Killzone Liberation

TL;DR – Killzone: Liberation is a great isometric shooter that showcases what the PSP is capable of in terms of visuals, gameplay and even online functionality. I would have no problems recommending this game… Aside from the fact that it is extremely punishing at points. It can be incredibly frustrating to play as a result. It’s still a fun game, but definitely one that shouldn’t be treated as a walk in the park.

Quick Note: As of the time of writing (July 2023), Killzone: Liberation has multiple levels locked behind a free DLC delivery service that no longer works. While there are workarounds available, you’ll either need to locate the files and manually install them on your modded PSP or download a specific pre-patched .iso to enable them to work on an emulator of your choice. Unfortunately emulators cannot easily install the DLC due to a bespoke patching system that was used. So if you want to play the final chapter you’ll need to do some digging ahead of time. Alternatively honest and law abiding citizens can buy the shiny new remaster 🙂

With that out of the way, let’s begin;

Killzone Liberation is a great and relatively unique game in the sense that it manages to feel like a standard Killzone game without taking place in a first person perspective. Instead of following in the steps of other FPS games on the PSP (such as Syphon Filter), the developers at Guerrilla decided to transport the series into a cover-based isometric shooter with generally positive results. Despite only having one thumbstick to play with, the control is by and large perfectly acceptable. Camera issues are rare in spite of the scale of the game which features multiple large (for the system) levels.

The game itself is set two months after the original Killzone and has you controlling Templar. He is a big boy captain in the ISA (Interplanetary Strategic Alliance). Templar is also a one man army in the fight against the Helghast forces on Vekta. The Helghast are the baddies as denoted by the fact that they have among other things; nazi-motiffs, brooding commanders and seemingly innumerable hordes of grunts that scream about how they want you to suffer or that they’re going to slaughter you. As for the ISA, they’re a fairly generic sci-fi America. You can expect standard issue quips about “liberty” and “freedom” from your dudes.

While the use of recurring characters and the close connection to the rest of the series is surprising for a portable “spin-off” game. The plot itself is largely nothing special. Fans of the series will probably be aware of how other killzone games played it a bit less straight. But for the purposes of Liberation the factions are cool ranch Americans and Bri’ish nazis which is honestly fine. I can’t imagine anyone picked this game up for the plot, myself included.

“What do you mean we’re the baddies?”

Muh GRPHX

Instead most people picked it up for two reasons, the gameplay and the visuals. Both of which have been heavily refined and hold up pretty well (hence why it got re-released on PS4/5 recently). Starting with the visuals, they’re surprising good for a handheld system. They’re light-years ahead of anything that the DS could put out. Frankly they’re seemingly beyond the reach of even the 3DS which came out years later. Now I did play this on an emulator (as my PSP is in my parent’s attic in a box somewhere). But even allowing for the various upscaling and AA that was applied it’s still a visually impressive game. I’d even say it seems more akin to a PS2 release than a PS1 game.

While some finer details are lacking, the game is able to successfully present a variety of different enemy types and environments while still packing CGI cutscenes and in-engine cutscenes that look great. There are also plenty of nice touches including splash effects for water, glass shattering during shoot-outs and even the visual cues related to the awareness level of enemies (yellow eye-visors for oblivious, orange for alert but hunting, red for actively pursuing you). Guerrilla have always been capable for showcasing the potential visual fidelity that various PlayStation systems have offered. Killzone: Liberation is no exception to the rule.

Even without the POWER OF THE CELL Guerrilla were able to put out a good looking game

But how does it play?

And while I’ve personally found Guerrilla games to be a bit hit-or-miss in the past. I can confirm that Killzone: Liberation is my own personal exception to the rule. As it’s the most enjoyable game in the series, at least in my opinion. The reason for this is simple. The isometric gameplay system they’ve adopted is punishing but at the same time highly engaging. As much as I yelled at this damn game and cursed the various people who worked on it… I can’t deny that everything just clicks in a way that so many other developers can’t match. Templar is a one man army, but he is always on the brink of getting overrun. A snap judgement will therefore either save his bacon or condemn him to an abrupt and inglorious end (and you to the load checkpoint screen).

The reason for this is simple, you don’t have that much health or that much ammo at any given time. While the various Helghast you’re up against are specialised and quite often gluttons for punishment. Even the simple soldier can cause a headache, as you’ll need to fire a whole magazine to deal with them. Assuming you land your shots (which is finnicky) of course, and that they aren’t in cover. Or backed up by their comrades in arms who will flank you. There are also so many types of enemy to deal with that they’re constantly getting introduced throughout the game. All the way up to the midpoint of the final (non-DLC) chapter even.

In addition, the game utilises elevation and cover to block shots. Meaning that you’ll need to make use of the R-shoulder button to duck lest you get shredded by the barrage of enemies. These enemies also make use of cover, alongside strategic use of the elevation and melee attacks which knock you on your ass.

“Wait… this isn’t MGS1”

The lone wolf gets… a headache?

Once you add in the boss fights, the dastardly way that the developers just love to screw with you sometimes (e.g. putting bombs in the hitherto safe supply crates) and the fact that the various enemy types can synchronise in brutal fashion you have a real fight on your hands. To give a brief example, the game often likes to send one or two regular goons your way and a specialised trooper (such as a sniper or shotgunner). If you focus on the specialised trooper you’ll get mown down by the regular goons. If you focus on the goons you’ll get flushed out of cover (or just killed) by the specialist. Oh and there are turrets, mines, tripwires and the occasional vehicle to deal with as well. The Helghast are legion and you’re still trying to be the “One Man Army” for better or (frequently) for worse.

After dealing with a routine fight against two grunts (dead), a turret (dead) and tripwires. Notice how low my ammo and grenades are

Friends 4eva

Well that’s not entirely true, one part of Killzone: Liberation that I wasn’t expecting but is actually mainly well handled is the fact that multiple missions have you teaming up with another character from the first game. There are a handful of one-off “buddies” as the game calls them. Such as a general packing a revolver and some scaredy-cat VIPs that don’t do much. But you spend half the game working with Rico and/or Luger who put in serious effort to steal the spotlight.

Rico has a machine gun and a propensity to call the enemy ASSHOLE (seriously, it’s almost every time he’s shooting the enemy). While Luger has a crossbow that shoots explosive bolts. Just be careful, as your buddies are so keen to be the hero that they’ll shoot you if you get in the way of their shots. They will also take damage if they run in front of you while you’re shooting. They’ll even get pissy and punch you if you hurt them too much. Apparently oblivious to the fact that there’s a game over screen tied to your health bar.

If I had a penny for every time Rico said Asshole I could buy a PS5

Judging your colleagues

Both have their own health pool that can be replenished via a healing syringe. If they’re reduced to 0hp then you’ll need to give them a shot in the arm within 20 seconds or they’ll die FOREVER. Fortunately these syringes are fairly plentiful so you don’t really need to worry about their health. Unless they get stuck directly in front of a turret… Or are getting bullied by the shield-toting melee Helghast enemy type. They’re invaluable for splitting the enemies attention and can hold their own, while essentially doubling your damage output. Unfortunately they’re never there when you really need them (like in the boss fights) but I guess the developers wanted you to work for that taste of sweet, sweet, victory.

One last thing worth noting is that they can also be bossed around via an orders overlay. This lets you tell them to focus on a specific enemy, use their ability to make the level proceed (C4 for Rico, grappling hook for Luger) or take cover in a specific spot. You rarely have to use this, but it can be very helpful to have them distract certain enemies while you flank for an easy kill.

The orders overlay can be accessed at any time and doesn’t pause the game, so be quick soldier!

Don’t mind if I do…

And those kills can be made even easier if you opt to gather the optional collectibles or attempt the various side-challenges which unlock as you play through the campaign. The collectibles themselves are fairly straight forward. Each level has some cold hard CA$H hidden within it in the form of suitcases (hidden in wooden crates). As you gather more of them, your total funding increases and more weapons unlock. Alongside the new weapons are upgraded versions of older weapons should you earn enough. You don’t need to dip into your funding to unlock new weapons or upgrades. Instead they’re unlocked automatically once you’ve reached a certain level of funding.

As for the side-challenges, these provide “points” which are used in a similar manner to unlock various abilities. For example one lets you hold extra grenades or to have double the amount of HP. These abilities can be very powerful, although your first playthrough of the campaign will be relatively normal. After all, you can only gain these points through challenges which are tied to clearing each act of the campaign. As such you’ll need to have cleared most of the acts to unlock the most overpowered abilities.

There are 6 challenges per Act, for 24 in total (DLC excluded)

What’s left?

And once you’ve cleared most the acts, the game has a few more bits and pieces of content with which to incentivise you to keep playing. Unsurprisingly but unfortunately the multiplayer servers and community don’t really exist anymore. As such the multiplayer mode isn’t much of a draw these days. To my knowledge you will still be able to take part in local co-op though. Presuming you can find someone else with a PSP and a copy of the game. This will let you play through any missions you’ve completed in the single player campaign, but with a buddy.

Of course both of these modes are still a factor if you pick up the remaster (which is “free” on PS+ platinum) so those looking for the most content might want to take a look at that version. For everyone else, you’ve got the Jukebox to enjoy the OST, the collectibles mentioned above and uh… that’s about it.

Therein lies the flaw with the bold new online age that the 7th console generation (and to a lesser extent the 6th) ushered in. Namely that a lot of Killzone: Liberation content just doesn’t work any-more. You can’t get the last act of the game (and there are only 4 in the release version). You can’t play online and the co-op is more tricky to utilise. As such those of you who stumble upon the game at a very low price for the original PSP version are advised that you’ll be missing a good chunk of the game. Fortunately what’s there is still great and I’d recommend it to any player looking for a challenge. But be aware that you’re not getting the full experience as the developers had intended.

All true soldiers hate the gradual creep of planned obsolesce

To wrap up;

To conclude, Killzone: Liberation is a fun but challenging Isometric cover-art shooter that is a great showcase of what the PSP is capable of. While many of these capabilities have died out, what remains is a visually impressive and faithful adaption of the Killzone series to a handheld system. There are myriad enemies and features contained within the single player experience, and between the (admittedly short) campaign, the collectibles and the challenge modes there is still a healthy amount of content on offer.

No doubt the best experience would be to play the remaster, but to my knowledge you can’t own that on disc so as the industry marches on that version of the game will be lost to time. For those of you who don’t own a PS4/PS5 and a PS+ subscription, I would have no issues recommending the base game with one important caveat – this game can be unforgiving and you should be prepared for a short but brutal campaign.

Space America wins with an overwhelming bombing campaign, some things never change…

By Boabster

Your favourite fat Scottish game blogger and WordPress "developer". I've been playing games for 25 years, reviewing them for 2 and tracking them on this website.

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