I was bitterly disappointed. I actually looked forward that the conflict is finally discharged again on Vekta after Part 1, but ... Even the introduction was any logic missing. After Part 3 and the destruction Helghan the remaining Helghast are welcomed on Vekta. Distributing them there but first forcibly population. A nation whose planet is just perished in a green wave of destruction, with the vast majority of its population. What? How is to work? But fits well halt degree in image, who needs logic. After that had yet to build a wall someone's intention. But no matter. Previously described the campaign one or more courses of battle, where the goal usually did not have to be explained, because a two-minute sequence has already shown everything. Now pass the boring and thus far too long sequences of a short action scene at the end of a sequence, after which the improvised "headquarters" (from base to real aircraft, and more, but the core is always constant) briefed the next mission. Do you yawn because quite times. Listening is anyway rather unnecessary, especially in the beginning, where it would be important, everything is quite disjointed. Then we headed first to sneak. Yes, experience has shown that making the shooter always first class, Killzone is no exception. Oh, the creep mechanism. - It is equipped with radar, but we must not hold the button too long, because it draws attention to be otherwise. Naturally you stare during use so the bar that displays the rather the battlefield. Genial. Without radar course also goes not, you can hardly see the opponent indeed, have already noticed how some other reviewers. - The drone can stun well, but I have not quite understood. With me that sends Although a kind of impulse, the interested opponents but only so far as they pay attention to me. - Even in obvious Schleich passages opponents are positioned so that it is almost a miracle if you can kill more than one, without being detected. And yes, this is a shooter, and I want to shoot, too, but I feel a failure if I do not make a surreptitious passage without shooting. But well, what happens off the crawl? MAN LOOKS BAD ENEMIES. And I mean really bad. Without the radar (which was implemented atrocious) would be run regularly on the pile. The glowing red eyes of the Helghast help as little (And yes, I have already tried a number of settings) If you have then survived in spite of some semi-invisible enemy, is a torn control out of your hands after each short passage: We make a door. Cutscene. We liberate a hostage. Cutscene. We jump to a rope. Cutscene. We shoot an enemy. Cutscene. Another one. Cutscene. QuickTime Event. Cutscene. (Wers not believe, play the last minutes before flight rope in sequence 4 in the high-rise again). As in any shooter, you can also collect here neatly between the shooting. Especially the Audiologs are super. Comes from the controller, are usually too long and meaningless, but partly also disturbingly poor. For 3 minutes Gedöns love a woman drowned out by the panting of a man who makes probably the last breath? Very heartbreaking when the man would not rumstöhnen so.
Conclusion: I would not have thought it, but I can see at this Killzone no positive point. The graphics looks pretty, but I'm just not Grafikhure. Ifs me would only go to graphics, I would stop anschaun a movie. I want to play. And that goes with Shadowfall more bad than good.