One thought ran through my head while playing Killzone Shadow Fall: How beautiful can a cliché look?
It’s no surprise that Shadow
Fall is beautiful. The Killzone
games that showed up on the PS2 and PS3 offered up some of the best graphics ever seen on
those consoles. So, yes, the opening hours of this PS4 title—and many portions
that follow—are eye candy of the highest order. Blooming light that dapples through
obstacles in sexy hyper-realism. Dust so articulated you’ll feel your nose
itch. Randomized rain that will make you shiver.
Shadow Fall takes
place decades after the end of Killzone
3 and finds the remnants of the Helghast—the series’ totalitarian space
villains—sharing planet Vekta with their hated racial cousins. Players control
native Vektan Lucas Kellan, who we first meet as a boy sneaking away from
soldiers of the newly-established New Helghan regime. His dad gets killed by a
Helghast soldier right in front of Kellan’s eyes. Years later, Lucas is a soldier
in a top-secret program designed to put down Helghan threats to the uneasy
peace on Vekta.
And there’s more, like the ol’ ‘biological super-weapon in
wrong hands.’ Likewise, enemy-among-us and ‘the infrastructure of a more
welcoming society being turned into weapons’. And you play through all of this the same way you’ve played through dozens (hundreds?) of other shooters: peek around cover, hide-and-heal, look for the rocket launcher. The AI don’t really seem like they want to keep on living. Rather, they just want to make the task of killing them as annoying as possible.
Glimmers of interesting play ideas do exist on this Killzone game, however. The OWL is a
remote drone that can throw up a force shield, hack devices, stun enemies or shoot
at selected bad guys. It also revives you when you’re downed and spools out a
zip line when you need to reach another less-elevated area. Swiping in a
certain direction on the DualShock 4’s touchpad changes the task OWL will do
for you. This input method felt surprisingly natural and I never felt like I
was tripping over a new way to play the same ol’ tired FPS missions.
The OWL stuff is fun and creates some opportunities for
strategies—which can feel like single-player co-op—that differentiate Shadow Fall‘s single-player from other
FPS campaigns. Some vestiges of that also pop up when Kellan partners up with
another human, too. Nevertheless, it’s not enough of a differentiation, though.
There’s an element of braggart showmanship to Shadow Fall. It’s as if with every mindboggling
vista or nutso-busy cityscape Guerilla is saying, “Hey, look at what we
can do.” But the problem with all the visual dazzle is that it makes the
screen hard to read. Someone’s shooting at you; but from where? You’re supposed
to climb a cliff; but which parts? The tricks that developers use to drive the
eye to key parts of a game world get lost in a ton of visual noise.
The advent of next-gen hardware and the technological
muscle-flexing that comes with it doesn’t make shitty on-rails sections any
better. All those motes of debris don’t enliven an umpty-millionth ‘shoot a
minigun from a helicopter’ moment. No amount of teraflops is going to make a bad game good.
And the focus on hardware maximization also highlights what these
game-makers can’t do. Guerilla aims at nuance with the game’s Cold War
parallels but it’s too heavy-handed. Certain sections of the game are outright
snooze-inducing, especially the seductively slow camera pan shots where the
player is supposed to ooh and aah at the shinies. The voice acting in Shadow Fall is either wooden or overdone.
Character faces are more detailed but awkwardly animated.
The visuals of Shadow Fall’s multiplayer compared favorably to its single-player when I played it
Tuesday night at a Sony preview event. Impressive lighting was still in effect
and the level of detail held up as the Vektan and Helghast factions fought for
supremacy. But, there too was the damnable sameness that I felt in
single-player. Capture-and-hold missions and deathmatches like in every shooter
with competitive play. Frantic spawn-engage-die cycles that never cohere into
anything. Yes, my limited time with Killzone‘s
newest iteration of multiplayer came before the rest of the world gets their
hands on it. But there was nothing that demanded further recommendation. I’ll
log some more time with Shadow Fall‘s
online portion once the full retail version is out in the wild.
Another thought bubbled as I kept neck-stabbing and shooting
through Shadow Fall: if this game
wasn’t so astoundingly gorgeous, I’d be bored out of my skull. It’s a cliché
that beauty fades and Shadow Fall‘s
pulchritude is no exception. Once the wonder faded, it became clear that the
game is a collection of missed marks and recycled design.
It’s kind of a surprise, then, that Shadow Fall‘s ending is far better than I was expecting. Filled
with war-justification speechifying and the tensest gameplay moments of the
whole campaign, it’s centered around the most shocking kind of political power
shift. Shadows Fall‘s conclusion is the
kind of finale cooked up by people who want players to talk about it. But by the
time the ending rolled around, I already felt like I’d suffered through a ton
of half-baked acting and combat encounters. One sorta-interesting level wouldn’t
be enough to redeem the whole experience.
Shadow Fall tries very
hard to be a cautionary tale about warmongering, the politics of crisis and
What’s Going On in the World Today. And, y’know, maybe some 15-year-old will
play this and Shadow Fall‘s ‘the
enemies are human beings just like us’ shtick will give them pause. But this
game’s being aimed squarely at would-be PS4 owners, adults who have lived and played through that
kind of revelation in other, better games and entertainments. They’re also
people who have different FPS games to choose from, even on a system as brand-spanking-new
as the PS4. Killzone Shadow Fall succeeds as an example of
how amazing a PS4 game can look but feels mysteriously devoid of the secret ingredient
that takes games from great-looking to great-feeling.