up to 16vs16 player games.
- Players will be able to track their stats online at Killzone.com
- Online multiplayer for Killzone 2 will be hosted on dedicated servers.
- Players can form squads on the fly within a MP match.
- Squad mates get vital information from other squad mates, including their “Badge” configuration and health.
- Game will feature spawn-cameras on the spawn select screen in multiplayer modes.
- Online multiplayer will feature a wager system dubbed the “Valor System”, where clans can place bets on the outcome of a match between themselves and another clan. Points attained through the “Valor System” will be used as entry fees for organized, online tournaments. Each newly-formed clan will start with 1,000 Valor Points to wager and use as they like. If a clan loses all of their Valor Points they will be restricted to lower level tournaments as their only option for reacquiring points.
- When wounded in MP, players will fall to the ground and make both physical and verbal requests for medical assistance. In addition, the view changes to 3rd person and the screen turns black and white.
- Killzone 2 separates newcomers from skilled players by putting you into games in "my rank range" by default, meaning only players with similarly unlocked classes and skills as you are playing. This option may be turned off to play in any game.
- In all game modes, the player will start out with their primary weapon and a secondary pistol or revolver.
- Friends will be allowed to join a player’s custom games directly.
- There will not be vehicles in MP at launch.
Multiplayer Maps
- Pyrrhus Rise
Among the first of the Petrosite mining fields (therefore being one of the older, depleted mines), Pyrrhus Rise is named after the Helghan capital. ISA Command was hoping to get an easy picking from the Helghast, thinking the security here would be slightly more lax than elsewhere. Little did they know the extent to which the Helghan army fights to hold on to every little piece of turf they own.
Opponents battle not only each other, but the elements as well - harsh blowing wind, gaping canyons, rolling terrain, and the occasional bullet flying haphazardly through the air. With over ten ammunition boxes, four mounted weapons, five square kilometers to play in, and long lines of sight for those with the keen eyes, this is the largest of the original multiplayer maps. Four bridges span the monstrous canyon just off center of the map. The bridges mark the lowest point in the map, and with either end of the map being elevated, is an area prone to sniper fire. Dead Man’s land is what they call it. Cover abounds in the map, but with the large amount of open space, it’s a race from cover to cover while trying to achieve the mission objectives.
- Salamun Market
Winding itself through Salamun Market is a road marked and scarred from recent battles, showing the importance of this area. With either faction turtled up at either end of the map, the showdown starts with the large two-story building located in the center of the map, as well as the focal point for most shoot-outs, showing the strategic importance of the location.
Offering some of the best of indoor close-quarter combat and open outdoor spaces, Salamun Market turns out to be quite an entertaining map. Boasting an outstanding fourteen ammunition boxes, twelve mounted weapons, and thirteen explosive barrels, all crammed in two and a half square kilometers, this is one intense map. Variation in navigating the map is key here, as the urban layout is quite friendly to different routes. With a nearly straight line of sight to either key end of the map, two sniper buildings make an easy and importance appearance.
- Helghan Industries
Once a bustling experimental technology facility, Helghan Industries sealed its own doom when they failed to erase all sensitive information from the surrounding databanks, making this a focal point for the invading ISA, as well as the defending Helghan army.
Placing focus on vertical combat, Helghan Industries is one of the unique types of maps that the game has to offer. With a two tier bridge overlooking the main route through the map, an open eye is absolutely key in the map. With choke points abounding, it offers combatants a chance to show what they are made of. Showcasing nearly three square kilometers of room, ten ammunition boxes, and six mounted weapons, it is quite a well rounded map.
- Visari Palace
Home to one of the massive Arc Cannon protecting Helghan, the Visari Palace is a vital piece in the puzzle the Helghan strategy. In a desperate attempt to stop the brutal pounding the ISA ships are taking in orbit, numerous small drop ships have landed nearby, with the only goal of disabling the cannon, allowing for a foothold to be made in this key area.
Possibly the most complicated, multilayered map of the original set, Visari Hammer is a maze when it comes to finding your way around, and those new to the map are likely to cause as much harm trying to find their way to the firefights, as the enemy is decimating the few who did manage to stumble upon their barrels. While the map may seem small upon first glance, once you make your way through the myriad of tunnels and covered pathways, it starts showing just how large it is when you get lost from your team. Hosting just over two square kilometers of play space, fourteen ammunition boxes, and seven mounted weapons, it is quite a well balanced map. Profound knowledge of what corridors lead where is key, as you may accidentally find yourself in the opposing base, facing the business end of an automated turret.
- Radec Academy
A focal point in both the eyes of the Helghast and ISA, the Radec Academy is the main graduating source of the Helghan army. Losing this place would be devastating, both in terms of emotionality and sheer strength, to the Helghan war machine. Which is why it is high on the priority of the invading ISA.
One small courtyard. Two small floors. Just over one square kilometer to move about. The formula for a completely chaotic battleground. Every win here is felt by the losses sustained. Nothing comes cheaply.
- Tharsis Depot
Petrosite is one of the most powerful fuels in the galaxy. Tharsis Depot is where a major concentration of these barrels is found. The faction finding themselves on the end of these depots will find themselves having a huge advantage in turning the tide of the war. Both sides know this.
Offering a scant one kilometer of killing space, prepare to have your abilities tested in this short lived map. Having eight ammunition boxes, and no mounted weapons, this map knows it means business. With a fair number of concrete cubes being stacked about, there is no shortage of cover. But what happens when you lose that cover, or you’re found out is when you really know what you’re made of. A control room towards the center of the map plays home to a number of the mission types, and plays quite a versatile role, as there are walkways abounding and offering little cover. With each base camp being a close boost run away, the fighting in the map is nothing short of glorious.
- Blood Gracht
The canal in Blood Gracht used to be a sight on the eyes, with the residential units surrounding allowing for a scenic neighborhood. War leaves such a scar. Resorting to guerrilla tactics, the army of Helghan is making their way to stopping and reversing the incoming ISA invasion, halting the advance into the capital.
An asymmetrical map with less than a square kilometer of killing space, this map plays host to eight ammunition boxes, and three mounted weapons. With the canal being straight as a sniper shot, it plays nearly like a shooting gallery to those sitting atop with a keen eye and quick finger. Verticality does play a more than a small role here, with a plethora of ways to get to your intended target. Due to close quarters and the hectic nature of combat, those skilled at deception will find themselves comfortably at home here in the Gracht.
- Corinth Crossing
Bridges have been a key strategic key in the history of warfare. Corinth Crossing finds itself home to such a bridge. Those who control the bridge and surrounding areas will find themselves holding a key strategic advantage.
Having a bridge as your set piece plays host to a built in set of ideas. Back and forth gameplay, small verticality, and a tug of war that is going to happen. This plays just like that. With bases being at either end of the bridge, the conflict zones come into play at the top of the bridge and the base of the bridge, where the majority of the mission objectives are located. There are holes in the surfaces of the bridges, so a watchful eye on where you step is key, unless you’re comfortable with facing your enemy completely unprepared.
- Beach Head
- Southern Hills
Online Game Modes
- Assassination: One team member is the target and one team has to keep him safe, the other has to take him out.
- Body Count: Similar to traditional team death match game play.
- Search and Destroy: Defend an objective and make sure the other faction does not place charges.
- Search and Retrieve: Bring the propaganda pack to the drop-off point and try and stop the other faction from taking it to theirs.
- Capture and Hold: Capture and hold points around the maps and try and keep the other faction from doing the same.
Online Game Classes and Abilities
Rifleman: This is the default multiplayer character and is assigned to the player when no primary badge is selected. However, a secondary badge can still be added. Riflemen class has available several different weapons to choose from, with the exception being for the specialized ones.Medic:
- Primary badge ability: Grants the player the ability to revive downed team mates.
- Secondary badge ability: Grants the player the ability to throw a health pack.
Engineer:
- Primary badge ability: Grants to player the ability to set up an automated turret which automatically targets the enemy players.
- Secondary badge ability: Grants the player the ability to repair ammunition dispensers, mounted guns, and automated turrets.
Tactician:
- Primary badge ability: Grants the player the ability to throw a colored smoke grenade, which serves as a spawn point.
- Secondary badge ability: Grants the player the ability to request air support from a sentry robot which targets enemy players
Assault:
- Primary badge ability: Gives the player heavy armor, which is double the strength as normal.
- Secondary badge ability: Temporarily boosts the player’s running speed.
Saboteur:
- Primary badge ability: Allows the player to assume the disguise of a randomly selected enemy player. The disguised player will display the name of the enemy unit which they are pretending to be.
- Secondary badge ability: Grants the player the ability to throw a sticky, proximity-activated C-4 explosive charge.
Scout:
- Primary badge ability: Grants the player the ability to use a cloaking suit to become almost invisible.
- Secondary badge ability: Grants the player the ability to tag all on-screen enemy players with a hidden marker, this ability then broadcasts their coordinates to team mates.
Historical Background
Historical timeline leading to the events of Killzone 2.2055-2128 – Terran Era
A shortage of oil triggers a global meltdown as nations fight for control of scarce resources. Tensions run high as what starts as a limited strategic release of nuclear weapons snowballs into a bitter exchange of warheads aimed at civilian population centers. When the dust clears it becomes clear that a new way will have to be found to survive and to secure the raw materials needed for society to continue.2129-2155 – Early Vektan Era
This era marks the early days of the colonies of Alpha-Centauri. The planets are settled, the infrastructure established and slowly things are built up. This period ends at the beginning of the great boom on Vekta.2129
The first ships arrive on Vekta. Roughly 12 colonies are founded during the years 2129 to 2140. Vekta, about earth sized, is an agrarian and idyllic world, full of natural splendor and lushly forested - an Eden. Agricultural produce skyrockets on Vekta - the colony quickly becomes able to feed itself.2156-2199 – Platinum Era
This era marks the heights of Vektan/Helghan civilization - before the dark days of the coming war.2156-2190
Free to invest and tax in their colonies as they wish a period of runaway economic and industrial growth grips the Helghan Administrations two worlds. The Automated Refineries on Helghan are expanded and developed; the orbital shipyard becomes the largest orbital structure outside the Terran system. The Helghan system is a "Hub" system that connects Earth to her Colonies - every ship MUST travel through Helghan to get anywhere. The Helghan Administration begins to charge each ship for the privilege - allegedly a fee for Traffic Control, Customs, Search and Rescue and other such services, it is actually a thinly disguised tariff upon all trade in Space. Helghan based ships are granted a "Residence Permit" that frees them from some charges, encouraging some shipping companies to relocate.2199-2204 – First Extrasolar War
This marks the lowest ebb of Vektan/Helghan civilization - the system makes a bold stand for freedom and fails. War comes to Alpha Centauri.2200
As the situation worsens, the Helghan Administration attempts to first co-opt and then expel all ISA forces from Vekta and Helghan. The ISA Marines and Navy respond with lethal force and a number of skirmishes erupt on and around the two colony worlds. Despite their overwhelming numeric superiority, Helghan troops are poorly equipped, trained and inexperienced and many ISA forces escape the initial fighting. The experienced ISA troops and ships scatter to conduct hit and run operations from hidden bases.2204-2340 – Early Helghan Era
The loyalist Helghan peoples leave Vekta on a trek to the harsh and unforgiving world of Helghan. Long seen as a chemical and mineral storehouse, now Helghan must be tamed - but it changes the Helghan as much as they change it - if not more. This era covers the early days on Helghan.2215-2220
The surface of Helghan is formally settled. The bleak existence on Helghan is a far cry from the paradise of Vekta. Initial casualties due to illness, storm damage and starvation are very high. Within ten years, though, the death rate subsides as the Helghan begin to adapt to their surroundings. Slowly a civilization arises from the refugee camps and token Helghan Industry and Food production starts again.2340-2357 – Helghast Era
The tough conditions finally spawn social and economic change. Forced to adapt to a situation so tough that mere humans could never survive it, a charismatic new leader pronounces the birth of the Helghast people: a people no longer human, with a bold drive and vision to succeed.2356
The second orbital platform begins construction. Concerned by the Helghan military build-up in progress, the ISA Governor orders the construction of an additional Orbital Platform to complement the 52 year old network already in place. ISA General Stuart Adams is appointed the Military Commander of the network.2357-2360 – Second Extrasolar War
Swollen with pride and new strength the Helghast embark on a bold plan of conquest to rejoin the two halves of the Alpha Centauri system and rebuild their great empire. Their gamble fails and their armies on Vekta are defeated, leading to their worst nightmare: the invasion of Helghan itself. But does Visari have a trick up his sleeve? Mar-2358With the Helghan forces on Vekta shattered a council is called at Vekta City to decide the best policy for the further pursuit of the War against the Helghast to its conclusion. The Council quickly establishes a working list of priorities: Remove the Helghast as a military threat. Capture Autarch Visari for a public trial. Establish a more easily controlled regime on Helghan that avoids the oppression that sparked this conflict. These priorities are in clear violation of the UCA orders given before their Fleets withdrawal - but the ISA Council becomes concerned that the UCN wishes to blame past decisions regarding treatment of the Helghast upon them. Sep-2358Operation Archangel commences. The ISA fleet launches for Helghan to begin the most complex military action in human history. Nov-2359The invasion of Helghan begins. Twelve battle groups arrive at Helghan. One, Battle Group Mandrake, is comprised of one division of ISA and 10 divisions of Legionnaires. ISA Cruiser New Sun is the Flagship of the Battle group, under the command of war hero Colonel Jan Templar. Mandrake is to deploy to Pyrrhus and take the city, hopefully snagging Visari in the process, as it is one of the primary population bases as well as a center of trade for the planet.The ISA and Helghast warships engage each other in orbit. The ISA fleet outclasses the Helghast fleet significantly and quickly establishes a total orbital blockade. At this point the ISA Council reaffirms its decision to break the UCA orders to simply isolate the Helghast and launch their invasion. Channels are cleared for the troop deployment and the way is made clear for the invasion. Negotiations are not a possibility. Visari vows the entire world of Helghan will repel the invaders. The ISA knows it has to complete the invasion swiftly.| Game Name | Killzone 2 |
| Platform(s) | |
| Publisher(s) | |
| Developer(s) | |
| Genres |
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| Themes |
Add a new theme
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| Original US Release |
Feb. 27, 2009
need a fuzzy date? |
| Original US Release |
February
2009 know the real date? |
| Aliases |
KZ2
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| OFLC |
OFLC: MA15+
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| CERO |
CERO: D
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| ESRB |
ESRB: M
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| PEGI |
PEGI: 18+
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| BBFC |
BBFC: 18
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