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Jimpressions: Killzone 2 'Flash & Thunder' map pack photo

Once again, Guerrilla Games has brought forth a fresh fistful of DLC for Killzone 2, providing us with two more maps in which to throw our grenades and spam our rocket launchers. The "Flash & Thunder" map pack takes a pair of popular maps from the original Killzone, graphically updates them, and expands them to create two fresh experience for KZ2 fans.

How are the new maps, and are they worth $5.99 of your hard-earned cash? I've given both maps -- Beach Head and Hilltop, a run through, and am now sharing my first Jimpressions of the environments with you, the loyal Destructoid community. Read on for more. 

First of all, let me preface this by saying that I am not a fan of the new patch which eliminates temporary invulnerability from spawn points. While this is great for the enemy team, it's turned spawning anywhere but the main camp into a very irritating game of chance, with a ridiculous amount of spawning right on top of grenades and getting slaughtered within a second of appearing on the map. The new maps -- with plenty of chaotic areas just ripe for choke points -- exemplify the problem with this update.

Spawning frustration aside, the new maps are actually quite impressive. I first tried out Southern Hills, which is quite a large map with a healthy mixture of indoor and outdoor environments. The various bases, complete with turrets that have very wide views of the map, are well placed and there's a huge sense of urgency thanks to the mixture of wide open spaces and tight corridors where death could be hiding around any corner. It's also a haven for snipers, with a number of high areas that give Scouts a perfect view of the battlefield. 

At certain points, a violent nuclear blast will sweep across the battlefield, and if you're in the wrong place at the wrong time, it could prove deadly. I've only been killed by it once so far, so I'm guessing that it's less frustrating than the deathtraps found on the Wasteland Bullet map, plus you get a warning siren which affords you time to find cover. The fallout can make enemies difficult to see, but it makes you hard to see by the same token. It's also quite visually impressive.

Speaking of visuals, it should be noted that those who like to make jabs about modern day shooters being all brown and gray will have a field day with these maps. Southern Hills is nearly entirely brown, while Beach Head is nearly entirely gray. Still, when it comes to the latter map, it's a very beautiful gray indeed. 

Beach Head is a visually stunning map that manages to be "gritty" without looking "boring." The beach area is set during the middle of a storm, with a constant rain effect and high winds sweeping across the field. The bright lights set up around the map offset the gray to give it a distinct and gorgeous look. It beats out Vekta Cruiser as the best looking Killzone 2 map to date. 

As far as the map plays, this one is even more intense than Hilltop. It's smaller, but is full of areas that can become literal kill zones, with tight areas that become highly contested battlegrounds. That said, the map is also full of pipes and cover, making it a great environment for sneaky players. Unfortunately, the new spawn grenade patch really works against this map, with a ridiculous amount of appear-die-appear-die scenarios. Still, it's a great map that I'm sure will be a lot more fun once everybody has played it enough and gotten used to its layout. 

As always, the new maps come packed with fresh Trophies, for anybody who cares about such things. Like the last map pack, you will earn them easily by using the special skills of each of the character classes. Kill five people in disguise, win the Saboteur Trophy, have five people spawn from a grenade, get the Tactician Trophy. It's perfect Trophy whore fodder, and will undoubtedly add extra value for Sony fans. 

The Flash & Thunder pack has impressed me a lot more than Steel & Titanium did, and I can recommend this pack to any Killzone 2 fans out there. The maps are large, chaotic and fun, both of them being very well designed areas that add a new style of play to the game. If you're into Killzone 2, then this new pack is worth $5.99 of your money.








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Jim Sterling serves as reviews editor for Destructoid.com, head of the Podtoid podcast, and produces a number of news stories, original features, one-of-a-kind videos. With his passionate argumentative style, controversial opinions, harsh delivery, and dedication to brutal honesty Sterling is a name that you can't help but recognize. Likes PS2, iPod Touch, Silent Hill 2, Metal Gear Solid, Dynasty Warriors 3 Meet the rest of the team



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14 comments | showing # 1 to 14
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Josh Tolentino's Avatar - Comment posted on 06/12/2009 11:04
Josh Tolentino
As always, the new maps come packed with fresh Trophies, for anybody who cares about such things.

GRAAGH JIM HAET TROPHIES BIAS BIAS HAVE AT YOU

Nah, I kid, I kid. I can't wait to die horribly on a bunch of new maps.
JACK of No Trades's Avatar - Comment posted on 06/12/2009 11:08
JACK of No Trades
I like this map pack better than the first. It was pretty fun trying to get cover after the nuke goes off.
Trev's Avatar - Comment posted on 06/12/2009 11:11
Trev
I like the update; you're probably just getting stuck with lame spawn points. In the random games I've played, everyone's trying to be tactician because the airbots don't suck now, and throwing spawn grenades like it's still a sure-fire way to get the objective by abusing that spawn immunity. Now they need to put them somewhere more out of the way and, hell, maybe even try to defend them. Poor use of the ability yields poor results.
grasslunatic's Avatar - Comment posted on 06/12/2009 11:29
grasslunatic
I'll be downloading these soon.
ChaosTeaCup's Avatar - Comment posted on 06/12/2009 11:32
ChaosTeaCup
Do you ever feel Jimtimidated when you first play a new map?
Corak's Avatar - Comment posted on 06/12/2009 11:36
Corak
I was waiting to hear if they were any good before I bought them, now it looks like I'll have to, damn you, I was looking to save my $6.
Zippyduda's Avatar - Comment posted on 06/12/2009 11:43
Zippyduda
Considering these were my favourite Killzone 1 maps, I was so happy when I heard about these maps. Jim does Beachhead have the one tall tower on the outside with a good view of the base to the left and right like off Killzone 1?

For anyone's info I still have Killzone 1 and it was immensely fun IMO. I used to always play Multiplayer, and the bots were actually good.
Y0j1mb0's Avatar - Comment posted on 06/12/2009 12:52
Y0j1mb0
LOVE the new maps.
Chris Carter's Avatar - Comment posted on 06/12/2009 12:57
Chris Carter
Killzone 2 seems to be making all the right moves in terms of DLC.

Jim wishes the L4D content was this good ;D
Balaamsafe's Avatar - Comment posted on 06/12/2009 14:53
Balaamsafe
I love KZ2 but their map packs are undeniably expensive. :(
Darren Nakamura's Avatar - Comment posted on 06/12/2009 15:54
Darren Nakamura
I dunno, I really like Hilltop, but I think Beach Head is kind of sucky. This is largely because I prefer the "sneaky" classes like Saboteur and Scout, and I totally disagree that there are enough places for these kinds of players. It's very much an Engineer's/Assault's/Tactician's map, and on several occasions now, my team has gotten pinned down in our base camp because it's so open and the other team got spawn grenades up close.

I preferred Steel & Titanium, but this is still worth the six bucks.

@Balaamsafe: I don't know how you can make that statement. In fact, I will deny that they are expensive, despite that you say it's undeniable.. People must not like math, but these maps are cheaper than those you'd get from, say, Call of Duty 4. They sell them at three for $10, whereas these are two for $6. Or, since there have been two packs now, four for $12. Point is, these maps cost $3 apiece, while CoD4 maps cost $3.33 apiece. They are just about the same, and if we want to get really nitty gritty about it, they are cheaper.
brownpig's Avatar - Comment posted on 06/12/2009 18:29
brownpig
The spawn point vulnerability improved the game dramatically, forcing teams to hide or protect their spawns. It fixed the problem of people spawning on the objective...

The problem is, that the vulnerability wasn't there from the beginning of the game's release. When before, the spawn grenades were a cool concept, now killzone players see it as a Divine Right. There shouldn't be a "right to safely spawn anywhere on the battlefield." You have the right to spawn safely at your base.
dr spaceman's Avatar - Comment posted on 06/15/2009 11:54
dr spaceman
prob gonna have to get this, already have steel & titanium. i am surprised they didn't re-do the Park Terminal level, since that one seemed to be a fan favorite.

As far as the spawn nade grief goes, i get WAY more frustrated by constantly spawning with my back to the enemy, or facing a wall. don't know how they can fix this, but it would make me very happy if they could. hate having to spin around immediately and not having time to even get a shot off.
Intonable Vab's Avatar - Comment posted on 07/09/2009 09:07
Intonable Vab
@ dr spaceman,
thats the fault of the person who threw the spawn grenade. you always spawn in the opposite direction of the way the spawn point was thrown ( i think).
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