Archive for the ‘Storytelling’ Category
Normally we solely talk retro on this blog but with the upcoming PS4 I just can’t help but get everyone acquainted with the story of Killzone. While I’ve been a hardcore fan since the second game (I played the original but didn’t much care for it), most people managed to skip the series due to its long development delays, similar aesthetic to other shooters of the time, and much better marketed titles from both Sony internal (Resistance 2) and competitor Microsoft (Gears of War 2). It really is a shame because Killzone 2 is quite distinct from other shooters of the generation, but I will get into that later in the article. The focus of this is to get you caught up with the story and elements of each game in the series, so that you can jump into the latest iteration, Shadow Fall, at the PS4 launch without having to worry about everything that came before it. Given that Killzone covers three console generations now (PS2-PS4) and almost 10 years, it’s got quite a lineage for a series with three main titles and two portable side stories. Unlike most game franchises, the Killzone series stays mostly progressive with story and each new iteration directly follows its predecessor in the timelineso Shadow Fall takes place at the tail end of the current franchise. I have each game listed below along with a story synopsis and notable gameplay elements and updates to each in the order they take place in the Killzone universe. Without further ado, I give you the Killzone story so far:
When Nintendo decided to move over to America, it wasn’t to begin the world of the NES but rather to establish a market for arcade games. Nintendo of America (NOA) had struggled ever since it migrated to the United States, complete with difficulty finding a home base in both New York and New Jersey, eventually staying for good in the Seattle area. At the time Nintendo’s owner, a gruff businessman by the name of Hiroshi Yamauchi, had inherited the company and vowed to make it into the powerhouse it eventually became. Yamauchi recently warmed up to his son-in-law, Minoru Arakawa, and decided to make him in charge of Nintendo’s American migration thanks to his free-spirited nature, familiarity with the country and ability to overwork himself. Now Arakawa was attempting to find the big arcade game that would put NOA on the map like Space Invaders had done for Taito. That game was to be a linear space shooter called Radarscope.