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Sony Computer Entertainment America hooked me up with a preview copy of their upcoming game, Killzone Liberation.  The demo is pretty bare bones, only featuring one single player level and one multiplayer level, but the player is clearly able to get a taste of how the final code will pan out.

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The single player stage takes place on shipyard/docks.  Crates, ramps, cranes, and rails compose most of the environment.  This single level also acts as a built in tutorial as pop-up messages appear when they need to.

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Unlike the first PS2 version, Killzone Liberation is not a FPS.  Taking place from a 3rd person over-the-head perspective, this PSP sequel is built with a little bit more strategy than the gunning action of its predecessor.  Luckily, the control scheme is quite solid, making good use of the PSP’s button configuration.  The analog stick moves your playable character, but also acts as the directional aiming.  However, if the “R” button is held down, the player will crouch, allowing for more accurate fire and a chance to duck out of harm’s way.  If the “L” button is used in conjunction with “R,” a lock on of sorts will guide the player’s shot.  This dual shoulder button combination is needed to shoot barrels, crates, and enemies that are either above or below you.  “L” can also be double tapped to perform a roll maneuver.  Because the movement of the game is paced slightly slower, precision aiming and timed shots will be more common than random magazine emptying bursts of fire.

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The Square button fires the weapon, while Triangle manually reloads.  Once grenades are collected, the Circle button will bring up the lob cursor.  “X” is the context sensitive button, allowing for action such as punching enemies, breaking crates, and pressing switches.  Select brings up a map of the area.

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Using a nicely detailed physics engine, bodies will fly when hit with explosives.  They can even fall into the water and make a splash.  This may seem like a minor detail, but it really makes the game come alive.  Enemy A.I. was pretty smart too. They are not afraid to shoot rocket launchers right at your face while shooting from behind the safety of a wall. They even seem to respond to sound, adding a slight element of stealth. 

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Weapon crates are spread throughout the level.  Here, the player is able to swap out his current weapon for a new one, stock up on grenades, and get some health restoration.  The game also features quite a high number of weapons.  Everything from pistols, automatics, rockets, and even a bow that shoots explosive arrows all appear in the demo.  Smoke grenades, explosive grenades, and even remote mines are other options designated to the Circle button.  Each weapon works best for a specific situation.  If you are going to be up close and personal, then perhaps the pistol or automatic will work best whereas the rocket launcher, crossbow, or sniper rifle could work best from a distance. 

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This single player stage was on the shorter side, but it was fun none the less.  The demo does feature multiplayer support in a single level very similar to the layout of the “Dock” single player stage, but I was unable to test this function.  However, the potential for a highly entertaining multiplayer mode can be imagined through playing the single player mode.  The developers promise several different types of Ad-hoc multiplayer modes.  Whether this game will feature Infrastructure is still unknown. 

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Unfortunately, the demo did not feature any type of open movie sequence nor any background story or information so I am unable to release these details.  Currently the game is scheduled to ship around October 30th, exclusively on the PSP.  From this demo alone, saying that this game will be one of the best on the PSP is no understatement.  Keep your eye on this game.  It just might be the killer app that the system needs. 

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