I don't think so. It seems to be quite common when people discuss most shooters. The talk about the controls, by that they mean how easy it is to aim and shoot someone rather than the enjoyment that comes from
actually shooting someone. I hear a lot of "are the guns fun to shoot?" when what's really important is "is it fun to shoot something?" It's not the firing of the guns which is the most important, it's the actual shooting OF something. It's when your bullets make contact with an enemy or something in the environment. That's the point at which you're interacting with the game world in a shooter, that's when you get the most feedback, that's what all shooters need to focus on when it comes to their gunplay, and so many "AAA" shooters fail in this regard.
Other shooters of course have been very successful in the past with their gunplay, Max Payne, F.E.A.R. being two of my favorites but they are very out dated when compared to KZ2. Max Payne was of course quite a few years ago (tho way ahead of it's time) and a TPS, so lets focus on F.E.A.R. They did a great job when it comes to the shooting, the impact of every shot, tho exaggerated, was satisfying. But, killing an enemy, still felt like you were killing a toy or a mannequin due to the rag dolls. With KZ2 they blended rag dolls with top quality motion capture animations so you can still affect the Helghast soldiers with each shot but they react with much more realistic animation. Killing enemies in KZ2 for the first time ever for me, felt like I was killing an actual person, rather than a toy or simply a video game character like in other games. I truly believe it's a step forward for the genre and playing other shooters now just feels wholly unsatisfying in that regard. And it's not just the animation quality or the system they implemented. So much care and polish was put into everything about the shooting. From the ultra-detailed gun models and ejected casings to the amazing reload animations. The unique feel of the every gun, the weight of the controls. The way they exaggerate every bullet impact with a heat signature or with the realistic dust/smoke that lingers in the air after each bullet hits a wall. Especially great in the online when you've just had a really intense fire fight in a room, which is then completely filled with smoke and dust afterwards which lingers realistically in the air. Even though the environments aren't destructible you still see the effects of every shot fired, you can track every shot that leaves your gun. You have to control the recoil and spread of your bullets, you can't just hold down the R1 button and the autoaim will do it all for you. You have to control your shots, it takes a lot of skill, especially in the online when things can get really hectic and that's what makes it so satisfying. Gamespot (surprising enough) nailed it in their Killzone 2 Shooter of the Year Award write up when they said:
Although they didn't go into great detail, it was nice to see the game get recognised for what it did do well by a big website. And I do think the game did a great job of showing off this system with the level/game design, there were a lot of close combat situations throughout the game, and with the cover system you could survive the aggressive and intelligent A.I. and still get up close and personal and pump bullets into the enemies from close range which was just so enjoyable. And the level design in general did a good job of allowing the enemies to really show off their A.I. I remember and amazing incident in the warehouse battle of the first level (demo level) where I'd cleared out the whole room except for one guy. I searched the warehouse, all over, every spot where he could be hiding but couldn't find him. So I thought, "ahh must have got him", I turned round and he popped out behind cover, said: "pretty dumb!" and shot me! I killed him tho!
But still, I don't think I'd ever seen an enemy hide from me until he saw a great opportunity to get the jump on me, then insult me as he shoots me! :lol Crazy. I've actually tried to
manufacture that moment again but never been able to get it to happen. It's just one of those amazing moments that can occur 1 time in a million in some games. Love it. The game is really best played on Hard, that's when you get the most intense encounters.
I also like how they don't hold you hand and guide you through certain scenarios. The ATAC battle you mentioned, I played the game on Hard the first time through, which I normally never do, (because I suck at most games
) but I managed to beat it first time, How? Pure luck
, when getting an ammo refill from the re-spawning rocket launcher, I just happen to notice the stair case which leads down to the corridor downstairs which made the boss fight so much easier. I really like that, they don't lead you down there, you can just discover it by yourself spontaneously. The downside of that approach is of course, what if you don't discover it? You're left frustrated and annoyed. But I like that method, but can understand how other would not. Another good example is the very last level, the fight with Radec, playing through the game on Hard, that was the only section that had me almost pulling my hair out. They just dump you in a room with waves after waves of Helghast and basically just tell you to "deal with it" :lol And you have to figure out you're own strategy. Which is very frustrating, but much more satisfying when you beat it out by figuring out the best strategy. My first playthrough on Hard, the satisfaction of beating it didn't make up for the hour of frustration that preceded it. But when I played through the game straight after on Elite, I enjoyed the last battle, I knew what to do, I figured out a strategy that worked best for me and I had the extra challenge of the harder difficulty/no cross hair and I thought it was great. But it certainly is a design philosophy that can go either way for a lot of people.
I see KZ2 mainly as an excellent foundation to build on. Mentioning HL2 reminded me that game is now 5 years old, and still heralded as possibly the best FPS ever. In five years time KZ2 may be remembered as a game that really refined and pushed forward the shooting mechanics of the genre, but it's certainly not going to be remembered as a truly great FPS SP. It's just not original or memorable enough to approach anyway near HL2's level. So what they need to do is take the great work they did with KZ2 and use that as a foundation to build on in future games. That's an incredibly obvious thing to say I realise, but the main issue with the first Killzone was that (apart from a lack of polish technically) the shooting mechanics were quite poor, they nailed that with KZ2, so now hopefully they can focus on creating truly memorable, original and fun scenarios to make the game stand out a lot more than KZ2 did. Work in a lot more story and more info about the culture of the Helghast, the politics, the people. Create more interesting characters on both the ISA and Helghast side and they could create something truly great. Personally, I'm not too optimistic
and the multiplayer will be the biggest draw for me in terms of KZ3, but I'm definitely looking forward to seeing what they do in their future work.