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Oct 26, 2006



RATINGS | PEGI: 18+ | ESRB: M (Mature) | OFLC: M (Mature) | BBFC: 18


SKU | Standard Edition Only


"Every single frame of this commercial was directly rendered on a PS3 without the need for additional tweaking or touching up.
We're very proud that our game engine technology has reached the point where we don't have to resort to software pre-rendering,” said
Hermen Hulst, Managing Director. “In that regard it is a testament to our commitment to deliver on what we promise.
What you see is what you get.”

SCEA will also be releasing a playable version of the ad in March, where users can control the camera view to explore the behind-the-scenes
techniques used to create the ad. This version will also include a director’s commentary explaining the team’s efforts to develop a
campaign that was true to the actual gaming experience"


Battle the Helghast across the entire World Wide Web. Shoot up the internet. Leave a trail of destruction in your wake. Whether you’re
checking your email, doing some shopping or just randomly surfing, the Helghast can strike at any time. The www is now one big Killzone.

How does it work? – Simple. Register at Killzonewebgame.com, install a quick plug-in for your browser and from then on, wherever
you go on the internet, the Helghast could be waiting to pounce.


BESTBUY Exclusive PS3 Killzone 2 Theme
AMAZON Exclusive Killzone 2 Character Costumes for HOME
EBGAMES Singleplayer Demo February 5th*
GAMESTOP Singleplayer Demo February 5th*
EBGAMES (Australia) Exclusive Killzone 2 Tin Case
PLAY (Europe) Exclusive PS3 Killzone 2 theme
GAMECRAZY Exclusive Killzone 2 t-shirt.
SHOPTO (Europe) Steel Cover

*Singleplayer demo will release Feb 26th to all on the PS Store and Feb 5th for EBGames and Gamestop pre-orders
(demo codes is being handed out now). In Europe the singleplayer demo will release to all on the PS Store on Feb 5th.
Demo consists of two first sections in Corinth River (level 1). Landing and warehouse (tutorial basically).

Get ready to take on the full strength of the Helghast war machine from a dramatic first-person perspective with Killzone 2 for the PS3.
From Amsterdam based Guerrilla Games, this much anticipated follow-up to Killzone for PS2 and Killzone: Liberation for PSP drops
you right into the boots of the battle hardened special forces soldier Sev. Two years after the Helghast assault on Vekta, the ISA are
taking the fight to Helghan. Their goal: to capture the Helghast leader, Emperor Visari, and bring the Helghast war machine to a halt.
You assume the role of Sev, a battle-hardened veteran and a member of the special forces unit known as the Legion.

52 TROPHIES| 1 Platinum, 3 Gold, 4 Silver, 44 Bronze

CAMPAIGN | 1 Player
WARZONE | 2-32 Players / 15 Bots Online (32 chars max)
SKIRMISH | 1 Player / 15 Bots (16 chars max)

Check heaps of personal or clan data. Set up clan matches and join tournament ladders remotely.

L1 | Melee
L2 | Crouch/Cover
R1 | Fire
R2 | Grenade
^ | Swap Weapons
[] | Reload/Pick up weapon (Hold)
O | Use
X | Jump
Left Analogue | Movement
Right Analogue | Look
L3 | Sprint
R3 | Zoom/Shotgun flashlight
Motion | Sniper aim steadiness
Six control setups overall + Toggle & Sensitivity options.



PRICE | £299.99 / €399.99
CONTENTS | 80GB PS3, a Dual Shock 3 controller and Killzone 2.


Oct 26, 2006


First Person controls simulating real weight and heft heightening tactical approach. Every inch of the battlefield a gift.
Two games in one. Campaign mode and Competitive modes (Warzone/Skirmish) realised with exceptionally high standards.
720p @ 30fps (also supports 1080i/1080p & SD).
No install.
Deferred rendering engine. Supports hundreds of lights in-view in contrast to other engines which have tens of light sources on an entire map.
Hit-response system. Combining motion captured animations with physics impulses creates death animations and hit responses with very
convincing weight and presence. Killzone 2 will bring this technique to the limelight.
Special FX Tall order of additional high end effects. Per Pixel Motion Blur across entire screen resolution. Advanced shadowing techniques.
MSAA. Noise filter. Volumetric clouds. Depth based color grading. Internal lens reflections. Normal mapping. Depth of field. Wind physics.
Particle physics(!) and other impressive niceties taking use of the PS3 hardware like no game before.
Advanced A.I. Face truly environment aware opponents who move and spread fast enveloping your position and flushing you out of hiding.
They respond and adapt quickly to shifting situations with a high sense of self preservation. Combined with tens of thousands of recorded combat
lines makes every encounter unique.
Art and Assets from people with backgrounds in engineering, aeronautics and industrial design.
7.1 Uncompressed Native Surround Sound (up to four different filters per sound effect, distance to player, ray casting to mould reverbs, decays
and enveloping according to closed/open space).
Music by Joris de Man (KZ1, KZL), Live music for cutscenes (Abbey Road Studios), interactive music for gameplay. Standalone Soundtrack
release hinted at.
Over twenty on-foot weapons.
Sixaxis features including Sniper steadiness (holding your hands still will prevent shake).


Story mode length ~10 Hours and ten levels.
Four difficulty settings. Hardest difficulty (no HUD) unlocked when storymode is completed once.
Vehicles. Tanks, turrets and more...
Cover System. Campaign mode (only) features a "lean and peek" cover system which allows the player to take cover and then pop out to
fire at enemies. The "lean and peek" mechanic stays in first person view at all times.
Campaign exclusive weapons. For obvious balance reasons...
Campaign exclusive Sixaxis functionality like twisting handles or placing bombs.
Boss fights as well as mini-bosses.
Intel and secrets to locate.

WARZONE | Online Multiplayer
Up to 32 Players

Warzone is not only the overall name for Killzone 2's online multiplayer mode, it's a feature that embed a variety of game types. It's all about
getting you into tailor built games and then keeping you there. Unlike other shooters, you don't exit a map in this title to change the gametype.
Warzone smoothly shifts between different goals of play within the very same fight. It may start out with bodycount but after a while you get
orders shouted at you to plant propaganda speakers in the oppositions area. If you succeed at this you might suddenly find yourself as the
assassination target of the opposing force. For each different gametype and objective thrown at you there's a point to obtain, the faction with the
most points in the end is declared victorious in the Warzone. Winners enjoy the sweet reward of a 50% XP bonus not to mention the glory. Matches
are therefor epic in size and dangerously addictive, you will wish for this to be the standard in all competitive games.

The competitive mode revolves around a deep class based system. As you earn XP and various ribbons, more and more classes and abilities as
well as weapons gets unlocked for you to use. Each class has both a primary ability as well as a secondary ability (refered to as badges
within the game). When you have two or more classes at your disposal you may choose to combine them into a hybrid class. For example, an
Engineers primary badge ability is to deploy automated Turret stations that pepper the enemy with lead. At the same time you wish to directly aid
your team mates. A good choice then would be the Medics secondary badge ability which is throwing health packs (bags of blood). By
combining these skillsets you now create yourself a new hybrid class which is the Engineer Medic. Within a team you may also set up Squads
consisiting of four players. HUD indicators will pop up showing the status of those team members and you may converse with them freely for better
on-foot planning.

In Killzone 2's online multiplayer you can quickly choose to join the battles your friends are fighting, there's no down time. Speaking of friends, Killzone 2
delivers the most hefty and in-depth clan and tournament geared competitive mode in any console game. Clans support up to 64 members (that means
up to four full teams under one roof). The game comes with a fully built in tournament system, there's no need to artificially arrange this outside of the
game as it's hard coded straight into the experience. You may also arrange matches via Killzone.com. Any tournament ladder may support as many as
64 clans at anytime. Each new clan starts out with 100 Valor points. Before each clan match you may bet Valor points on your team. The winner takes
all robbing the competition of theirs. If you think multiplayer wins and losses in other shooters have been an emotional affair you haven't seen anything
yet. Online drama in Killzone 2 will reach new heights, ultra sweet victories and truly bitter tear defeats. Your honor is at stake. This is all on top of the
downright brilliant gameplay and audiovisual feast that Killzone 2 delivers, the game will leave a hefty footprint in the competitive landscape.


For players who aren't interested in competing with other players or for folks without an online connection. Same feature set as Warzone
(minus community aspect). Supports 1 player and up to 15 A.I controlled Bots that uses the same abilities a human player enjoys. Bots
can be set to four different difficulty settings. Just like Warzone mode you will grow in rank over time earning new classes, weapons
and abilities. If your Warzone (online) rank is higher the Skirmish (offline) rank will be updated to that level of progress (but not visa versa).


Dynamically changing gametypes/objectives during matches without the need to exit.

Assassination (kill or defend specific player target).
Bodycount (team deathmatch).
Search and Retrieve (find and place propaganda speaker).
Search and Destroy (C4 a communication device).
Capture and Hold (claim territories).

Each clan supports up to 64 members which is four full teams.

Valor Points
Each clan starts out with 100 valor points. These are permanent across all games. Do you feel lucky?
Bet a high amount of valor points on your team prior to a match. Winner takes all. Online drama.

Built in toolset that supports 64 clans per ladder (Guerrilla tournaments supports up to 512 clans), tournaments started
by individual users. Clan can only be active in one tournament at a time.

Create squads when in a game for up to four players. Better communication as well HUD
indicators showing their status.

Not enough players? You only want to play with close friends? Add A.I controlled bots to online
matches. Takes use of the same abilities a human player enjoys and comes with four difficulty

Winners get 50% XP Bonus. Leveling up earns you new classes and weapons. Earn ribbons through
various feats. A collection of ribbons earns you secondary abilities and weapons. You only get rewards
for actions against human players, bots are not included.

32 Players
Dedicated Servers. Both Worldwide & Regional play options.

8 Maps
There are eight of them.

XMB music plugin
Custom music in multiplayer.

Check heaps of personal or clan data. Set up clan matches and join tournament ladders remotely.


6 classes with a primary badge ability and a secondary badge ability each (+ Rifleman base class).
You can combine a primary badge ability and a secondary badge ability to create a hybrid class.
The classes are:

The default multiplayer character is assigned when no primary badge is selected. A secondary
badge may still be added. Riflemen can start with most weapons, except for the specialized ones.

Primary badge ability: Revives downed team mates.
Secondary badge ability: Throws a health pack, which can be picked up by other players.

Primary badge ability: Sets up an automated turret which targets the enemy.
Secondary badge ability: Repairs ammunition dispensers, mounted guns, and automated turrets.

Primary badge ability: Throws a coloured smoke grenade, which serves as a spawn point.
Secondary badge ability: Requests air support from a sentry bot which targets the enemy.

Primary badge ability: Dons heavy armour twice as strong as normal.
Secondary badge ability: Temporarily boosts running speed.

Primary badge ability: Assumes the disguise of a randomly selected enemy player.
Secondary badge ability: Throws a sticky, proximity-activated C-4 charge.

Primary badge ability: Uses a cloaking suit to become near-invisible.
Secondary badge ability: Tags all on-screen enemy players with a hidden marker, which
broadcasts their coordinates to team mates.

*Some of these classes enjoy specialized weapons.

Join the NeoGAF KZ2 multiplayer community in Full Recovery's KZ2 CLAN THREAD

See you in the Warzone.


Oct 26, 2006

UCN | United Colonial Nations

Masters of Interstellar trade and travel, the grand unifying government of all the Colonies of Man. Headquarted in the vast
orbital defenses and shipyards around Earth, the UCN is at the center of a vast web of power and influence.

UCA | United Colonial Army

When stubborn colonies ignore directives and reprimands the UCN sends in the UCA instead. The UCA possesses the best
ships and troops - and are ruthless enough to use them if their mandate is questioned.

ISA | Interplanetary Strategic Alliance

Unwilling to foot the bill of playing Policeman on every colony, the UCN forms the ISA. Each colony has its own ISA command,
with the troops serving as police, militia and customs. When insurrection or invasion by outside forces occurs, the ISA are
the first troops on the scene.

ISCA | Independent Colonial Strategic Alliance

A loose collection of independent trading posts, mining stations and orbital habitats away from the major colonies. Little more
than a loose confederation of neutrals, banding together to survive.

Helghan Corporation

Before the Helghast, before even the Exodus, there was the Helghan Corporation. Originally one of Earth's largest Energy corporations,
they branched out into Colonial Development, seeking the freedom to pursue their own fate.

Vektan Helghan

After the First Extrasolar War, the UCN occupied Vekta and displaced many of the original colonists to concentration camps.
With most of the specialist jobs going to imported UCN loyal colonists, those Vektan Helghan who didn't leave during the Exodus
still live in Vektan slums to this day.

(Private note: Yes, this means that Rico's family has a good chance of being descended from Helghan colonists!)
/Iain Howe

The 'Helghast'

When the Helghan Administration collapsed under the pressure of the great crash, one man welded the people into his own vision
of a nation. Visari and the Helghast are inseperable - his dream of conquest has become an expression of independence and national will.

TERRAN ERA 2055 -2126
This era marks the last days of the Earth as humanity's sole home

2055 Downhill
A shortage of oil triggers a global meltdown as nations fight for control of scarce resources. What starts as a limited strategic release of nuclear weapons snowballs into
a bitter exchange of warheads aimed at civilian population centers. When the dust clears it becomes evident that a new way will have to be found to survive and to
secure the raw materials needed for society to continue.

2060-2090 The Extrasolar Colonization Plan
With the natural resources of the planet all but tapped out, and the continued survival of the human race at stake, it's deemed necessary to begin colonizing other planets.

The decision to begin colonizing other planets and moons which can support life is made. A coalition is formed of the richest Earth world companies and governments,
and called the UCN, or United Colonial Nations. They begin planning for their future.

In order to colonize the outlying planets, Earth has a number of things to do. These include:

Taking the time to identify planets ideal for colonization
Developing space propulsion technology to travel near light speeds in order to reach the planets
Developing cryotechnology ('Ice-Nod', to send the crew/passenger into deep sleep for the duration of the journey to the target planets
Building the fleet of deep-spacecraft
Traveling to the planets
Building the infrastructure of society on the newly colonized planet
Transport network - roads/rail/tunnels
Energy creation and distribution
Communications networks
Manufacturing plants
Water and waste management

The process of building and deploying ships will take upwards of 30 years.

As it's in the UCN's best interest to support privatization for the sake of finance, they also allow other companies/governments to fund their own colonization projects, but
under the strictures of the global (UCN) owners. Some immensely wealthy companies are also able to finance their own colonization, among them the Helghan Corporation,
which has made its sizable fortune in energy and industrial refinement.

The global governments issue licenses to pursue colonization projects under strict criteria. Violation of these rules is considered a very serious infraction, warranting economic
penalty. Continued infractions, depending on the circumstance, could result in anything from stiffer penalties, economic sanctions, and finally expulsion from the UCN to military
action as a last resort.

2095-2110 Exploration
The colony ships begin to leave Earth, bound for various planets within the Terran solar system.

As colonization is still in its infancy, the UCN has not yet managed a way to skillfully deal with the massive amounts of administration necessary to deal with all these new
colonies on top of their own significant requirements as a newly minted agency. They are, in a word, swamped. They rely on stiff economic penalties and overwhelming
military force to keep the colonies and habitats in line.

UCN Defense Force

The UCN retains a defense force levied from volunteers all across the colonies. Although many colonies still retain their own armed forces, the UCN Defense Force is widely
recognized to have the highest tech and best trained troops. What they don't have is a lot of them. The UCN Defense Force is conceived as a temporary solution at best.

2111 The UCN Survey of Alpha Centauri System

The first ships, having left ten years ago, begin to arrive in the Alpha Centauri system. The system is a 'hub' system between Earth and the outlying proposed colony sites and
thus will come to hold great significance in the years to follow. Initially two worlds are pinpointed for colonization: a rocky world around Alpha Centauri A, and a lush
Eden planet around Alpha Centauri B.

The UCN reserves the colonization rights of Alpha Centauri to itself - not opening them up for competitive bidding, according to its charter responsibilities.

2113 Inauguration of the UCA (United Colonial Army)

The UCN Defense Force is dissolved due to allegations of incompetence, corruption and bureaucratic inefficiency. Part of this deal is the formation of the United Colonial Army,
now the only legally permitted military force on Earth and her stellar dominions. The UCA Navy is the first service branch formed.

2116 The Omen

A cluster of six colony ships, Archon, Triumph, Pacifica, Jericho, Seraph, and Harbinger, completely drop off the tracking imager during a particularly intense solar flare.
Contact cannot be re-established with them. The last transmissions from the ships seem to indicate a catastrophic systems failure. At the time, all hands are
presumed lost.

The loss of the colony ships is a significant financial hit for the UCN. They simply cannot afford to fund another interstellar colonization effort of the same size,
and the chances of a smaller colony failing are too high. In a mood of desperation, the UCN opens the bidding on the settlement rights for the Alpha Centauri system.
After a highly competitive bidding process they are won by the Helghan Corporation. The post-bidding news is full of allegations of vote fixing and bribery - and much
is made of the fact that the Helghan Corporation has a fleet of colony ships almost completed - but nothing is proven. Key to the success of the Helghan bid is
underwriting and credit from the IBG (Interplanetary Banking Guild) in return for some 10% of colonial profits once the colony is established.

2118-2127 The Helghan Journey to Alpha Centauri

The journey is difficult at best, and although the 'Ice-Nod' chambers work well they do not work perfectly. 2% of the total Helghan population expires en route. Upon
reaching the nearer planet, dubbed Helghan, there is some dismay as scientists realize that life here will be hard. Despite enormous free-energy resources, the
eco-system on Helghan is extremely poor. A prefabricated space station is left in orbit around Helghan, staffed with volunteers who stay to seed the surface with
automated refineries and power generators. The rest of the ships take a chance on their dwindling resources and push on to the second planet - which they name
Vekta, after Helghan Corporation CEO Philip Vekta.


2129-2155 THE VEKTAN ERA
This era marks the early days of the colonies of Alpha-Centauri. The planets are settled, the infrastructure established and slowly things are built up.
This period ends at the beginning of the great boom on Vekta.

2129 The Settlement of Vekta
The first ships arrive on Vekta. Roughly 12 colonies are founded during the years 2129 to 2140. Vekta, roughly Earth-sized, is an agrarian and idyllic world,
full of natural splendor and lushly forested; an Eden. Agricultural produce skyrockets on Vekta, and the colony quickly becomes able to feed itself.

2133 Settlement of the Altair System
The planetary colony of Gyre is founded in the adjacent Altair system. Gyre is largely ocean, smaller than Vekta and colder, with millions of
tiny islands dotting the surface.

Inauguration of the ISA

As the first colonies get underway, the UCA discovers that communications do not allow it to efficiently manage colonial defense from a central
headquarters. To combat inefficiency, the UCN creates the Interplanetary Strategic Alliance - a concept which allows systems of varying degrees
of integration to enjoy membership of a unified defense alliance. The UCN provides backup, training and equipment whilst the local colonial
administration provides funds and men. ISA duties are to include revenue gathering, policing and local defense. The local ISA Commands
are subordinate directly to the civilians of the UCN and not under the military command of the UCA. All ISA Commands are completely independent
of each other, their strength and budget determined solely by the funds the local authority provides.

ISA Altair and ISA Alpha Centauri are among the first ISA Commands created.

2135 Colonization of Vekta is Secured
Despite some very rough early years (and numerous occasions when the colony was almost wiped out) the initial Helghan settlers have
managed to make the Vektan colony secure. In addition, their space station around the planet of Helghan is perfectly positioned to service ships
that pass through Alpha Centauri on course Earth and the new colonies. Starships come here to be supplied, maintained and refueled.
Tankers begin to ply the routes between their homeworlds and Helghan, bringing vital energy resources that command top prices. The
money starts to roll in, offsetting the need to import comforts, medical supplies and food to the space station.

2138 Establishment of the Helghan Protectorate
Communications technology improves to the point where real-time communications are possible between Helghan and Vekta. The government
on Vekta establishes the Helghan Protectorate, whereby both worlds are administered from Vekta. Helghan taxes and energy are now
pouring directly into the Vektan market without going through the ISA, whilst Vekta provides Helghan with a wider, healthier variety of foodstuffs
and luxuries. Employment is at 95% and morale skyrockets on both worlds. A new emblem is created to symbolize the mutually dependent
relationship between Helghan and Vekta: three interlinked arms, labeled Peace, Justice and Freedom.

The Helghan Protectorate forms the first legally recognized militia service that is not a direct part of the ISA or UCN/UCA chain of command.
They are small and lightly armed, performing only customs, police and ceremonial duties. Nevertheless, the ISA views them as something
of a challenge and threat and imposes strict limitations on their size and equipment. In addition, all officers of the Helghan Militia are to be
provided by the ISA.

2149 Infrastructure of Helghan is Completed
Much of the infrastructure of industry has been laid by now, from turbines to the massive processing facilities in the Helghan wastes.
The Helghan Corporation is in possession of vast sums of money and power, earned by selling energy to the passing colony ships, the
newly established colonies, and Earth itself. Their presence on Earth has become minimal, with most of their assets and offices located on Vekta.

2152 Inauguration of the Helghan Administration
Due to the increasing complexity of managing the colonies on Helghan and Vekta, the Helghan Corporation decides to set itself up
as a civil administration. This expanded charter allows it to take over all local administration duties from the ISA, levy taxes against the entire
population, and reorganize all social services. However, they are still bound by strict ISA regulations on ship construction, orbital industries,
and the establishment of new colonies on their worlds.

2155 The Helghan/Vektan Purchase
The Helghan government turns in a significant tax-surplus in each budget, stockpiling the money in case of disaster. By 2155, this stockpile has
gotten so big that the Helghan Administration makes an offer to the ISA to purchase the Alpha-Centauri system outright. This will allow them
to avoid sending their yearly tithe to Earth in favor of a fee-paying system for individual services, such as support of the local ISA Command.

The UCN, which would normally have rejected the offer, is suffering from a shortage of funds. Other colonial endeavors are costing them
heavily. The idea of getting a big cash payout up front, followed by negotiable fees - with no requirement for the UCN to underwrite any colonial
costs - is too attractive to refuse. The UCN Senate votes to go forward with the Helghan/Vektan purchase by a majority.


2156 - 2199 PLATINUM ERA
This era marks the heights of Vektan/Helghan civilization - before the dark days of the coming war.

The Platinum Age 2156 - 2190
Free to tax and invest in their colonies as they wish, a period of runaway economic and industrial growth grips the Helghan Administration's
two worlds. The automated refineries on Helghan are expanded and developed; the orbital shipyard becomes the largest orbital structure
outside the Terran system.

The Helghan system is a 'hub' system that connects Earth to her colonies - every ship MUST travel through it to get anywhere. The
Helghan Administration begins to charge each ship for the privilege. Allegedly a fee for traffic control, customs, search and rescue and
other such services, it is actually a thinly disguised tariff upon all trade in space. Helghan-based ships are granted a 'residence permit' that
frees them from many charges, encouraging some shipping companies to relocate.

2198 Tensions
The UCN grows concerned at the increasing domination that Helghan exerts over star travel and space trade, areas which were traditionally
under UCN control. They also become frustrated that the Helghan are creating vast wealth off the backs of colonial endeavors that the UCN itself
has underwritten. In response, it levies stricter controls and tariffs on all space traffic, and taxes the colonies more heavily than ever before.
The money is used to expand the UCA, with the UCA Navy receiving the bulk of the new budget. For the first time the UCA Navy develops large
scale troop transports and 'Heavy Cruisers' - warships principally designed to smash the ISA fleets of the
outer colonies and invade them by force.

As part of these new regulations, several privileges granted to the Helghan Administration as part of the Helghan/Vektan Purchase are rescinded;
specifically, the right to a large home fleet and tariffs on shipping. The Helghan Administration refuses, but does agree to high-level talks on a
compromise solution. Back home, however, the wealthy people of Vekta and the powerful companies in orbit around Helghan pressure the Helghan
Administration not to budge on the issues of tariffs or self-defense.

The Secession 2199
Despite multiple attempts to negotiate a settlement, the talks between the Helghan Administration and Earth fail to bring a mutually satisfactory
resolution. Earth flat out demands compliance from the Helghan Administration, and the Helghan Administration responds by formally seceding
from the UCN, declaring itself an independent colony.

The UCN considers retaliation by slamming an embargo on all trade with Helghan, but this is deemed to be counterproductive. The Helghan could
simply prevent trade ships from reaching Earth, in the knowledge that Earth cannot survive for any length of time without colonial resources. The
decision is made to send a powerful UCA Navy fleet to the Helghan system, to seize control of the navigation points between the Colonies
and Earth. Protecting the flow of colonial trade to Earth would also allow a blockade of Helghan by the UCN, and bring this matter to resolution.

This marks the lowest ebb of Vektan/Helghan civilization - the system makes a bold stand for freedom and fails. War comes to Alpha Centauri.

2200 The Helghan Police Action
As the situation worsens, the Helghan Administration attempts to first co-opt and then expel all ISA forces from Vekta and Helghan. The ISA Marines
and Navy respond with lethal force, and a number of skirmishes erupt on and around the two colony worlds. Despite their overwhelming numeric
superiority, Helghan troops are underequipped, poorly trained and inexperienced, allowing many ISA forces to escape the initial fighting. The
experienced ISA troops and ships scatter to conduct hit-and-run operations from hidden bases.

2201 The First Extrasolar War
The UCA Navy fleet dispatched in 2199 arrives at the Helghan system, hooking up with the local ISA ships and quickly moving to secure the
navigational points. The main force of the fleet heads to the planet of Helghan for a blockade, but the massed custom fleets of the Helghan
Administration attempt to prevent this by engaging the UCA Navy fleet in battle.

The UCA Navy Cruisers prove to be untouchable by the much smaller Helghan vessels. The fleet action is a massacre, with almost the entire
Helghan fleet being destroyed or disabled. During the fighting, however, the massive orbital structure is destroyed under mysterious circumstances.

The UCA claim that the Helghan aboard the station fled to the planet below and sabotaged it to prevent it from falling into UCA hands. The Helghan
Administration claim that the UCA fired on the station deliberately. The true story never emerges, but as a result of this incident the Helghan Authority
declares war on the UCN.

The UCA Navy fleet decides that dropping directly onto Helghan would be a waste of resources and lives. Leaving a picket fleet to watch the planet,
they push on to Vekta.

2201 The End of the First Extrasolar War

The combined ISA and UCA Navy fleet arrives around Vekta and quickly subdues the remnants of the Helghan Customs Service in orbit. Initially
the Helghan Administration threatens to fight to the last man, but after a demonstration of orbital bombardment they quickly yield to the
inevitable. The Helghan Administration is shut down; all senior civil servants are arrested, as are any executives of the Helghan Corporation.
Many escape into hiding.

When a courier ship returns from Alpha Centauri with the news, the UCN Senate debates the matter. Eventually, it determines that the Helghan
are too unruly to ever settle comfortably within the UCN. They also decide that the ISA needs a colony nearby, to keep an eye on the Helghan and
stop them from causing trouble in the future. A decision that is little more than outright theft dressed up as diplomacy is drafted, and a broken Helghan
Administration can do little more than rubberstamp it. The local ISA takes over administration of Vekta. New colony ships of loyal UCN civilians start
to be sent from Earth to expand the Vektan Colony.

The harsh consequences of rebellion are not lost on the other colonies. The UCN's right to regulate and tax space shipping is never challenged again.

2202-2204 The Resistance

Helghan extremists begin a terrorist campaign in an attempt to make the occupation of Vekta too expensive for the ISA. Although the majority
of Vektan-based Helghans simply want to live out their lives peacefully, sufficient numbers of the local populace assist the guerrilla movement to
enable it to flourish. Bombings, ambushes and shootings against the UCN minority become more common. Vekta is no longer an innocent paradise.




Oct 26, 2006

2204 - 2210 The Exodus
The loyalist Helghan peoples leave Vekta on a trek to the harsh and unforgiving world of Helghan. Long seen as a chemical and mineral storehouse,
now Helghan must be tamed - but it changes the Helghan as much as they change it - if not more. This era covers the early days on Helghan.

The ISA Governor General of Vekta responds to the growing terrorism by clamping down harder and harder on the local Helghan population.
Finally, in desperation, many prominent Helghan families pool their wealth to purchase the old colonizing ships and get them space worthy again.
The community appoints a representative to speak with the ISA Governor and request permission for the Helghan to resettle on the planet of
Helghan - joining those few souls who escaped there from the transfer station. The ISA Governor agrees and the Helghan exodus begins, shuttling
millions of disaffected Helghan from Vekta to the growing Helghan colonies.

Neither the ISA nor the UCN want to foot the bill for establishing this colony, preferring to leave the Helghan to either survive or die on their
own merits. In order to legitimize the operation, the UCN formally recognizes the Helghan Administration as a sovereign nation and declares the
planet of Helghan to be their territory in perpetuity - subject to ISA blockades and restrictions until diplomatic relations are normalized.

2215 - 2220 The Surface of Helghan Formally Settled
The bleak existence on Helghan is a far cry from the paradise of Vekta. Initial casualties due to illness, storm damage and starvation are very high.
Within ten years, though, the death rate subsides as the Helghan begin to adapt to their surroundings. Slowly, a civilization arises from the refugee
camps, and token industry and food production starts again.

2220 Hardships
In 2220 the heads of the various refugee camps come together for the first time to reform the Helghan Administration. 90% of the refugee camps
agree to collectivize their resources and labor, in order to cooperate in the rebuilding of their civilization.

Disturbing medical problems are found to be common throughout the colony – high gravity, exotic radiation and storms have serious effects on the
longevity of the human being. Medical support from the ISA is non-existent, and indigenous facilities are too primitive. The wearing of masks for
those who work in the outdoors becomes mandatory. Mask wearing becomes the sign of having a working class profession. Even with masks,
'lung burn' (as the settlers call it) becomes the primary cause of death in Helghan over the age of thirty.

On a positive note, however, vast mineral resources are discovered by the settlers. Mining fast becomes one of the more common jobs on Helghan.

2223 Helghan Approached by the ICSA

As the colony on Helghan begins to reform the Helghan Administration and secure the basic infrastructure and facilities needed for life, the
ICSA (Independent Colonial Strategic Alliance) approaches them offering membership and support. The ICSA is an unaligned version of the ISA,
created to allow worlds that decide to go it alone have some sort of support. Despite the ICSA making few demands and offering much help, the
Helghan are now paranoid of outside influences and strongly decline the offer.

2223 - 2305 The Early Helghan Era
ISA trade sanctions force the Helghan to trade on unfavorable terms for over a decade, and initial growth of wealth is slow despite the unexpected
addition of a trade in minerals. Life is short, hard and painful for the majority of Helghan, as they fight to cope with poor nutrition, poor environment
and grueling work conditions and practices. Frequent austerity drives and a Spartan approach to existence allow the Helghan to survive (and even profit)
under these harsh conditions, but the more things improve, the more the Helghan become angry at the restrictions imposed upon them by the ISA
and meekly accepted by the cowed Helghan Authority.

2304 Construction of the ISA Defense Networks Begins
Several of the richer ISA forces begin construction of elaborate orbital defense facilities in favor of maintaining an extensive fleet. The
Vektan ISA High Command decides to stand down the blockade of Helghan in favor of a smaller customs fleet and its own orbital defense network around Vekta.

2305 The Inheritors
The third generation of indigenous Helghan are beginning to be born. Helped along by basic genetic conditioning and the harsh environment,
they are more suited to the heavy gravity. They also feature lungs that are more efficient against the pollutants on Helghan, and cells that are
more resistant to the high radiation levels.

2307 The Birth of Scolar Visari

The man who would one day be Autarch is born to a wealthy family of diehard Helghan
nationalists. Rumored to be descended from one of the original Helghan Directors, Scolar
Visari shows great early promise as a thinker and leader.

2330 - 2350 The Great Depression

Vekta's monopoly of the Helghan trade allows them to develop great wealth, at the expense of reinvestment on Helghan. As the Helghan
population increases, more and more of their own wealth is diverted to the feeding and protection of their civilians. This leads to a series of industrial
accidents, where expensive machinery is not serviced sufficiently to cope with the harsh Helghan conditions. The resulting downtime that
occurs while Helghan pays for the servicing and replacement of its old machinery causes a severe economic downturn that lasts almost 20 years.

Helghan economists blame the depression on greedy Vektan exploiters. Vekta has its own troubles with the collapse of the lucrative black-market
trade in Helghan minerals and can spare no resources for a relief effort.

For the first time since 2220, citizens of Helghan die of starvation in the cities.


2340 - 2357 THE HELGHAST ERA

The tough conditions finally spawn social and economic change. Forced to adapt to a situation so tough that mere humans could never survive it, a
charismatic new leader pronounces the birth of the Helghast people: a people no longer human, with a bold drive and vision to succeed.

2340 - 2347 The Rise of Visari

With the economy in the abyss and Helghan morale below that, a singular and remarkable figure rises to prominence: Scolar Visari I, the eventual
self-proclaimed Autarch of Helghan. Visari's ideology is simple and compelling: the Helghan people had once come here as humans, but they are
humans no longer. They are different, changed. Changed cosmetically in their travels, changed physically by their residence on the alien planet of
Helghan, changed spiritually by the hardships they've endured in every circumstance. The government that has brought them to this end could only
give them structure; it could not give them life, could not give them a reason to go on, and could not fully express the magnitude of the transformation.
The world has changed us, Visari claims, and now it is our turn to change the world.

Visari's oratorical skill and magnetic personality draws many of the disaffected public to his cause. It spreads among them like wildfire and
galvanizes them in a single recognition: that they are one people, one nation, united against all aggressors. More significantly, perhaps,
Visari is the first to give voice to what will later become the keystone of the Helghast agenda: their identity as an entirely new and entirely superior
race – the 'extra-human' race. He goes on to preach the militaristic, absolutist values that will become the trademark of the Helghast. More importantly,
he transforms the value of mask-wearing – once a badge of low station – and makes it integral to the Helghan identity. There is nothing shameful
in its history, Visari tells the people. It is testament to their fortitude to wear the mask. And the Helghan rally around him, rich and poor alike.

2347 The Birth of the Helghast

Visari coins the term Helghast in a public speech. Its purported origin is from the Old English word, gast, meaning spirit, or ghost, connoting great fear.
Visari states that they are no longer what they once were. Where they were once human and spiritless, their generations on Helghan, their sufferings;
these have forged them into a new race, the only truly 'living' race. Whatever the etymology, the name sticks.

Feigning an attempt on his life to garner public support, Visari leads a military coup backed by a popular uprising to assume the title of Autarch. He
seizes unrestricted power from the Helghan Administration and begs the army for 10 years of unchallenged authority to reforge the Helghast
into a true independent power. As part of his plan, Visari begins a major enlargement of the Helghast Military. A secondary aspect of the Helghast
revolution is a cultural evolution, led personally by Visari to change the face of Helghan society. Visari bans the use of written English in 2349, devising
a new Helghast alphabet to be used in its place. Plans for an entirely new Helghast language are never fully implemented due to the logistical difficulties,
but the ideal of this linguistic separation remain dear to Visari. As a final touch, the old Helghan banner is dropped in favor of a simpler, starker and more
dynamic logo. The Helghast Triad becomes the official banner of Helghan: three arrows representing Duty, Obedience and Loyalty signal the new values
that Helghast society is based upon.

2350 The new Helghan economy

Starting with low level smuggling operations but gradually building up in scale, the Helghast begin breaking the ISA embargo of their world to trade directly
to black-market suppliers. At first the trade is exclusively to the Vektan energy market, but slowly Visari encourages off-world agents to source their
power from Helghan. The whittled down ISA fleet is powerless to do more than put a dent in the trade, and some factions on Vekta question whether the
Helghan blockade is even needed at this point. The Helghast rebuild their transfer station, albeit on a more modest scale than before, and trade really
starts to take off. The depression officially ends when the Helghast secure a contract with the ICSA for energy and materials. The deal is mutually
beneficial, and both parties gain immensely from it.

2356 The Second Defense Platform Begins Construction

Concerned by the Helghast military build up in progress, the ISA Governor orders the construction of an additional orbital defense platform to
complement the 52 year old defense network already in place. ISA General Stuart Adams is appointed the military commander of the network.

The ISA governor does not increase funding to the ISA Navy, making the issue of containment a moot point.



Swollen with pride and new strength the Helghast embark on a bold plan of conquest to rejoin the two halves of the Alpha Centauri system and
rebuild their great empire. Their gamble fails and their armies on Vekta are defeated, leading to their worst nightmare: the invasion of Helghan itself.
But does Visari have a trick up his sleeve?

2357 Plans for invasion
(The Start of Killzone 1)

Autarch Scolar Visari outlines his bold strategy for changing the face of governance in this system by returning to Vekta and seizing it again as
a Helghast colony. Ignoring the many generations of UCN settlement under the ISA he inflames the passions of the Helghast for revenge.
The Helghast High Command takes the bait and eagerly declares loyalty to Visari for the coming campaign, offering to make him Emperor if it succeeds.

Visari's plan is simple:

Utilize deep-cover agent ISA General Stuart Adams to neutralize the orbital defense platforms.
Utilize deep-cover agent ISA General Dwight Stratson to gain access to intelligence and lure the ISA troops out of the cities.
Mount an invasion of Vekta whilst the orbital defense platforms are down, under the command of General Joseph Lente.
Reactivate the defense platforms in time to defend Vekta against the inevitable support fleet sent by the UCA.
Declare the system to be under Helghast control and sue for peace with the UCN whilst the UCA is still reeling from the loss of its fleet.
Use the resources of Helghan and Vekta, as well as technology captured from the wrecked
UCA Navy fleet, to build a Helghast fleet capable of defending the system from the UCA Navy.
Begin charging trade tariffs for passage through Helghast space to Earth again.
Blockade the Earth and strangle the UCN into submission.
Capture the UCN Navy shipyards and orbital defenses.
Leave Earth's population to starve to death. Build an enormous fleet and establish Helghast hegemony over all colonies.

Early August 2357 - The Second Extrasolar War is Declared

Visari's plan works like clockwork. Generals Adams and Stratson send word that their plans are in place. Visari sends most of his
fleet after the ISA Navy, and a second fleet to invade Vekta.

Early warning is given by a UCA scouting force, but word doesn't reach the ISA in time to prevent the bloodbath in space. The
UCN votes unanimously to dispatch a heavy fleet of UCA reinforcements to Vekta, to prevent the destabilization of that entire sector.

Late August 2357 - Lente fails
(The End of Killzone 1)

The invasion incurs casualties on both sides. It is only with the help of four unlikely heroes, led by Jan Templar, that Vekta City does
not fall. The Helghast have been thwarted but a sizable contingent is still present on Vekta. Lente is killed by his former chief of staff,
Colonel Gregor Hakha, and the ground campaign is disrupted as a result. The ISA traitor who enabled the Helghast to invade Vekta,
General Adams, is also killed when Templar and crew sabotage the orbital platform to prevent its ambush of the UCA fleet from
Earth – which arrives in a timely fashion. General Stratson manages to keep his cover intact.

September 2357 - Metrac Appointed to Head Helghast Vektan Forces
(The Start of Killzone: Liberation)

The ISA Council stops the development of the second orbital defense platform as a result of the Helghast capture of the first one. General
Dwight Stratson proposes a nuclear program to purge the remaining and regrouping Helghast from Vekta. The suggested nuclear weapons
are being prepared in Rayhoven base – but require ISA Council approval to use in the field. Because nuclear weapons have always
been seen as a taboo weapon, the political consequences of possessing them, let alone using them, is likely to be high.

Helghast General Armin Metrac arrives on Vekta and takes command of remaining forces. Establishing a stronghold in southern
Vekta, the Helghast are gaining ground again.

Late 2357 - *Undisclosed

Early 2358 - *Undisclosed

March 2358 The Vektan Council

With the Helghast forces on Vekta shattered, a council is called at Vekta City to decide the best policy for pursuing the war against the Helghast
to its conclusion. The Council quickly establishes a working list of priorities:

Remove the Helghast as a military threat.
Capture Autarch Visari for a public trial.
Establish a more easily controlled regime on Helghan that avoids the oppression that sparked this conflict.

These priorities are in clear violation of the UCA orders given before their fleet's withdrawal, but the ISA Council becomes concerned that the
UCN wishes to blame past decisions regarding treatment of the Helghast upon them.

September 2358 Operation Archangel Commences

The ISA fleet launches for Helghan to begin the most complex military action in human history.

November 2359 The Invasion of Helghan Begins

Twelve battle groups arrive at Helghan. Among them is Battle Group Mandrake, comprised of one division of ISA and 10 divisions of Legionnaires.
ISA Cruiser New Sun is the flagship of the battle group, under the command of war hero Colonel Jan Templar. Mandrake is to deploy to Pyrrhus
and take the city, hopefully snagging Visari in the process. Pyrrhus is of the utmost strategic importance, because it constitutes one of the primary
population bases, as well as a center of trade for the planet.

The ISA and Helghast warships engage each other in orbit. The ISA fleet outclasses the Helghast fleet significantly and quickly establishes a
total orbital blockade.

At this point the ISA Council reaffirms its decision to break the UCA orders to simply isolate the Helghast, and launch their invasion. Channels are
cleared for the troop deployment and the way is paved for the invasion. Negotiations are not a possibility. Visari vows that the entire world of Helghan
will repel the invaders. The ISA knows it has to complete the invasion swiftly.

Click Here for a recap of all Killzone 1 cut scenes.


Oct 26, 2006

Sergeant 1st Class Tomas Sevchenko

Having served less than a full term before retiring, Sev was drawn back into military life by the invasion of his homeworld, Vekta. After
distinguishing himself during the fighting there, Sev was promoted and assigned as Rico's second in command.

Master Sergeant Rico Velasquez

This dedicated career soldier has gone off the rails following the death of his squad at the hands of the Helghast and the survivor's
guilt that followed it. Rico's frustration with the rules and regs of Army life is tempered by his respect of CO Colonel Templar.

Lance Corporal Dante Garza

Abandoning his privileged upbringing to join the Army, Dante Garza has never looked back. Hiding his education with quips and
profanity, he lets his marksmanship and engineering skill speak for him.

Corporal Shawn Natko

Undisciplined, disorganised and lazy - these words have all been used to describe Shawn Natko. Another career soldier, Natko has
fought with Rico in the past, where he displayed courage, toughness and aggression in equal measure. Along with death and taxes,
the only sure thing is that Natko will bitch about wherever he is and whatever he's doing.


Oct 26, 2006

Killzone 2 is reviewing phenomenally well. This is something you all know so instead of linking to the never ending list of .coms and outlets that have
reviewed the game this is going to be a section where gaffers sound off. If your a new comer to this series or want to see what gaf thinks this is your section.
Those that take the time and effort to submit their thorough impressions will be posted here.


For a game that was born into public consciousness as a mirage of graphical achievement and grew upon an obscure vocabulary
of rendering techniques, it strikes me as odd that, as I try to pinpoint the one thing that makes Killzone 2 standout in the crowded
FPS space, aesthetic considerations don't even come up as possible options. In fact, despite the onslaught of eye candy unleashed
by Guerrilla's latest, where it delivers is what ultimately matters the most: pure trigger-happy joy.

Some might say that Killzone 2 does nothing new, putting you in the shoes of an ordinary trooper engaged in just another "against odds"
situation, pushed on a route of common objectives with a largely abused selection of weapons as a means to a end. Seen that, done that.
But really, this is just a consequence of how little the basic mechanics of the FPS have changed in the years since its very conception.
We are so accustomed to how an FPS plays we expect it to evolve outside of its core. There is nothing wrong with this way of thinking,
but it is clearly not the thinking that moved Guerrilla Games.

While I wouldn't call Killzone 2 revolutionary (only time is credited to deliver such an acknowledgment), it's clearly different in the way it
emulates physical presence in a virtual space and rethinks the whole shooting process. You do still move with a stick, aim with another
and shoot with a shoulder button, but a clever management of camera movement, reaction times and animation routines brings an
unusual degree of physicality to the action. Your brain might initially reject this, but once it clicks you stop feeling like you are a hovering
crosshair on the screen and realize you are actually aiming. As a consequence of this learning process, every kill feels like a real accomplishment.
Those kills might be hard-earned at first, but by the end your survival is a true testament of your developed skills. By no means should we call
Killzone 2 controls "realistic" (as unrealistic constrains and concessions do still apply), but they do reinforce the impression of being
there more than the realistic graphics themselves. And this is all a result of a development process executed with the a dual stick
controller in mind. While years of FPS development on consoles have led to optimal translations of the mouse and keyboard lexicon
to the controller language, Killzone 2 natively speaks the latter, to the point of being unable to fit the former without losing what makes it special.

Besides the uniqueness of the interface and the immersion it brings, Killzone 2 excels in delivering ever-changing always-engaging
combat dynamics. The tactical thinking stimulated by juxtaposition of its cover mechanics with the brilliant foe's AI is deeply stressed by the
clever and varied level design, ranging from linear, horizontal shooting ranges to complex war zones with menacing verticality. While most
shooters provide a clear indication of where the enemies are, and which options you have in order to deal with them, most of the time Killzone 2
isn't as welcoming, punishing those who concentrate on the first target in sight without a proper understanding of their surroundings.
Basically, running ahead waiting for the game to put enemies in your line of sight usually leads you right into a shit storm.

Despite the risk of feeling "gamey", Killzone 2 isn't afraid to impose limitations to the otherwise free AI. Nor to decide whether or not enemy
numbers should be finite or infinite. Yes, there are situations where the Helghast hold their ground and don't attempt any flanking maneuver.
Yes, there are situations where they behave with such bravery as to run towards you holding just a knife. And yes, there are situations (3, to be precise)
where the flood of red eyes doesn't stop until you step on the notorious invisible trigger. But they all serve the purpose a given section was
designed for, creating situations impossible otherwise. Awesome situations at that. In a sense, despite the whole realism vibe you might get
from looking at Killzone 2, it's still fundamentally an entertainment machine carefully designed to explore as much of the possibilities allowed
by its core mechanics as possible. Despite its bosses, heavy armored special foes, tanks, mech and turret sections, it succeeds in getting the
most out of the simple joy of shooting, without abusing the memorable set-pieces to keep you interested.
This is not a sign of little imagination but rather one of focus.

And it is indeed thanks to this very focus that Killzone 2 is such a replayable rollercoaster of a shooter too. The Helghast themselves are like
toys designed to entertain. Both their emergent behavior and their reaction to bullets stimulates experimentation, to the point of
turning failure into an welcome occasion to try something different. Also, the higher the difficulty level you choose, the more the game asks
for new tactics to be formulated, changing significantly the whole approach to the game. Linear progression becomes more
problematic, and you are forced to be more subtle. The time you are allowed to stay behind cover is reduced by the increasing damage
of the grenades tossed at you. Downed Helghast might stand up and rejoin the fight if not filled with another dose of lead before concentrating
on someone else. The increased physical resistance of the Helghast creates a great deal of tactical consequences too, from using grenades
as luring devices (more than killing ones) to turning headshots into a very precious achievement. Lastly, your AI-driven companions become an
increasing useful presence. Looking at their behavior helps in arranging "passive" flanking maneuvers and having them by your side can save your
life more times than you'll be willing to admit.

Killzone 2 truly does deliver in areas very few expected it would considering its the technical achievement that is so immediately apparent.
As surprised as you will be over the polish of the single player campaign the multiplayer portion of the package surprises even more.
Its class-unlocking ranking system allows for a rich collection of extra abilities to be progressively introduced to the player, acting as
both a by-practice tutorial and a rewarding system. As you unlock new abilities and weapons, so do the others, and the game around you
changes significantly. Built upon the strong shooting core of the campaign mode (albeit missing the cover system), the online, team based
warfare is terribly addicting. By allowing the 5 rather standard game modes to be played as randomly selected missions of a whole
match, the unique, seamless solution called Warzone does wonders in keeping players on their toes. On the organization side of the
spectrum, the in-game clan challenging system and tournaments editor should assure a healthy community by removing the need
to resort to outside systems for arranging matches. Same with the Valor system and the in-game clan leaderboard it allows to compose
and update automatically. The great level design of the campaign mode is mirrored in the 8 maps, intricate arenas of various sizes and complexity
with about the same degree of visual and aural quality appreciated in the solo adventure.

Bottom line: online shooter fanatics will be more than pleased.

So here is the opinion of yours truly TTP. Reading it again I admit it sounds like Killzone 2 is pure perfection. But it isn't. For once, there
are seldom hiccups with the frame rate during some sections of the game which bothered the nitpicking devil graphics whore in me. And there
is more, like the unconvincing animation transitions of your teammates (they do look spastic at times) and the slightly above acceptable loading
times between levels. I also hoped for a more meaningful use of the awesome lighting engine gameplay wise. It does wonders to the looks, but
it's a pity it's not used to create some special situations (like having to cross a pitch black tunnel filled with floating red eyes...). Anyways, nitpicking
really. And mostly technicalities. So let me find a nice closing line:


Yeah, let the hype engulf you still sounds appropriate to me. ;)


This is the most realistic, cinematic and tactile shooter to grace a system. And while it may have its flaws, it’s polished to such perfection
that you’d be hard pressed not to forgive most of them. Aside from the lack of co-op (a sorely missed feature, but one made up for with
everything else on offer), there’s an engaging highly repayable epic SP campaign, an extremely sophisticated and comprehensive
online multiplayer component, numerous unlockables and more. This game is fantastic value for money, and stands a chance at being
the PS3’s “it” online shooter for months if not years to come. It’s also the best show piece graphically for the console yet, so as long as
you’re not expecting anything overly innovative and not expecting Oscar winning performances, go grab the game now. In my
honest opinion it is one of the, if not the best shooter of the generation and I say that after completing the game 4 times and putting
in over 100 hours in the multiplayer. See you online soon!


TheChillyAcademic REVIEW


Killzone 2 is without a doubt one of the greatest experience in modern gaming. The steam I began this piece with has since subsided.
The quality of my writing has since decreased and attempting to put much more in would be useless. Killzone 2 is an experience that
all gamers, certainly all of those who own a PS3, need to go through. Through all the hype and conspiracy, a game, unparalleled in
graphics and atmosphere, has emerged.



Oct 26, 2006

Alba has put together a incredible theme for you guys. Complete with custom sounds and graphics that perfectly capture the
Killzone universe. I know for a fact he worked on this day and night so be sure and give him props for it.



Yet again as you guys can tell from the thread I have been trying a new effect with the graphics and
wallpapers namely fire. Instead of saving them all individually each .zip has the wallpaper in the
following sizes: 1080P | 720P | 1600 | 1200 | 1024

You can also find the wallpapers at ALBA's site for his new theme here.






This excellent wallpaper was designed by FLEK.

This excellent batch was put together by Niks.


Killzone PS3 rumors & facts meltdown (spring 2007)

Official Killzone 2 (PS3) Reveal Thread E307

Killzone 2 - Re-Emergence Thread May 2008

Killzone 2 @ E3 2008 - ONLINE Revealed

Killzone 2 - Nov/Dec Media Blowout thread


Demanding the Release of Killzone 2!

Bioshock &Fallout 3 Dev's Talk Killzone 2 Reviews

Live Performance of KZ2 Main Theme

Live Performance of KZ2 Visari's Lament


Neither bannings nor a untimely death can threaten Wollan anymore for he has been immortalized!


Visari's Palace

Click on this picture and ill walk you through it.
So after the you hear the doors opening announcing the arrival of the rocket launchers hole
up in that spot next to the debris with the sniper rifle and crouch in the corner. No one on the ground can
hit you and they will be forced to run up the stairs or go for cover at the bottom of the stairs. If they
do either you can try and snipe them, throw a grenade or switch to knife run take them down and then
run back to cover. Once your done with them you can snipe the guys at your leisure from that spot.

Click here for a breakdown of all the Helghast units and where they are located in the game for the Melee Trophy.


Oct 26, 2006

Even though my name is on the OT this is in every way Wollan's thread. He helped me flesh
out the descriptions and content and I am sure to the relief of a lot of people he stopped me
from going too graphic crazy.

You guys were invaluable thanks again.

Iain Howe


And on the sixth day the LORD David Bowie created man and woman in His image. And he saw that it was good. On the seventh day the LORD created videogames so that He might take the bloody day off for once.
May 3, 2008
Incredible! Bruce has still got it!


Junior Member
Apr 1, 2008
Atlanta, GA
Man you make the best threads. I was a little underwhelmed with the demo but it did look great and was really fun. Definitely getting it day 1.

Ploid 3.0

Jun 6, 2004
OMG that was a very informative omg. This is a lot of good info, and I'm going to dive into TTP's article nowz. Glad they let you do this. You're the man.


posts like Joe Biden tries to speak (perm warning)
Feb 27, 2007
Ok, what is this PS3 Killzone 2 EU bundle and where can I get it?!


Dec 7, 2008
Damn, I've gotta play Killzone 2. Going to at least try to purge my GameFly queue a week before release and leave only Killzone 2 on it.


Feb 9, 2006
San Jose, California
Great work!

As for the theme, Alba sends his regards and is feverishly trying to complete the finishing touches on his awesome theme. Helping him to get this all out and good :D

I'll post more when it's completed and you may see an update on the official post!


To add to this wonderfully epic thread, I would like to share the original trailer I made:

There is another trailer in the works - a story based one! Stay tuned :D


Feb 26, 2007
Flippin hell Bruce, you really out did yourself (again). Congrats dude. You truly are the Grand Master of Official Threads!

Will be reading through every word of that along with my cousin who's sat next to me lol.

EDIT: One addition I'd make. I would put the Euro Tin Edition box art (Radec on the front) in the OP too!

Feb 7, 2008
This thread might be better looking than the actual game.

Amazing stuff. I hope to play Killzone 2 very soon after it comes out, just a case of gettting a guy at work to buy it, finish it and then let me borrow his PS3. I'm looking forward to this alot.