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Review: Killzone 2 DLC

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 Post subject: Review: Killzone 2 DLC
PostPosted: 08 Aug 2009 11:12 
 
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Beyond the main game the developers have, over recent months, introduced 6 new and varied maps as downloadable content. You can expect more of the same war torn look and feel presented in striking graphical detail as you continue the war between the ISA and Helgasts on all new battlegrounds.
There are three map packs each containing two maps and the packs are available either individually or altogether as a three pack bundle.


Steel and Titanium:

Consisting of the two maps, Wasteland Bullet and Vekta Cruiser, this was the first pack to be released. Wasteland Bullet re-introduces the concept of a moving battleground from the single player campaign with play being situated on two speeding trains both racing parrallel with each other. Jumping between trains is made even more hazardous by pillars and signals whizzing between the jumps and similarly snipers on the roofs must watch out for low hanging lights in tunnels or face a somewhat gruesome death. Although this is a nice idea it's not suited to multiplayer, the level is just too messy with high numbers of players creating bottlenecks and battle overall does not flow well.
Vekta Cruiser is the better of the two but in contrast offers nothing new to the game. Set on a cruiser it's completely indoors and creates a very dynamic level with multiple vertical platformed areas giving a height to the level that others don't offer as much. Slightly more geared toward a run and gun style play this map can handle larger numbers and if anything is more fun with a full room.

7/10

Flash and Thunder:

The best of the bunch. Based on revised versions of maps from the original Killzone both Beach Head and Southern Hills offer some variation sorely missed in the others. The former is a small outdoors map which does struggle with the full 32 players but still plays very well and is a corker when numbers are lowered. The trenches and cross-over pipes are simple enough and yet add that special something to the map.
Southern Hills is an extremely open zone. The only 'buildings' are the bases located at each end and a large structure in the middle of the map where inevitabley most of the action takes place. The neat thing about Hills is the 'nuclear blast'. Once the siren goes off everyone has to make a mad dash for the nearest enclosed area which makes for interesting confrontations when enemies end up in the same space! Caught outside? Instant death! The blast adds a great element to the game on this area.

9/10

Napalm and Cordite:

The most recent addition consists of Suljeva Cliffside and Arctower Landing which differ slightly in that they also brings two new level-specific weapons to the mix. A flamethrower on Suljeva Cliffside and a bolt gun on Arctower. Each weapon is located in the centre of the map and available for both teams to use although only 1 or 2 are seemingly available at any one time.
The desert canyon based Suljeva Cliffside is essentially quite a long linear area similar to Corinth Crossing. The flamethrower adds a bit extra to the gameplay as flames keep burning for a while on the ground so players have to watch for random fires dotted around the area.
Arctower Landing is initially a very confusing level with lots of passageways and stairways both indoors and outside. The bolt gun is a great one-hit kill weapon and a great laugh to use but adds little to the game. Perhaps even a little bit gimmicky.

The main problem with these two maps they both lend themselves to prolific spawn camping. The primary bases exit into one and two areas respectively and mars what are otherwise well designed maps.

7/10


The three map packs are available individually for £4.79 or can be purchased all together for a much better value £9.99 off the PSN store now.


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