On these two essential points, Killzone does not fail and offers both:
- A masterful slap visual - with a new level of photo-realism on both consoles texture quality than by the absence of aliasing or by stunning lighting effects
- A friendly and enjoyable multiplayer experience, which allows everyone to have fun on the well constructed maps and without too many imbalances between casual players and regular players. All on servers that do not row (which frankly is appreciated).
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# Uneven player campaign:
The action of Killzone Shadow Fall takes place thirty years after the PS2-PS3 trilogy. After the destruction of Helghan, Vectans and Helghast are forced to live together - or share the same planet. This split is materialized by a wall which divides the surface.
Thirty years have gone by then, and the rivalry between the two peoples has taken Cold War tunes, each sending agents across to spy, monitor or tickle "enemy".
The atmosphere of this FPS is quite far from FPS "war" and rather than proposing the bourrinage anything goes, the game sends you alone in relatively different missions where you have to explore, kill, destroy strategic targets - or free hostages.
Most of the time, you are alone and delivered to you, just accompanied by an expressionless drone (but useful in gunfights) and sometimes referral or assisted by secondary characters. Unfortunately these are not very present, resulting in a feeling of loneliness sometimes a bit heavy ...
The maneuverability rather good too can appreciate the ergonomics of the new DualShock 4, much better cut for FPS than was his counterpart PS3. Moving and aiming are not a problem and the addition of some attack moves in close combat, and the presence of the famous OWL drone helps to enrich the gameplay.
The missions are varied and, on the screen, it also results in a variety of settings - urban and sometimes colorful, sometimes desert and gray.
However not everything is pink and it is hard not to raise rhythm problems - alternating intense phases of action and a bit monotonous corridors are not necessarily encouraging.
More problematic: the "exotic" passages of dubious handling. Witness, for example an epic sequence flight between buildings collapsing certainly impressive visually, but very unwieldy in practice.
Another problem this time a lack of finish: some crash bugs, invisible walls. Certainly, these are not problems that we encounter every five minutes, but when they do occur, it's still "task" for a game of this caliber.
We also regret that the apparent ambition to offer open levels are not fully assumed and that few chapters to offer a true exploration and real alternative paths - beyond the few conduits.
About these open levels, note that the absence of a map and structured briefings is quite damaging, because it is not that obvious to navigate on his first run. Which still spoils the fun ....
A map (viewable eg via a click on the touchpad) would have avoided this kind of disappointments. : - /
Regarding drone, functions combat and resuscitation actually allow to develop a variety of strategies, but we regret that construction levels relegates the "zip" to the rank of gadget to whom there is rarely useful.
Do not go so far as to believe that the single player campaign is uninteresting. In addition to the life "substantial" and the level of "saluable" difficulty of the solo campaign, we also appreciate the artistic direction - with music or decorations that are strongly reminiscent of "Blade Runner".
Nevertheless some flaws of implementation, as well as worries rhythm and narration blow hot and cold on the single player campaign ...
Not enough to castigate the game. But enough to notice that the single player campaign will be gradually and logically supplanted by future productions, better controlled.
Ultimately, the player campaign looks especially pay too tight schedule, not to finalize or refine too big ambitions.
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# A solid multiplayer:
Alongside the single player campaign, Killzone Shadow Fall also offers a multiplayer mode well built and clearly deserves attention.
History of presenting things in outline, remember that there is:
- Several game modes (Deathmatch, mainly warzone)
- Several cards, the quality and variety compensate the low number,
- Three classes with well-defined and complementary capabilities (scout, assault, support).
First thing to note - and that is important as the multiplayer modes PS4 games now see their access subject to an annual subscription (as XBOX) - access to game servers is fast and I have not met slowdowns or disconnections nuisance. That is already reassuring.
Second important point: the honest balance between regular and casual players.
The regulars will be rewarded with bonuses that will not create an unfair advantage with respect to beginners - and new ones can always move to a support class.
Another good point to note is that the rapid turnover of warzone mode allows targets to avoid several rather unfortunate things always seem to repeat the same thing, and "camp" (on both sites 'objectives on the points of friends and enemies spawn).
In general I am not too fond of multiplayer FPS on consoles, but the good handling and the well done balancing the game have attracted my attention.
And if that multiplayer will probably not revolutionize the genre, it remains a good way to enjoy several hours of his brand new PS4.
And that's probably what that await players.