The controls can't be that bad, right? (Part II: KZ2 multiplayer)

This is part one of my PlayStation 3 blog series. I have owned an Xbox for all my life (you get the point), and recently purchased a PS3. I am now playing a lot of PS3-exclusive games and blogging about them.

Before I get into the nitty-gritty, let me give you a bit of information about my multiplayer background. 

I am a huge Battlefield fan. I played a bit of BF2, and a lot of Bad Company, 1943, and Bad Company 2. I love large-scale, big team, objective-based multiplayer. 

So I had some pretty high expectations for Killzone 2 online, and most of them were met or exceeded. 

Large battles: 32-player servers and some very large maps allow for very large battles. 

Maps: there are some maps that are very open with a lot of cover. One map is very sandy and seems to take place in some industrial location. There are some bridges that pose an interesting balance and allow for some pretty cool moments.

I was defending our base from the other team who was trying to destroy it. I was on the top level of the main building in the distance I could see six or seven glowing, orange eyes. The only way to the base from their position was to cross a pretty long bridge. I found a good firing position, crouched, and started to lay down some suppressing fire. They continued to advance, using the limited amount of cover to it's maximum effectiveness. By now, my teammates noticed the assault and started to pick off the attackers. We were able to successful repel the attack. 

And that was just one of the many moments during my time with the Killzone 2 multiplayer. 

Some maps focus a bit more on close-quarters combat, one of Killzone's major weaknesses. The slightly sluggish controls are adequate at range, but break down once you are required to kill enemies that are a few feet in front of you. 

Objectives: I found some of the objective modes to be a bit underwhelming. Certain locations of targets in search and destroy felt unbalanced. The animation for setting a charge is nonexistent, and once a charge is set, there are no flashing lights or anything to notify the other team that the objectives are at risk.