CRank: 5Score: 0

User Review : Killzone: Shadow Fall

  • Aesthetics
  • Design
  • Multiplayer
  • AI Behavior
  • Campaign Pacing
  • Multiplayer Depth

What's this? Another KZ:SF review? You'd better believe it.

Killzone: Shadow Fall is a beautiful game.

It’s apparent even in the first few seconds of the prologue, as torrential rain hammers against the walls of your high-rise before its ambient lighting is accosted only by the neon orange lens flare of an approaching Hellghast trooper. Everything looks refined. Everything looks pure and untarnished.

As the game opens up and the expanses ahead of you change and vary from heavily cultivated forests to darkened, daunting spacecraft holds, Shadow Fall really comes into its own as the most aesthetically pleasing game of the Playstation 4’s release. And so it should be, after all, this is the poster child for the PS4’s early days, and this is the game that will draw many of the comparisons when this fresh console generation comes to a slow and steady halt in just under a decade.

Shadow Fall was even bundled in with the console itself, going as far as to warrant its own stylized packaging, such is the faith that Sony put in Guerilla Games' FPS to drive home the power of the PS4 and become the front runner for its early assault on the console market.

It was a clever move on the part of Sony. After all, what’s more likely to create a lasting impression on a consumer than near-perfect graphical presentation that shows just how much games have been improved in one single leap forward. And for that purpose, Shadow Fall has its place, but where in amongst the swathes of similarly improving shooters does this game fit? Well, therein lies a problem.

The plot of Killzone: Shadow Fall revolves around ‘The Wall’, a superstructure that has been erected for the sole purpose of keeping the Vektan’s and Hellghast from spilling over into each other’s turf. And, as well as its significance in regards to the plot, The Wall is also a perfect visual metaphor for the awkward marriage of graphical fidelity and FPS association that Shadow Fall struggles to overcome.

In essence, Killzone: Shadow Fall is a game that strives to be the go-to shooter of its kind, and yet its appeal rarely extends beyond it being a notably good looking one.

Returning to the plot, and the world of Vekta is now at risk after its leaders allowed their defeated enemies to colonise half of the planet in the hope that it would end the threat of war between the two factions. This, of course, was a mistake. Taking control of a Shadow Marshall who’s early life saw him forcibly removed from his home by the Hellghast, your story is centred around missions on both sides of The Wall as you try to keep the peace as best you can and avoid another planet-shattering war.

Missions are varied enough, but never really extend beyond the norm for an FPS. You’ll be briefed at HQ in suitably technological fashion, before the game abruptly cuts to the mission start without taking a breath. In this sense, the pacing of Shadow Fall feels more like selecting different scenes on a DVD menu rather than being a part of a slowly unraveling story.

In one mission, your objective is to attach C4 to an anti-aircraft gun, whilst in another you have to search a seemingly abandoned ship floating in orbit. Neither the presentation of these missions nor their application is anything you haven’t seen before, but, as is the growing trend in the genre, you do have a decent amount of leeway to go about your business and approach the task from all manner of directions. And aiding you in doing so is your resident drone sidekick, the Owl.

With four distinct settings that each allow for a different action, the Owl can attack enemies, stun enemies, shield you, hack terminals and allow you to rappel down steep inclines. This is a game where you’re regularly outnumbered, and being a Shadow Marshall is all about working alone, but thankfully the Owl helps deflect some of that soul-crushing loneliness suffered by many an FPS protagonist. Its usefulness when deployed in combat is rarely in doubt, but in some cases it seems like you need to be in the perfect circumstance in order to utilize it. You may want it to attack, only to be just out of range, or you may want to rappel and find yourself unable to do so despite being on an incline, and after time, this begins to become a little bit infuriating. Its whirs and beeps are comforting though, and in many missions where the enemy assault just didn’t seem to want to relent, the Owl picked me up by the shoulder and eased me forward. Not literally of course, but maybe an Owl with arms is will find its way into the next Killzone title.

Yes, traversing tundra with the Owl bobbing buoyantly overhead is comforting, and you’d think that being able to direct its attack, when combined with hitting the first blow would be enough to give you the advantage in battle, but even on easier difficulty this simply isn’t the case.

The enemies of Shadow Fall, and there are a lot of them, tend to direct their attack in one of two ways; extremely close quarters or completely out of range. For the latter, Snipers do their duty at the best of times, but it almost always seems like you’re never rightly equipped to deal with them. Instead, you’re forced to run around the edge of the battlefield and weave in between their dancing laser sights, hoping not to get struck and killed from afar. For the majority of the time though, your enemies will be in touching distance, and due to a distinct oversight in their pathing, skirmishes tend to always pan out the same way. Once you’ve tripped an alarm, enemies will funnel directly towards you in droves, shooting as they come and even endeavouring to get close enough to melee you to death. This is the kind of AI behaviour that was prevalent in games a decade ago, and it certainly isn’t befitting of this games ambition.

But, as I mentioned previously, this is a game that prides itself on its looks first and foremost, and if you’re willing to overlook the flaws in storytelling and certain gameplay incongruities, then sticking along for the ride may very well be worthwhile.

Graphically, Shadow Fall is pristine and stunning, but what’s just as impressive is the design.

When you’re on the Vektan side of the wall, you really feel like you’re a part of a utopian society. Buildings range from clear to white, amber and blue hues illuminate the skyline and the technology on show from the aircraft to the digital signage all paints Vekta as the perfect, graceful marvel of a city that it strives to be. Conversely, New Helghan is dark and unforgiving place that is so different to Vekta, it seems a world apart rather than just a wall apart. Slathered in liquid black and orange highlights, dwarfed by jagged buildings, razor-sharp angles and gothic architecture, New Helghan really is a Helghast home away from home, and if I didn’t know any better, I’d say that this side of the wall is where the bad guys reside.

This is a design ethos that extends all of the way to multiplayer too, as arenas ranging from rooftops, to trenches, to derelict, charred war-zones all have a distinct feel and character about them. Each map also tends to bring a different staple of FPS multiplayer to the table too. Narrow choke points, long sight lines and defensible positions are all represented in a collection of colourful, neatly conceived maps that go towards broadening the appeal of the game beyond that of a less than memorable campaign.

The format of Shadow Fall multiplayer is that of your standard FPS class-based style. Slickly designed menus mean that selecting a game-mode to launch or viewing your lifetime stats is as easy as the push of a shoulder button, whilst anybody in your chat-party will instantly join your game alongside you for a superbly streamlined experience.

Rarely dropping from 60 frames per second, gun-play is smooth and unhindered whilst the graphical superiority of the single-player campaign also translates well. A constant flow of challenges and unlocks keep things interesting, whilst a varied set of weapons all available to you at the start of your multiplayer career means that you can instantly begin chopping and changing your class load-outs to best suit your style. Gadgetry from the single-player also makes it through too, as one-way shields and radar pulses keep the action flowing without it ever seeming like a directionless series of minor conflicts like was the problem in some of the latter Call of Duty titles. With only 22 unique weapons and three types of player class though, there may not be enough depth to tide you over for as long as you would have hoped.

At its best addictive and rewarding, Shadow Fall multiplayer is solid and wholly playable, but even here it’s evident that the game is battling with its need for establishing itself in its own niche. There’s no open-scale warfare like Battlefield, no vehicular combat like Halo and even no VR visor like Blacklight, so where exactly does Shadow Fall take its place on the FPS mantle? It may be a fairly competent shooter in its own right, but it’s one that doesn’t seem to have enough confidence in itself to mount a serious challenge alongside some of the other shooters that will grace the Playstation 4 over the next few years.

And as in life, you’ll find it hard just trying to get by on your looks.

Top notch. The best graphical experience on PS4 thus far. A remarkable achievement.
A distinct lack of variety in sounds used for weaponry and a fairly bland score is improved on by decent voice acting and ambient noises.
Heavy yet fluid. Smooth for the entirety of your experience in any mode, but relatively poor AI pathing loses it some points.
Fun Factor
Campaign is droll and unimaginative. The multiplayer component though brings me back to some of the earlier CoD titles in being fun, addictive and easily accessible.
Nothing we haven't seen before, but its simplicity, well designed maps and emphasis on fun is awfully refreshing.
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TruthInsider 1547d ago

Agreed, was quite underwhelmed with it, even the graphics didn't look that good to me.
Killzone 2 had a much bigger impact.

Aery1547d ago (Edited 1547d ago )

The review is good, but I can't disagree more with your score. I know, your "scale" is more like : 6 = sufficient, but without the scores your review sound more like: go buy this game!

It's a matter of perception and in these days, a 6 is a terrible score!
I mean, if I will got a 6 as score in a test I would be *really* disappointed!
So, like a real life, a game to be considered "good" need at least a 7 and your review sound more than a 7 for this game!
Anyway, good review!

AshHD1547d ago

That's fair enough.

When I publish these reviews on my site I refrain from giving them a numerical score due to the reasons that you mentioned, so I wouldn't read too much into it.

Thank you for reading anyhow, I appreciate it.

Aery1546d ago (Edited 1546d ago )

You are welcome!
The point is, I love this game, but everybody may have a different opinion from mine.
There is anyway an exception. A good opinion is still a good opinion and deserves to be listened.

Sadly in these days a lot of "professional" journalists on various and popular websites just share terrible reviews that say almost nothing about the game and since I really know how most of them work it is hardly surprising that a gamer opinion is a lot better then a journalist opinion ... !

phoenixrebirth1544d ago

I'm sorry but if you say the graphics are top notch and best so far it should get a ten imo, of course to each person their own reviewing style.

AshHD1544d ago

A game is more than just graphics.

If 'Candy Crush' was rendered in 3D with the best graphics ever seen in a game, would it deserve a ten?

No, it wouldn't.

CaEsAr-1542d ago

Obviously he was talking about giving the graphics 10/10 instead of 8.5, since it's top notch in your book.

Kavorklestein1543d ago (Edited 1543d ago )

I have never really liked any of the killzone games, even the first one had me so excited for awesome things on ps2, and just made me feel like I wasted my money.

Killzone 2 has super fun online, but the campaign was AWFUL just like killzone 1. 3 tried too many un-needed gimmicks, but kept some decent multi-player, and 4 looks VERY beautiful, but it's campaign makes any of the crysis games look like a godsend, and the crysis series of games doesn't really have that great of plot-lines, but take your pick of any one of the killzone titles, and guaranteed, you'll find it's lack of value/lasting importance is even more abysmal. I wish they would stop making them honestly. The will never be the "Halo-killer" that the back of the first game's box claimed them to be... They always have been pointless wastes of not only the gamer's finances and time, but more importantly, the developer's time and resources, that they could be applying to a new IP, and would more than likely be able to create a new and exciting experience instead of sequel-itis, even tho the series never really deserved any sequels in the first place... It's sad really, and I know that it was recently announced that KZSF had a good amount of sales... But let's be honest, how many people were gonna want to play Knack and ONLY Knack? That's why it sold well, people want some damn games to play with their console!!!
There's not enough games for either of the next gen systems, and that is a fact.

AshHD1542d ago

@Caesar - Can't reply for some reason.

Yeah, fair enough, my mistake, but there's always room for improvement. What makes KZ:SF so special now might be a bit more commonplace towards the end of this gen.