Killzone Liberation takes place just two months after the events of the
original game on the PS2.
Now, that in itself was an okay first-person-shooter but to just make a straight-forward sequel would be
rather boring. It had to be different... and this one manages that perfectly.
Once again, you're fighting against the Helghast, all of whom look like they've had gasmasks welded to their
face like the Doctor Who two-parter from 2005, The Empty Child, but whereas they eventually found
the answer to resolve their issues, the only way to deal with this lot is to blast them squarely back to hell.
The main difference here is the change in viewpoint to an isometric top-down perspective as you go through the
four chapters, each of which are broken up into several chunks to work through - so you're easily going to get
your money's worth here, particularly now it's a Platinum release - and you'll unlock various chapter games
and challenges on completion of each one.
I'll shortly be describing why the gameplay is highly satisfying, as well as being very difficult at times,
but the most important button presses to remember throughout this game is that 'R' and the Square button allow
you to duck behind things and come back up at the right time so you can avoid being spotted. And that's the key
to playing Killzone: Liberation: the Helghast aren't psychic so won't know you're there unless you draw
attention to yourself. If the status goes red then they've spotted you. If it's yellow then they're not aware of
your presence, but if it's orange then they detect a threat so be careful.
In this game you can shoot, throw grenades, and use C4 explosives to blow up certain things (this is easy to
do, just get to the point with a circle going round it, hold the action button until the meter fills up and
then you've got four seconds to escape before kablammo!). Pick up health, ammo and explosives along the way,
but avoid pressure mines, which sounds obvious but you'll be amazed the number of times you get caught out
as one of the benefits of the long levels with adequate checkpoints is that you go back over old terrain to
nip and retrieve ammo and health that you didn't pick up earlier (even though in some locations there is a
fair bit of this around), so be observant when you're running about thinking all is well just because there's
no baddies left over there.
Killzone: Liberation is hugely entertaining, even if it does contain a fairly standard set of
missions to accomplish. A lot of thought has been put into making the AI have more of the "I" in this game.
However, I do take issue with the occasional pillocks who stand behind explosive barrels. That said, if you
really want to be cruel when someone's coming for you, fire one or two shots to knock the baddie over, watch
them get up, fire another shot, and so on. Hahahahaha!
And while you may have guns at your disposal - more of which can be bought inbetween completed sections -
it's sometimes it's more satisfying when up close to smack 'em in the face, or wait until they pass one of
the aforementioned explosive barrels - so it doesn't seem so much like an obvious set-up - and fire a few
shots to set it off, which looks superb with the resulting rag-doll physics.
It's not all fun and games, though, and sometimes they fight back... At one point on chapter 2, I crouched
behind a rock, but on coming up to shoot at the enemy, just as I was winning I took a round in the shoulder
and this pushed me back onto a landmine I'd forgotten about. Case closed! :(
Other random observations about this game: it's not all just about running around. You can drive tanks and
hovercrafts, but despite all your heroics, it's a shame you can't jump over anything, which means there's
always got to be a way round. You can also command other soldiers who sometimes tag along, and this is more
easily done than it looks from the picture on the right, which is highlighting at the press of a button all
the options available to send your men.
In addition to this, I loved the little creepy crawly mechanoid things
which spend most of their time 'asleep' until they detect you walking past. Once they get close, they're not
easy to avoid as they're very versatile, but if you can get your timing right, you'll give them a nudge just
when one of the enemy is about to pass by - and if you've scarpered in time then, yes, they'll do your job
for you in adding one to the descending flightpath of Helghast headcount...
Brilliant sound separation as SFX are heard through the appropriate sides of the headphones depending on which
side of the screen they happen, and there's also a lovely 'splosh' sound as when a baddie gets blown into
the water.
For those seeking online mayhem, there's ad-hoc multiplayer options in the form of Deathmatch, Team Deathmatch,
Assault and Capture The Flag.
Overall, this is a brilliant game that really shows what the PSP is capable of, and also reminds me a lttle
bit of the rather difficult at times but still engaging Licence To Kill game on the Atari ST, based
on the Timothy Dalton Bond movie from 1987. In fact, looking at the way it plays, it makes me wonder why we
can't get the unsurpassable
Ico
on this. I'd love to play that on the handheld.
There'll be a lot of trial-and-error as you make your way through this game, so make like the old man on
Pink Floyd's Dark Side of the Moon track, The Great Gig in the Sky and chant, "I'm not
frightened of dying - any time will do, I don't mind."
GRAPHICS SOUND EFFECTS AND MUSIC PLAYABILITY ENJOYMENT
As of April 2009, Blu-rays and DVDs reviewed by the editor are watched on a Panasonic TH-37PX80B
37" Plasma TV with a Sony BDP-1500 Blu-ray player and played through a Yamaha DSP-AX820 amplifier.
PC games reviewed by the editor are on:
Since Jan 2011: Intel Quad Core Dell XPS 8100, i7 CPU 860 @ 2.80Ghz, 8Gb RAM, nVidia GeForce GTS 240, Windows 7
Since Nov 2005: Intel Pentium D 830 3.0Ghz, 1Gb RAM, 128Mb nVidia GeForce 6700XL, Windows XP
Since Aug 2003: Intel Pentium 4 2.66Ghz, 512Mb RAM, 128Mb GeForce4 MX440 graphics, Windows XP
Since May 2003: Intel Pentium 4 2.6Ghz, 512Mb RAM, 128Mb ATI Radeon 9600TX graphics, Windows XP
Since Jun 2002: Intel Pentium III 600Mhz, 384Mb RAM, Windows 98 SE, 64Mb ATI Radeon 8500LE
Since May 2000: Intel Pentium III 600Mhz, 384Mb RAM, Windows 98 SE, Voodoo 3 3000 AGP