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Jimpressions: Killzone 2 Napalm & Cordite map pack photo

Another round of Killzone 2 DLC, another round of Jimpressions. This is the third (and perhaps final, for a while) map pack for Killzone 2, Napalm & Cordite. Featuring two new maps and two new guns to pick up and dispense death with, this new map promises to be more action packed than the last two.

So, how do these new maps fare? How have the new weapons affected play? Why are spawn grenades so effing worthless now? All this and more, as I provide my first Jimpressions of the Napalm & Cordite map pack.

Once again, I want to preface this article with similar sentiments I shared on the last article. I absolutely hate the new updates Guerrilla has added to the game. Thanks to the removal of spawn point invulnerability, people are now spawn camping everywhere, something that wasn't a problem in the game before. I grant you that spawn points could turn the tide of battle when players were invulnerable for a time, but that was the point! It was a risk for a Tactician to get a spawn grenade in the right spot, but a risk that was rewarded. Now there's no reward, since freshly spawned players basically walk into a meat grinder now. Spawn points have become free shooting ranges, and it's irritating as Hell.

I'm not even going to mention spawning on top of grenades, which is still a big problem if my last play was anything to go by. 

Another import preface is the fact that, wherever these new weapons are, I can't find them. I've had to be quick with my Jimpressions this time, so I don't have an hours to search for them, but it seems that on the Arctower Landing map, nobody else found them either. Luckily, there was someone on the enemy team during my Suljeva Cliffside that did find the flamethrower, so I can at least confirm what it's like to be on the receiving end of one. 

... It really, really hurts. 

As for the maps themselves, they're pretty well designed, perhaps better than the last four maps. Suljeva Cliffside has plenty of corridors and places to hide, as well as a bridge area that becomes incredibly hotly contested. Sadly, it shares incredibly similar aesthetics to Southern Hills from the Flash & Thunder pack. While it's difficult to make maps on similar terrain stand out from each other, they just felt incredibly similar, in terms of how they looked. 

As always, it's the more industrial map that provides a superior experience. Arctower Defense is not quite as beautiful as Beach Head from the last pack, but it looks pretty good and is designed for close firefights in tight areas. There's also plenty of level variety, meaning you can get the jump on enemies from high vantage points or make a daring leap of faith to a lower area and avoid enemy fire. 

I wish I had more time to really get deep into these maps, but unfortunately, I don't, and the new updates don't make it easier for me to stick around. What I can tell you, however, is that this is a very worth map pack and should definitely be checked out by fans of the game. If you don't own any of the maps so far, the $11.99 map pack bundle is a very good deal, and is well worth the money. 

If you're stll playing Killzone 2 and haven't been turned off by the changes, then I recommend you buying the bundle. If you already own the last two maps, I'd say these are the best designed of the lot so far, so you definitely won't begrudge giving Sony another $5.99.








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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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15 comments | showing # 1 to 15
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darknil's Avatar - Comment posted on 07/25/2009 17:06
darknil
Thanks Jim, I'll buy the 12.99 pack on Monday, tough is very nice to hear some good stuff about it before I buy it.
Darren Nakamura's Avatar - Comment posted on 07/25/2009 17:28
Darren Nakamura
Jim, I think you need to give the updates a bit more of a chance. Before the update, spawn grenades were way TOO useful, as a Tactician could run in, drop a spawn grenade, and basically own that area until it ran out. If you ask me, there wasn't much tactical about it. The new system requires at least a bit of sneakiness, and maybe even teamwork. Yes, get your Engineers to put up bots near your spawn grenade, and get some people to defend it. You can't just drop 'em all willy-nilly now.

They did slightly tweak them, too, in that you don't necessarily spawn directly on top of a spawn grenade, so somebody camping a spawn might be thrown off as you spawn behind them.

And hey, with this slight nerfing of spawn points, it makes Medics more useful, and I'm pretty sure I've seen more of them running around lately as well.

But I really think you should get some more time in. I agree that spawning into a death trap is no fun, but it just means you need to have a competent Tactician, a more cohesive team, and maybe grow some patience so you can look at the battle at a particular point using the spawn screen that most people click right past. I've even gotten the jump on a spawn camper, knowing the direction I'd exit the point and where he was hiding.
darknil's Avatar - Comment posted on 07/25/2009 17:33
darknil
I agree with Dexter, today it was a bit disappointing until I used the spawn camera, and yes, there are more collaborative medics, I was in a room with the top scorer was a medic, just for curing, lol
brownpig's Avatar - Comment posted on 07/25/2009 17:57
brownpig
Taking away the spawn invulnerability is the best thing GG did. The only problem is that it should have been that way from the start, so that you and other people wouldn't have gotten used to just throwing spawns in the bomb room and brute forcing your way to victory.
I dont know how many other games let you set spawnpoints, but after just a couple of months of having it, people think it is their consitutional right to spawn safely wherever the hell they want. Spawn points are for positions you hold...not for positions you are trying to take. You must defend or hide them.
Jon B's Avatar - Comment posted on 07/25/2009 18:06
Jon B
Since it's obviously going to be said sooner or later, BIAS.
Also, I saw the word grenade, so I'm going to say "Grenadezone 2" for no reason at all.
Daxelman's Avatar - Comment posted on 07/25/2009 18:06
Daxelman
It's kind of hard to hide a spawn grenade when they act like fucking smoke towers.

Hell, I've seen the smoke pass through walls before. Multiple times.

Spawn Grenades are damn retarded in the first place. They should do it pseudo TF2 style. Set up multiple spawn positions, and allow teams to battle it out for them while complete primary objectives.
Darren Nakamura's Avatar - Comment posted on 07/25/2009 18:12
Darren Nakamura
@Daxelman: The Tactician and his spawn grenades were just about the only thing that Guerilla didn't rip directly from TF2. You want them to get rid of the only thing that makes it unique from TF2? Why not just go and play TF2?
Monster w21 Faces's Avatar - Comment posted on 07/25/2009 18:34
Monster w21 Faces
Killzone 2 is the only game in 21 years I've ever returned.

I found it truly without any merit what so ever.
Corak's Avatar - Comment posted on 07/25/2009 18:39
Corak
While I do enjoy these new maps I think these are my least favorite of the packs they have added. Arctower is like pacman, hallway, turn, hallway, turn, shotgun at close range, dead. If you don't have a shotgun in that map you are at a serious disadvantage because there are very few areas where you have a longer view down the map that isn't obstructed, and the scout is almost completely useless in that map.

Suljeva is my favorite of the two, which isn't saying much. Its a fairly small map but its open enough to make most classes viable. However, if you get pushed back close to your initial starting area in the beginning of the match its damn near impossible to turn the tide and win. In the matches I was in last night, where I actually earned my 50 kill trophy but still lost, we were almost able to push the Helgast back to middle ground. How? Myself and another random tactician were placing spawn points in good places and using aerial bots to help push them back, with a few good engineers helping as well. But it didn't last that long because the vast majority of people don't defend spawn points, I know I never used to. So when we got pushed back that spot was camped. I guess what people need to do here to really help in this map would be to defend spawn points, but honestly I don't see that happening.
Qraze's Avatar - Comment posted on 07/25/2009 23:21
Qraze
i love being the medic. haven't been anything else but one.
Emrah's Avatar - Comment posted on 07/26/2009 02:52
Emrah
Spawn nades should have taken time to setup, and they should have been destructible by the opposing team. The original version they had was stupid and overpowering the attacking team, now they have really taken it away, they had to, because they screwed up in the beginning. If it had taken time to set it up, (4-5 seconds instead of instantly), it could still work with all the short invincibility. Teams would try hard not to let their enemies set up a spawn points, and once they did, it would be a punishment.
farlander's Avatar - Comment posted on 07/26/2009 05:59
farlander
@Emrah: It's a great idea, however since there are only two spawn points available total, it'd represent a problem.

An ability to destroy the spawn could have worked, though, in my opinion.
Chris22533's Avatar - Comment posted on 07/26/2009 11:13
Chris22533
@Dexter345: Your right if they copied everything from a far superior game except for adding in a new poorly designed game mechanic why don't we all just go play TF2.
Elsa's Avatar - Comment posted on 07/26/2009 12:25
Elsa
I own, but still haven't played the second map pack... so I think I'll be skipping the third. Most of the public games still tend to use the core maps.
whatisdelicious's Avatar - Comment posted on 07/28/2009 16:48
whatisdelicious
Spawn grenades, plain and simple, need a bit of invulnerability. Yeah, having no invulnerability encourages smart placement, but it's not always that simple. You might drop one outside only to realize it's too open, so next time you drop one just inside a doorway to provide some cover. The moment that ONE person on the enemy team discovers that spawn point, all they have to do is just sit there and keep firing or throw an occasional grenade and you will literally just spawn and die, spawn and die, until you decide to just spawn back at your original spawn point and work your way back.

Maybe they were too powerful before, but now they're FAR too weak.
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