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    Killzone 2

    Game » consists of 8 releases. Released Feb 27, 2009

    Take the fight to the Helghast in this first person shooter from Guerrilla Games.

    Killzone 2: Let's Talk Multiplayer

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    jeff

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    Edited By jeff
    Sev's extreme hairstyle decisions will not be a factor in the multiplayer mode.
    Sev's extreme hairstyle decisions will not be a factor in the multiplayer mode.
    Killzone 2's take on multiplayer gameplay and loadouts has a lot of things that will seem immediately familiar to people who have played other shooters. But nothing is presented in quite the same way you're used to. After a Sony-hosted multiplayer session today, I now have a couple of hours of multiplayer time under my belt. Between that and exploring the unlockables and statistics screens, this is what I've picked up so far. If you've been following this game from the get-go with a white-hot intensity, you probably know at least some of this stuff already.

    The big thing to "get" about Killzone 2's multiplayer is that the game isn't really broken down by game types, like team deathmatch or capture the flag. Those styles of gameplay are instead integrated at a higher level. Each map and each match is capable of serving up five different objectives. And the game serves these objectives to you on the fly. So you might join a game and get thrown into a Body Count mission, which is the game's take on team deathmatch. If one side hits the kill count or if time expires with one side ahead of the other, the leading side wins that mission and earns one point. After a brief respite from mission-based activity, the game launches into the next thing. The other mission types are as follows:

    • Assasination - Essentially a VIP gametype. One player is designated as the target, and the defending team must defend while the offensive team must take out that player before the defending team's scoring meter fills up.
    • Search and Retrieve - This is one-flag CTP. A propaganda speaker spawns in a central location, and the teams must fight over control over it and carry it to their respective capture point. By default, the first to get three captures wins.
    • Capture and Hold - This is your basic control point mode, which places three capture points on the map. You stand near the points to control them, and your team's scoring meter fills when you have points captured. First team to fill the meter takes it.
    • Search and Destroy - This is another offense/defense mission, where one team wants to plant two bombs to destroy a key target while the other team wants to stop them and, if necessary, defuse any planted explosives. The bombs won't go off individually, though--you need to plant at both locations and prevent the other team from defusing them while a 30 second timer ticks down.

    If I had to pick a one-word motif for the game's graphics, I'd probably say
    If I had to pick a one-word motif for the game's graphics, I'd probably say "smoky."
    By default, games support up to 32 players and rotate through all of these mission types, and typically, the first faction to win five missions wins the match. But when you go to create a game, you're given a lot of options to play with. The game gives you five preset configurations, including a one-on-one type that only goes through the smallest maps, and another that restricts all players to pistols only. But you're also given six custom slots that let you build your own variants.

    When creating a custom game, you can set which of the game's eight maps will be in the rotation, which of the five mission types will pop up, the player count, if bots will be present, if enemies show up on the radar or not, if the game will force team balance, and which weapons are allowed to be used. You can also set options for the enabled missions, such as the point limits for Body Count, the time limits for Assassination, and so on. You can also dictate which badges, if any, are allowed to be used. Badges are persistent rewards that players earn over time. This is where the class-based aspect of Killzone 2's online mode comes into play.

    When you first crack open your copy of Killzone 2 and jump online, you'll have precisely one option available to you--do you want the ISA's assault rifle or the Helghast's? You have no class at all, you're just a basic soldier. As you play and complete matches, you'll earn points that increase your rank and you'll perform tasks that earn ribbons. The first few ranks give you basic functionality. When you hit the second rank, Corporal, you'll be able to create squads. Much like the Battlefield series, you can spawn on your squad leader, making squads key to keeping the pressure on the enemy by letting you spawn in forward positions. The next rank lets you create a clan, and there's a whole clan management system built into the game that lets you challenge other clans and wager your clan's "valor points" in tournament play.

    Once you hit the fourth rank, you'll start to see more in-game bonuses, like the ability to equip a submachine gun or shotgun on your default soldier. Past that, you'll also start to unlock classes. The first to come is the medic class, which gives you the ability to revive fallen soldiers on the battlefield. This ability is why you should always put a few bullets into any squirming, downed enemies you see lying around. Other classes include the engineer, which is limited to a shotgun but can deploy automated turrets and can eventually unlock the ability to repair things like ammo dispensers or mounted guns. There's a spy class that can disguise himself as the other team, and so on. If this starts to sound all Team Fortress 2-style to you, you're not wrong, there are some similarities to be drawn between the classes found in both games.

    This engineer can also hold a shotgun and built turrets.
    This engineer can also hold a shotgun and built turrets.
    When you use your class abilities properly or accomplish other tasks, you'll earn ribbons. Take the killing specialist ribbon, for example. You'll earn one of those when you get at least ten kills in a match. When you get any ribbon eight times, it unlocks something else. That killing specialist ribbon leads to the ability to carry more grenades, for example. If you avoid getting penalized (which seems automatic in games that don't have friendly fire turned on) you'll get the example soldier ribbon. Eight of those gives you a badge that increases your starting ammunition. The game doesn't dump loads and loads of ammo on you when you spawn, which makes this sound pretty appealing to me.

    Other badges unlock secondary abilities for the classes. The medic earns the ability to toss health packs out for healing. You'll be able to call in air strikes with another badge. You'll also earn the ability to combine your badges in different ways, though since I'm only about two hours deep into the multiplayer, I haven't quite seen how that works yet. Regardless of that, it all adds up to what seems to be a fairly customizable player character that lets you play different roles in battle. At the same time, the initial limitation of the classless soldier lets new players get their feet wet without having to make a bunch of decisions about what to carry and how best to play a class. By the time you unlock the additional classes, you'll have a better idea about what your strengths are and what sorts of weapons and abilities fit you best.

    If you listened to this week's podcast, you heard me talk about the accuracy of weapons, and how they had me a bit worried. Many of the maps in Killzone 2 are frickin' sizable, and tapping off one or two shots gives you a good level of accuracy. So I was worried that players would just get perched with a clear view of the map and be able to snipe people down, even without using a sniper rifle. That doesn't seem to be much of an issue when you're playing with real people, though, as they move way more erratically than the bots do. I expect that some really good players will be able to destroy really new players on some maps, but so far, it doesn't seem like a "problem" or anything like that.

    That's pretty much all I have to report at this time. I'm playing through the single-player, as well, and we'll have two more parts to our video quick look series on the game in the weeks ahead. As this isn't the final version of the game, we're going to hold off and review it much closer to its in-store date, when actual, final versions of the game are available. But if you want my early opinion--which I suppose is still entirely subject to change--this is a game that PS3 owners will want to go and get on its in-store date.

    PS: The loading screens are awesome and quite possibly the best use of SIXAXIS technology to date. More on that later!
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    jeff

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    #1  Edited By jeff
    Sev's extreme hairstyle decisions will not be a factor in the multiplayer mode.
    Sev's extreme hairstyle decisions will not be a factor in the multiplayer mode.
    Killzone 2's take on multiplayer gameplay and loadouts has a lot of things that will seem immediately familiar to people who have played other shooters. But nothing is presented in quite the same way you're used to. After a Sony-hosted multiplayer session today, I now have a couple of hours of multiplayer time under my belt. Between that and exploring the unlockables and statistics screens, this is what I've picked up so far. If you've been following this game from the get-go with a white-hot intensity, you probably know at least some of this stuff already.

    The big thing to "get" about Killzone 2's multiplayer is that the game isn't really broken down by game types, like team deathmatch or capture the flag. Those styles of gameplay are instead integrated at a higher level. Each map and each match is capable of serving up five different objectives. And the game serves these objectives to you on the fly. So you might join a game and get thrown into a Body Count mission, which is the game's take on team deathmatch. If one side hits the kill count or if time expires with one side ahead of the other, the leading side wins that mission and earns one point. After a brief respite from mission-based activity, the game launches into the next thing. The other mission types are as follows:

    • Assasination - Essentially a VIP gametype. One player is designated as the target, and the defending team must defend while the offensive team must take out that player before the defending team's scoring meter fills up.
    • Search and Retrieve - This is one-flag CTP. A propaganda speaker spawns in a central location, and the teams must fight over control over it and carry it to their respective capture point. By default, the first to get three captures wins.
    • Capture and Hold - This is your basic control point mode, which places three capture points on the map. You stand near the points to control them, and your team's scoring meter fills when you have points captured. First team to fill the meter takes it.
    • Search and Destroy - This is another offense/defense mission, where one team wants to plant two bombs to destroy a key target while the other team wants to stop them and, if necessary, defuse any planted explosives. The bombs won't go off individually, though--you need to plant at both locations and prevent the other team from defusing them while a 30 second timer ticks down.

    If I had to pick a one-word motif for the game's graphics, I'd probably say
    If I had to pick a one-word motif for the game's graphics, I'd probably say "smoky."
    By default, games support up to 32 players and rotate through all of these mission types, and typically, the first faction to win five missions wins the match. But when you go to create a game, you're given a lot of options to play with. The game gives you five preset configurations, including a one-on-one type that only goes through the smallest maps, and another that restricts all players to pistols only. But you're also given six custom slots that let you build your own variants.

    When creating a custom game, you can set which of the game's eight maps will be in the rotation, which of the five mission types will pop up, the player count, if bots will be present, if enemies show up on the radar or not, if the game will force team balance, and which weapons are allowed to be used. You can also set options for the enabled missions, such as the point limits for Body Count, the time limits for Assassination, and so on. You can also dictate which badges, if any, are allowed to be used. Badges are persistent rewards that players earn over time. This is where the class-based aspect of Killzone 2's online mode comes into play.

    When you first crack open your copy of Killzone 2 and jump online, you'll have precisely one option available to you--do you want the ISA's assault rifle or the Helghast's? You have no class at all, you're just a basic soldier. As you play and complete matches, you'll earn points that increase your rank and you'll perform tasks that earn ribbons. The first few ranks give you basic functionality. When you hit the second rank, Corporal, you'll be able to create squads. Much like the Battlefield series, you can spawn on your squad leader, making squads key to keeping the pressure on the enemy by letting you spawn in forward positions. The next rank lets you create a clan, and there's a whole clan management system built into the game that lets you challenge other clans and wager your clan's "valor points" in tournament play.

    Once you hit the fourth rank, you'll start to see more in-game bonuses, like the ability to equip a submachine gun or shotgun on your default soldier. Past that, you'll also start to unlock classes. The first to come is the medic class, which gives you the ability to revive fallen soldiers on the battlefield. This ability is why you should always put a few bullets into any squirming, downed enemies you see lying around. Other classes include the engineer, which is limited to a shotgun but can deploy automated turrets and can eventually unlock the ability to repair things like ammo dispensers or mounted guns. There's a spy class that can disguise himself as the other team, and so on. If this starts to sound all Team Fortress 2-style to you, you're not wrong, there are some similarities to be drawn between the classes found in both games.

    This engineer can also hold a shotgun and built turrets.
    This engineer can also hold a shotgun and built turrets.
    When you use your class abilities properly or accomplish other tasks, you'll earn ribbons. Take the killing specialist ribbon, for example. You'll earn one of those when you get at least ten kills in a match. When you get any ribbon eight times, it unlocks something else. That killing specialist ribbon leads to the ability to carry more grenades, for example. If you avoid getting penalized (which seems automatic in games that don't have friendly fire turned on) you'll get the example soldier ribbon. Eight of those gives you a badge that increases your starting ammunition. The game doesn't dump loads and loads of ammo on you when you spawn, which makes this sound pretty appealing to me.

    Other badges unlock secondary abilities for the classes. The medic earns the ability to toss health packs out for healing. You'll be able to call in air strikes with another badge. You'll also earn the ability to combine your badges in different ways, though since I'm only about two hours deep into the multiplayer, I haven't quite seen how that works yet. Regardless of that, it all adds up to what seems to be a fairly customizable player character that lets you play different roles in battle. At the same time, the initial limitation of the classless soldier lets new players get their feet wet without having to make a bunch of decisions about what to carry and how best to play a class. By the time you unlock the additional classes, you'll have a better idea about what your strengths are and what sorts of weapons and abilities fit you best.

    If you listened to this week's podcast, you heard me talk about the accuracy of weapons, and how they had me a bit worried. Many of the maps in Killzone 2 are frickin' sizable, and tapping off one or two shots gives you a good level of accuracy. So I was worried that players would just get perched with a clear view of the map and be able to snipe people down, even without using a sniper rifle. That doesn't seem to be much of an issue when you're playing with real people, though, as they move way more erratically than the bots do. I expect that some really good players will be able to destroy really new players on some maps, but so far, it doesn't seem like a "problem" or anything like that.

    That's pretty much all I have to report at this time. I'm playing through the single-player, as well, and we'll have two more parts to our video quick look series on the game in the weeks ahead. As this isn't the final version of the game, we're going to hold off and review it much closer to its in-store date, when actual, final versions of the game are available. But if you want my early opinion--which I suppose is still entirely subject to change--this is a game that PS3 owners will want to go and get on its in-store date.

    PS: The loading screens are awesome and quite possibly the best use of SIXAXIS technology to date. More on that later!
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    JoelTGM

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    #2  Edited By JoelTGM

    Holy crap, you got all that from just a couple hours of playtime? 

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    vaiz

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    #3  Edited By vaiz

    Now I want to know about the loading screens. Damn it, Jeff. Damn you and your embargo fueled suspense building!

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    ybouc

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    #4  Edited By ybouc

    "this is a game that PS3 owners will want to go and get on its in-store date."    Such careful wording !!  (despite the disclaimer too!)

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    chililili

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    #5  Edited By chililili

    Arrrrghh release the quick look part 2, the demo is also released tomorrow!

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    Returners

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    #6  Edited By Returners

    Awesome! Great to hear. Very excited for this game.

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    Thejugglingbum

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    #7  Edited By Thejugglingbum

    Wow this multiplayer sounds craazy deep. By the time I'm finished the single player everybody will be far ahead of me lol just like COD4. But now I'm more excited about the loading screens!

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    SoothsayerGB

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    #8  Edited By SoothsayerGB

    The Foehawk is now the new Mullet.  Because the Foehawk has become sociably acceptable.  Foehawks are the new Mullet.  LOL   Funky chicken hairjazz!

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    Rio

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    #9  Edited By Rio

    Damn am I getting excited for this, and I'm not the kinda guy that gets into first person multiplayer but Im definitely gonna try to get into this.  The demo is out tomorrow and im gonna enjoy it.

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    benderunit22

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    #10  Edited By benderunit22

    Sounds really intriguing. The most fun I had in competitive multiplayer was definitely Team Fortress 2 and it sounds like they merged the class-based gameplay with CoD4's constant reward system in the form of ribbons and unlockables.

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    hatking

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    #11  Edited By hatking

    This is the first time in a very long while I can honestly say I'm a little sad I don't own a PS3, but I suppose that is exactly what they were trying for with game wasn't it?  Although I don't think it is going to be quite good enough to get me to buy a PS3, but if they get a few more really good exclusives and a price cut...well you never know.

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    FCKSNAP

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    #12  Edited By FCKSNAP

    Well, this game is starting to sound like a pre-order now. Man, but I bought my PS3 for all the awesome kinds of games I've come to expect from Japanese devs. Where is Trico, and when is Demon's Souls coming out? And why am I only mentioning two games?

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    Rio

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    #13  Edited By Rio

    Hey Snap I hear yah man.  I am dying to see what Trico turns out to be..... its gotta be on the very top of my list of must have games and im going nuts not knowing anything about it.

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    StaticFalconar

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    #14  Edited By StaticFalconar

    Not a cliffhanger on what the loading screen is going to be.......... I can't take the suspense.

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    deactivated-5c5cdba6e0b96

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    Shit I can`t wait, hurryyyyyy

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    meteora

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    #16  Edited By meteora

    Damn, it sounds -really- customizable for a console shooter. To me it seems like a blend of Call of Duty 4 and Team Fortress 2 together. I'm willing to bet that Killzone 2 is one of the biggest reasons to get a PS3; this coming from a Xbox 360 fanboy.

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    Jackel2072

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    #17  Edited By Jackel2072

    damn it man! tell me about the loading screen! =)

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    TwoOneFive

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    #18  Edited By TwoOneFive

    THIS IS THE REASON I LOVE GIANTBOMB.COM 

    This site kicks ass and this is one of the coolest articles I have ever read. Sure, its simple and not really that big a deal, but its the fact that its so....down to earthy/real kind of thing where you're just saying right off the top of your head what you, a gaming "expert" who really knows what he is talking about and is seriously critical about his work, honestly thinks about a game as he is playing for the very first time and letting us in on all the cool stuff he is discovering. This is the kind of stuff hardcore gamers are looking for all the time.  THANKS! 
    And I can't wait for the sick loading screens LOL. i already know what the loading screens are like for the most part and i must agree that its such a simple yet super cool way of implementing sixaxis. 
    HatKing said:
    "This is the first time in a very long while I can honestly say I'm a little sad I don't own a PS3, but I suppose that is exactly what they were trying for with game wasn't it?  Although I don't think it is going to be quite good enough to get me to buy a PS3, but if they get a few more really good exclusives and a price cut...well you never know."
    what more do you fucking need?!?!??!?! uncharted, mgs4, lbp etc are more than enough reasons to own that damn thing already. 
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    AndrewJD

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    #19  Edited By AndrewJD

    Similarities to Team Fortress 2 you say?! ON BOARD!

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    Tolkienfanatic

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    #20  Edited By Tolkienfanatic

    A console shooter that takes after TF2?  SOLD.

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    DisAbiLityFisHy

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    #21  Edited By DisAbiLityFisHy

    It kills ReTarDedFisHy that he didn't pre-order Killzone 2, (otherwise he'd be tempted with those heretical demo offers) so he can't play it. He may succumb. That maybe is pretty. freakin'. big.

    MP looks so good.Thanks for the preview, Jeff.

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    get2sammyb

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    #22  Edited By get2sammyb

    I've also heard that the loading screens are some of the most amazing tech ever.

    I've also heard (PERHAPS TINY SPOILER..............) that the ending credits when you beat the single player are probably the best designed credits ever too.

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    dtran1212

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    #23  Edited By dtran1212

    wow, the multiplayer is so deep, my mind is blown. seriously, im gonna get this on day 1

    PS: please never show us the loading screen in this game until the game is out, i want to experience this first hand, thanks

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    Magresda

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    #24  Edited By Magresda

    Great preview, demo should be out in Europe today. Good thing I have a european account.

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    giyanks22

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    #25  Edited By giyanks22

    Sounds like great Multi Player.....

    Too bad I don't got a PS3

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    Jensonb

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    #26  Edited By Jensonb

    Damn I'm so excited for this game all of a sudden! I wasn't interested at all until a couple months ago and now...I can't wait!

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    get2sammyb

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    #27  Edited By get2sammyb
    Jensonb said:
    "Damn I'm so excited for this game all of a sudden! I wasn't interested at all until a couple months ago and now...I can't wait!"
    I think most people went into overdrive when those December build videos came out last year.
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    xionpunk

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    #28  Edited By xionpunk

    I know what I'll be doing on the 27th.

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    tekmojo

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    #29  Edited By tekmojo

    I'll be waiting...

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    alConn

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    #30  Edited By alConn

    Preordering off Amazon as we speak.  My excitement for this game went from mild interest to through the roof in the past few weeks.  Damn marketing, reviews and previews.

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    slint

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    #31  Edited By slint

    Cannot wait!  Good god Multi's gonna own me for months.

    Demo today... release in 3 wks... wheeeeeeee!

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    Zatoichi_Sanjuro

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    #32  Edited By Zatoichi_Sanjuro

    Fully expect the EU PSN Store to crash in about an hour.

    EDIT: Well, the demo is up. PSN hasn't crashed yet and I'm getting moderate d/l speed. Hmmmmm.

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    Lepuke

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    #33  Edited By Lepuke

    My PS3 craves game discs, is starving for them in fact. Maybe if it behaves itself I will feed it this game disc.
    While my 360 sits fat and bloated, stretch marks marring its jowls, salivating upon itself and gloating of its acts of damning gluttony.
    It will be nice to not have to feed it just this once.

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    citizenkane

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    #34  Edited By citizenkane

    I absolutely can't wait for this game.  The badges/ribbons sound like a really cool idea and the way the are implementing and using them sounds really engrossing.

    All in all, I am totally pumped about this game.  Bring it on!  ^__^

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    Media_Master

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    #35  Edited By Media_Master
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    PLWolf

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    #36  Edited By PLWolf

    So hyped for this and this just fuels the hype. CAN'T WAIT!!

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    ScottEFresh

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    #37  Edited By ScottEFresh

    The 27th is a Friday which I have off!!!  YAAAAAA BOY!

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    Blinck

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    #38  Edited By Blinck

    I've had the chance to play killzone 2 already, and about the loading screens.. They are kind of made in 3D, so when you rotate with the six axis the loading screen also rotates.
    I've only played 2 levels of it and on those there was nothing special or no real advantage of doing this, but I don't know how it is later in the game so can't talk much about it.
    And yes, multiplayer is pretty hardcore awesome :D

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    dtran1212

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    #39  Edited By dtran1212

    theres multiplayer in the demo? awesome

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    Trilogy

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    #40  Edited By Trilogy

    It sounds like the multiplayer borrows a lot from COD4 and TF2. Which if done right is a very good thing. I might have to pick a ps3 up.

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    tmlim

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    #41  Edited By tmlim

    I'll probably get the game just for the loading screens :)

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    maxszy

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    #42  Edited By maxszy

    Awesome, thanks for the in-depth information that you've gotten so far. Its looking to shape up very nicely!

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    Jayge_

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    #43  Edited By Jayge_

    Now I wish I had a PS3. Almost. This is still the only game I barely give a shit about. Oh well.

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    BothBarsOn

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    #44  Edited By BothBarsOn

    I didn't think I could be more excited about this game. And yet, behold this puddle.

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    Zatoichi_Sanjuro

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    #45  Edited By Zatoichi_Sanjuro

    "theres multiplayer in the demo? awesome"

    Nope. Although the menu music makes up for it.


    It so does.

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    Evans

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    #46  Edited By Evans

    Stoked beyond belief. It's making me buy a PS3. MGS4 had me on the verge of it, but didn't push me over because it's only 1 game.

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    Kohe321

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    #47  Edited By Kohe321

    Sounds awesome, waiting for this...

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    Fire_Marshall_Bill

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    wait a non boring load screen, that's ****in AWESOME

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    agentboolen

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    #49  Edited By agentboolen

    O.k. thats nice, I'm going back to playing Killzone 1 on my PS2 now bye bye    =)

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    RHCPfan24

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    #50  Edited By RHCPfan24

    I am going to have Team Fortress 2 in my Killzone 2? Now I am sold. (that is a good thing btw)

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