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Memes?
Dash Rendar
#TeamNorton
Dance With The Angels
SHOOT VISARI!
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biosterous
Feb 23, 2013




CJacobs posted:

Masters Mercenaries
Finish Shadow Fall
That deaf blind and dumb Sally
Sure is entirely at fault

he's a killzone wizard
led us through each twist
killzone wizard
but at syncing he missed

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nine-gear crow
Aug 10, 2013
https://www.youtube.com/watch?v=nTY3AGp-uJI

Okay, the fixed version is now up. Hopefully this is the last time I have to deal with this bullshit.

Cooked Auto
Aug 4, 2007

If you will not serve in combat, you will serve on the firing line!




Narrator: It wasn't the last time. At least for this video.

biosterous
Feb 23, 2013




it's all fixed hooray :buddy:

sb hermit
Dec 13, 2016





what the hell is a "boomer shooter"?

and what the hell is this music?

Cooked Auto
Aug 4, 2007

If you will not serve in combat, you will serve on the firing line!




sb hermit posted:

what the hell is a "boomer shooter"?

It's used to describe simpler shooters like Doom and Quake 1 and 2 and all their various clones. As in they're very simple shooters with only one goal, killing your way through the map.
It used to be a derogatory term by players looking down those games, but the fanbase has essentially accepted it as their own these days.

Cooked Auto fucked around with this message at 02:08 on Sep 27, 2021

Sally
Jan 9, 2007


Don't post Small Dash!

Cooked Auto posted:

It's used to describe simpler shooters like Doom and Quake 1 and 2 and all their various clones. As in they're very simple shooters with only one goal, killing your way through the map.
It used to be a derogatory term by players looking down those games, but the fanbase has essentially accepted it as their own these days.

this

also,
it gets applied to modern indie shooters in the same vein like Dusk and Amid Evil and the like. anything cribbing heavily from 90sera FPSes.

but also Dusk and Amid Evil fookin' rule.

it'a a stupid label but eh.

Sally
Jan 9, 2007


Don't post Small Dash!

sb hermit posted:

what the hell is a "boomer shooter"?

and what the hell is this music?

also which music? the ost?

Sally
Jan 9, 2007


Don't post Small Dash!
also also forgot how much we rag on crow in this video hahaha

nine-gear crow
Aug 10, 2013

sb hermit posted:

and what the hell is this music?

https://www.youtube.com/watch?v=QtTj4cramPM

CJacobs
Apr 17, 2011

Reach for the moon!

Sally posted:

also also forgot how much we rag on crow in this video hahaha

I was far too mean to him and not mean enough to you! And now I've missed my chance to balance the scales!!!

sb hermit
Dec 13, 2016





Sally posted:

also which music? the ost?

yes

Sally posted:

also also forgot how much we rag on crow in this video hahaha

crow was just sitting there, looking at gun racks, while getting peppered by bullets

and the shotgun was picked up off a dead body instead of the gun rack

Cooked Auto posted:

It's used to describe simpler shooters like Doom and Quake 1 and 2 and all their various clones. As in they're very simple shooters with only one goal, killing your way through the map.
It used to be a derogatory term by players looking down those games, but the fanbase has essentially accepted it as their own these days.

thank you

Sally posted:

it'a a stupid label but eh.

I guess it's gotta be called something

I see a resurgence of the OG 90s doom in popularity lately, so much so that Bethesda decided to remake repackage it and also require you to login to their servers to play the single player game. Just like how it was back in the DOS era.

EDIT: it's more of a repackage than a remake

sb hermit fucked around with this message at 02:59 on Sep 27, 2021

Cooked Auto
Aug 4, 2007

If you will not serve in combat, you will serve on the firing line!




If anything the remaster of Quake that came out recently is more a consequence of the resurge of such shooters than that, which I think came up around the time of Doom Eternal's release.

nine-gear crow
Aug 10, 2013

Ah, in that case:

https://www.youtube.com/watch?v=mkaWZoPRBxg

The song is called "Sympathy for the Red" by Lorn.

sb hermit posted:

crow was just sitting there, looking at gun racks, while getting peppered by bullets

and the shotgun was picked up off a dead body instead of the gun rack

In retrospect, this entire chapter could have benefited from me playing the game at least once more all the way through to familiarize myself with the endgame weaponry a little more. There are quite a few redundant guns that look exactly the same which make it difficult to discern which is which and what does what. So that leads to a little decision paralysis. If you see me staring at a gun rack and picking nothing up, that's me going "I don't want to take this risk of this gun being poo poo and backfiring on me." For example:




Here's the Keyzer and the Pulver. These are two unique guns. Can you tell them apart without looking at the image file name?




Here's the Kameraad and the Vultur. Both are sniper rifles.

The Sickle shotgun is very easily distinguishable from every other weapon if you're in a hurry to grab it, but by this point in the game it does poo poo all damage thanks to enemy armor. I've learned infinitely more about the ins and outs of this game since playing it than I ever did while I was playing it.

nine-gear crow fucked around with this message at 03:09 on Sep 27, 2021

sb hermit
Dec 13, 2016





nine-gear crow posted:

Ah, in that case:

https://www.youtube.com/watch?v=mkaWZoPRBxg

The song is called "Sympathy for the Red" by Lorn

For some reason, I get the strong impression of the red room in the original Twin Peaks

quote:


In retrospect, this entire chapter could have benefited from me playing the game at least once more all the way through to familiarize myself with the endgame weaponry a little more. There are quite a few redundant guns that look exactly the same which make it difficult to discern which is which and what does what. So that leads to a little decision paralysis. If you see me staring at a gun rack and picking nothing up, that's me going "I don't want to take this risk of this gun being poo poo and backfiring on me." For example:




Here's the Keyzer and the Pulver. These are two unique guns. Can you tell them apart without looking at the image file name?




Here's the Kameraad and the Vultur. Both are sniper rifles.

The Sickle shotgun is very easily distinguishable from every other weapon if you're in a hurry to grab it, but by this point in the game it does poo poo all damage thanks to enemy armor. I've learned infinitely more about the ins and outs of this game since playing it than I ever did while I was playing it.

Yeah, I think that's fair, and a difference of gameplay styles. I bow to your 10 years of experience with Killzone as to how this level should be tackled.

sb hermit
Dec 13, 2016





nine-gear crow posted:

AhThere are quite a few redundant guns that look exactly the same which make it difficult to discern which is which and what does what. So that leads to a little decision paralysis. If you see me staring at a gun rack and picking nothing up, that's me going "I don't want to take this risk of this gun being poo poo and backfiring on me."

Score one for the commentators, that (again) shows another reason why mercenaries was better than shadow fall

nine-gear crow
Aug 10, 2013
Like, I have played Shadow Fall all the way through a grand total of 3 and a half times. Once with Sally swapping in and out of the driver's seat. Once on my own as preparation for the LP. A second time through to get all the collectables. And then a third and final time to actually record the LP. Barring the practice run I did with CJacobs and SP to get a feel for multiplayer, and the eventually Multiplayer Safari video to end off this whole thing, I don't see myself ever playing Shadow Fall, or really any Killzone game ever again for whatever reason.

EricFate
Aug 31, 2001

Crumpets. Glorious Crumpets.

Sally posted:

also also forgot how much we rag on crow in this video hahaha

We all consider that *added value*.

White Coke
May 29, 2015

nine-gear crow posted:

I don't see myself ever playing Shadow Fall, or really any Killzone game ever again for whatever reason.

The single player campaigns seem to be quasi-tutorials like a lot of AAA FPSs but are there any of them you would still play the multiplayer of if you could?

nine-gear crow
Aug 10, 2013

White Coke posted:

The single player campaigns seem to be quasi-tutorials like a lot of AAA FPSs but are there any of them you would still play the multiplayer of if you could?

Probably a blanket "no". Shadow Fall has a very robust and still quite active multiplayer scene as we've recently found out, but I don't particularly care for multiplayer games in general that aren't co-op, so I don't see myself ever revisiting the franchise again unless the next hypothetical Killzone game that may or may not be made is absolutely stellar and takes advantage of everything Guerrilla learned while making Horizon.

Sally
Jan 9, 2007


Don't post Small Dash!
Also not a big multiplayer person, but I did try out Killzone 2 back when it was still online in advance of possibly doing a video for it during its LP. I genuinely had a lot of fun with it and kind of wish that one was still active. Tried KZ3 but it didn't click with me as much. I got into KZ2 late, though, so the only people still playing seemed to be from Latin American countries so I had no idea what anyone was saying. It was fun, though! Just really solid gameplay. IMO, the shooting of KZ2 really was the purest of all the games.

Mercenary online was a loooot of fun. But I also got into the game super late. I got Merc when Vita TVs were on sale for, like, $40 as it was winding down as a console. Didn't play for long, but it was pretty fun.




Singleplayer-wise, I could see myself going back to Killzone 2. Especially to do another Elite run. just a pure solid FPS shooter. every skirmish felt really good.

nine-gear crow
Aug 10, 2013
So since we're at the end of the game and there's basically only one audio log left at this point in the back half of Chapter 9, I've thrown all of them up on YouTube because fuuuuuck Clyp so I'm just going to dump all of them here for your listening convenience, including the final one from 9-2 at the very end. I've also gone back and seeded them into the update posts in the place of the Clyp links as well.

Chapter 2:
https://www.youtube.com/watch?v=BFcOy6W9Tq8
https://www.youtube.com/watch?v=7ac-efk4z3A

Chapter 3:
https://www.youtube.com/watch?v=rSL4ni4rgZM
https://www.youtube.com/watch?v=rZ-d5MDJX20
https://www.youtube.com/watch?v=VVj7WUfCslk
https://www.youtube.com/watch?v=JIkN7X3C-lk
https://www.youtube.com/watch?v=Ip1uBgSGUSc
https://www.youtube.com/watch?v=RBeYf4O16oI
https://www.youtube.com/watch?v=DYfu2epk9Do
https://www.youtube.com/watch?v=XJzwE_5MGtE
https://www.youtube.com/watch?v=dlXkHofOIdY

Chapter 4:
https://www.youtube.com/watch?v=NYSvXr3fSAU
https://www.youtube.com/watch?v=djSPy3AhGDA

Chapter 5:
https://www.youtube.com/watch?v=hOgQLWJbvr4
https://www.youtube.com/watch?v=9CBoRqpY2no
https://www.youtube.com/watch?v=nM2VSK4P1Bo
https://www.youtube.com/watch?v=vCbVQtXdaeE
https://www.youtube.com/watch?v=GTHHrKctvTY
https://www.youtube.com/watch?v=zLkZuJuwKog
https://www.youtube.com/watch?v=sIujukFO0Os

Chapter 6:
https://www.youtube.com/watch?v=75byUPt-IEw
https://www.youtube.com/watch?v=sA-FMvU8_gc
https://www.youtube.com/watch?v=T1T8KGF33xc
https://www.youtube.com/watch?v=YYq3Qop4bwc

Chapter 7:
https://www.youtube.com/watch?v=1YiMopk1sbk
https://www.youtube.com/watch?v=9Xji939Kopw

Chapter 8:
https://www.youtube.com/watch?v=8ALMnPJE43w
https://www.youtube.com/watch?v=KECv8T6h7B0
https://www.youtube.com/watch?v=gpMgrIda-0I
https://www.youtube.com/watch?v=Xkaf6FhRMoc
https://www.youtube.com/watch?v=Qwv2sTBh2uo
https://www.youtube.com/watch?v=FNR1rHPrZkw
https://www.youtube.com/watch?v=t1UUiq9XLBM

Chapter 9:
https://www.youtube.com/watch?v=9JgmgAm-7FI
https://www.youtube.com/watch?v=SJz-dwatmN0

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS

biosterous posted:

laughing at his jokes before he reaches the punchline

oh no this was intended, it's just a statement on the quality of sally's jokes

:v:

Philippe
Aug 9, 2013

(she/her)

I hate to say this, but actually saying "The die is cast" is a bit too obvious for this franchise.

drkeiscool
Aug 1, 2014
Soiled Meat

nine-gear crow posted:

Like, I have played Shadow Fall all the way through a grand total of 3 and a half times. Once with Sally swapping in and out of the driver's seat. Once on my own as preparation for the LP. A second time through to get all the collectables. And then a third and final time to actually record the LP. Barring the practice run I did with CJacobs and SP to get a feel for multiplayer, and the eventually Multiplayer Safari video to end off this whole thing, I don't see myself ever playing Shadow Fall, or really any Killzone game ever again for whatever reason.

oh my god, i'm so sorry for you :(

i guess i should write up my long rant about this game this weekend

CJacobs
Apr 17, 2011

Reach for the moon!
This game is so loving hard lol it's such a pissant about it too with the Helghoons taunting you just like always except there's 500 more of them and they are are on jet skis while you are on a tug boat

Back Hack
Jan 17, 2010


They really did pull a Rise of the Skywalker, not just in regards who the hell is crewing all these thousands of ships, but also where the hell are they building all these suckers. They’ve gone out of their way to show you can’t build infrastructure anymore on Helghan, not only that but it also exceeds what they were capable of making even at the peek before Helghan went ka-blew-y.

SIGSEGV
Nov 4, 2010


Yeah, all those space elevators alone are far larger than all of the other combined infrastructure we've seen on Vekta.

Killzone in general has a problem of scale, which is fairly normal, it's science fiction, especially sci fi with planetary invasion, but it really gets out of scale in killzone 3 and shadowfall, although the return of the evacuating fleet in 2 is also a stretch, what sort of idiot sensor and brain having fleet wouldn't see them from orbit? They have giant plumes of fire after all, well, you could say it's because the Vektans are idiots, but that's far beyond not knowing to wipe their own rear end.

They should just have stuck a half dozen of the ships and stacks of large box launchers full of missiles and it would have been enough.

goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer
Space elevators when you have anti-gravity material seem pretty redundant. Probably much easier to build though.

Maybe they have a bajillion ships now because they've turned the construction over to the only competent parties in this game, the OWLs.

Philippe
Aug 9, 2013

(she/her)

"Robots building robots building robots" is probably the explanation.

SIGSEGV
Nov 4, 2010


Yes but with what ore and refining it where? I get that the crust got blasted apart and the unobtainium ore is right there but you've still gotta get other things to make the rest of the ship and also process the drat ore. If that thing is competing with whatever task force is incoming, without having a dedicated first punch advantage, and it doesn't look like it has and the game isn't saying it will have, it has to be at least a peer in terms of strength, whic means that on the no longer inhabitable body, Stahl is placing the equivalent of the industrial production and support facilities that built, trained and crewed the incoming task group. That should be pretty hard to hide. On the other hand we're in video game land.

goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer
Unconstrained self-replicators working on an uninhabited planet in a gravity adjustable environment with deep-core mineral access and a planet worth of infrastructure to salvage? Totally videogames practical.

goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer
Killzone 4: Inevitable Endgame will be the story of Earth force mercenaries invading the system to set off a nova bomb that will totally wipe out both planets and a billion Stahl-drones before they set off to murder humanity, ending this dumb little spat once and for all.

Philippe
Aug 9, 2013

(she/her)

Better, it'll be a Command & Conquer RTS where you mine for Petrusite as it's killing you.

CJacobs
Apr 17, 2011

Reach for the moon!
Killzone takes place in the Warhammer universe just before space marines come in, it's the next stage of development and Rico already had been a test subject for the genetic enhancements

nine-gear crow
Aug 10, 2013
Stahl turned Helghan into a paperclip maximizer, only instead of paperclips, it just builds battleships and MALWRs that no one will ever get to use. In 10,000 years, what's left of Helghan is just going to be a clump of battleships and MAWLRs that have been compressed into a sphere by gravity and orbiting around Alpha Centauri A along the path that Helghan once used to.

Philippe
Aug 9, 2013

(she/her)

Jorhan Stahl has one rule, "more warship equals more better".

nine-gear crow
Aug 10, 2013

Philippe posted:

Jorhan Stahl has one rule, "more warship equals more better".

As I point out in the upcoming update, this is the same man who once mocked Orlock's attempt to crush the ISA with the phrase "Overwhelming numbers are simply NOT ENOUGH!"

I think taking a planet-cracking blast of radiation right to the face kind of rattled what little is left of old Jorhan's critical thinking skills, but that's just me.

nine-gear crow
Aug 10, 2013




The final part of our final chapter begins with one big cutscene, the last major one of these in the game. Lucas and Maya lift off from the docking berth and we get one last overhead glimpse of the area we just spent the last 40 minutes running and gunning in.



The dropship joins a flight of other Overlords zipping through the area towards the surface where the VSA fleet has already begun its attack.





An entire battlegroup is now descending towards the ruined surface of Helghan, surrounding Stahl’s spire thinking they have the advantage as Stahl’s fleet comes soaring up from the cavernous depths of Pyrrhus Deep to ambush them.



Echo weaves the dropship wildly around enemy fire from both sides, veering in between the buildings of Phyrrhus and through the legs of one of the many MAWLRs now prowling the ground and lobbing fire at the VSA cruisers.



poo poo was well and truly popped off now, and the VSA is clearly outnumbered and outgunned. I wonder if Sinclair is regretting any of his choices right about now.



Actually probably not, as you can see it’s only the Helghast ships going down in flames because Helghast tech really hasn’t improved much in 30 years while the VSA is still king poo poo at this game.

They learned their lesson the last time the Helghast deployed a MAWLR on them. Back in Killzone 3 one shot of the MAWLR’s main gun was enough to bring down an ISA battleship. Now Stahl is throwing dozens of MAWLRs at Sinclair and his ships are just no-selling every shot.

At this point, the only trick the Helghast seem to have left is just “Even More.” Yet we know there has to be something beyond this. This is Stahl after all, the man who once said in dunking on Orlock that “overwhelming numbers simply aren’t enough.”

And so…



A red flash erupts from the base of Stahl’s spire.



And ripples outwards across the sky around the VSA fleet.

Maya shouts out that THIS is the weapon. This is what Massar was actually building for Stahl… and it sure as poo poo doesn’t look like a virus.



The VSA ships begin to fall out of the sky as a strange red pretrusite energy swirls around them, rendering them all inert. Stahl appears to have developed an anti-petrusite weapon capable of instantly frying any large scale technology that operates on petrusite energy—which is basically everything in the Killzone universe. At least everything pertaining to heavy warfare and interstellar travel.

The Helghast now appear to have a petrusite EMP weapon at their disposal that can just shut down any force that might oppose them in seconds, and all the Helghast ships and weapons that have been churned out by Stahl’s forever factory appear completely immune to and insulated against it. Once again, for the second time in 30 years, Jorhan Stahl has developed a weapon that is basically just an “I Win” button that no other force in the United Colonial Nations has any defense against.

This motherfucker…


This is also the part of the game where the throughline begins to break down. “Wait, I thought the weapon was a virus?” I hear you asking. And you’re right. Up until this point, it was, but a virus does not a flashy finale setpiece make, so this new weird doomsday weapon is pulled out of nowhere and the game just casually asks you to assume that this was actually the real weapon we were all worried about all along for some reason.

The game is barreling towards its conclusion now and no longer has the time to stop and try to explain anything to you anymore, and because we’re stuck in Lucas’s POV we will never get the chance to hop out and get any further context to what is happening beyond what we are seeing right now. And what we’re seeing right now is Stahl shot off a bunch of red poo poo and now every VSA ship is doing a death drop like they’re all named New Sun and the weapon turned everyone onboard all of them in Jan Templars.



This is definitely a moment of Guerrilla tweaking longtime Killzone players. The imagery and trauma of the New Sun crashing from Killzone 2 is too hard to not think about here. And it’s happening a dozen times over in this cutscene from every possible angle.



In the chaos, Maya begins to lose control of the Overlord.



It probably has something to do with this one VSA cruiser that’s literally coming down on top of them and the dropship getting caught up in its wake.



The turbulence from the cruiser plummeting past them rocks the dropship and Lucas is laid out on the floor. The Overlord is now spiralling out of control.



And at the worst possible time too, as it enters the petrusite gravity well beneath Stahl’s spire and is caught up in compelling forces beyond its control, flinging Lucas out of the open door way and into the air.

This is the last that Lucas ever sees and hears of Maya. We don’t even get to see what becomes of the dropship after he’s thrown clear of it. For all he knows she’s now dead.



Then again, she said it herself “the weapon takes priority.”



Control is then returned to the player and we get our final Zero G sequence of the game as the anti-gravity field rockets us up towards the spire, whether we want to head there or not.



Even in the midst of this madness, this section is strikingly beautiful. It looks like an ascent to heaven, when really it’s more like a one-way trip to hell in the sky.



When you get to the outer extreme of the platform, the chaotic ascent slows down and you gain the ability to fully move in three dimensions finally. Which is a good thing, because the spire’s defenses detect your approach and come online. All those laser sights means a missile right in your face if you don’t get a move on and start dodging poo poo NOW!



There’s a few little alcoves that you can find to catch your breath before clearing this segment. Looking out we can see the VSA and Helghast fleets still duking it out in the upper atmosphere of Helghan above the clouds.

The second wave of ships above the clouds appears to have been unaffected by the anti-petrusite device, so Sinclair is not ought of the fight just yet. The weapon most likely either has a limited effective range, was one-shot surprise attack gambit, or requires some time to recharge and/or reload.

There’s still a chance for Lucas to end this, but it’s going to be a hell of a fight.



Lucas floats up into the superstructure, looking for a way into the spire.



But before that, we need to deal with the defenses inside the spire. Luckily we have that weird infinite shoulder-fired missile launcher thing from the Zero G sequence in Chapter 7 at our disposal this one last time.





There’s also a bunch of loose petrusite vents you can blow up for dramatic explosive effect if you feel so inclined. Some of them are placed near enemies and will help in clearing the place out, but I have a feeling the vast majority of them are just placed here by Guerrilla as catharsis targets.

Destroying all of them doesn’t do anything, not even as an easter egg.



All the Helgoons here are only subject to the anti-gravity effect after they die, causing their ragdolls to drift skyward in various embarrassing poses, propelled by the force of Lucas’s rockets.



This poor bastard just got turned into Tang.



Finally we get to the loving airlock. It doesn’t translate well in the screenshots but you can see how distended this final chapter is in comparison to basically every other chapter except maybe Chapter 6 because we’re now on Objective T. As in “I’m Tired of Killzone and I want it to end. Now.”

Most chapters felt like they were running long if you got to like Objective G.



Inside the base we transition back to normal gravity and Lucas’s normal weapons come back as well. The game does something interesting here in that it forces you to drop the Purger (or any other heavy weapon you might be holding) between the cutscenes and returns the last regular weapon you had in your #2 slot to you. In this case, it’s the Pulver.



This final section of the game is at once mostly a straight hallway up to the final battle arena and ALSO somehow very poorly signposted and roadmapped for the player, as we’ve come to expect of Shadow Fall thus far. So at least the game is staying painfully consistent right up to the end.



Up the shaft and through a hatch we come to The Hallway Of Guns.

Ammo crates line the hall, grenades and adrenaline packs are strewn about all over the place, and at the end near the elevator are rows of gun racks with at least one of every type of Helghast weapon waiting for you to grab. You are literally spoiled for choice here.

For all the crap we talk about Shadow Fall’s lovely signposting, a room like this is hard to interpret as anything other than GET READY FOR A REALLY TOUGH GUNFIGHT, rear end in a top hat. This is your last chance to get yourself prepared for the endgame. Every potential load out you can imagine is sitting here waiting for you to grab it to give you the best possible shot of making it through the next few rooms alive according to your play style.

It’s just such a shame then that you have one hand constantly tied behind your back in terms of choices because no matter what you cannot ditch the LS44 for another option. We discussed in the thread in regards to the 9-1 video about my decision paralysis when it comes to the offerings of the gun racks in this game. This is a big part of it. No matter what gun you choose here off of any of these racks, you have to do the calculus in your head and balance it against the Spoor. You have to do this for every gun. And if you make the wrong choice, you’re screwed. If you could drop the LS44 at any time—or even just shove it into a third storage slot or something, I would be using so many more guns in this game, but because you’re stuck with it, I find myself crammed into niches of what I feel works best with it in any given level of the game, and now that we’re in the final area, those options are even more limited.

It’s little wonder then that whenever I see a Purger sitting out in the open or freshly dropped from a downed Commando, I immediately run and grab it, because there’s no calculus involved with a goddamn minigun.

Make no mistake, the Spoor is at least balanced to be a good weapon all the way through the game, but does not pair well with virtually anything you have ready and repeated access to. And my god is that about to come back to haunt us in the next ten minutes.



On one rack we have a line of Sickle shotguns and a pair of Hadra rocket launchers.

On the opposing rack on the other side are four Keyzers, and four Pulvers. Two of the Keyzers have underslung grenade launchers and Holo sights, while the other two have standard laser dot sights. Two the Pulvers also have underslung grenade launchers and Holo sights, while the other two have standard ACOG sights and no attachments.



This final rack has four Vlugs and four VC15 Judaz shotgun pistols. On the opposite rack to the right are four Voltage petrusite rifles.

If you look up into the rafters, you’ll see inaccessible gun racks with the remaining Helghast guns you don’t get access to stretching all the way to the roof, namely the Stova LMG, and the two sniper riles, the Vultur and Kameraad. You don’t get to pick the Stova here because it sucks and Guerrilla is clearly sparing you a lot of embarrassment, nor the sniper rifles because they will be effectively useless as you’ll soon see.

Actually, that's not entirely true, the Kameraad is disturbingly good as a point-blank battle rifle, but that was only after Guerrilla patched it for multiplayer. To my knowledge however I don't think you encounter a Kameraad anywhere outside of multiplayer though...

Anyway, because this is basically our last chance to talk about it, let’s quickly discuss what is effectively our final new weapon of the game:





The VC15 Judaz shotgun pistol.

Manufactured by the Visari Corporation, the VC15 is a successor to the VC8 shotgun pistol from Killzone 3 and functions mostly the same as that gun. The Judaz is primarily an extreme short range weapon, a pistol equivalent to the VC30 Sickle, though lacking the raw power of its full shotgun older brother.

Taking the Judaz here and now is a one-stop direct flight to Failure Town as far as I’m concerned. It’s incredibly weak in single player period, especially endgame single player mode, and has abysmal range to it. It has a three-round clip that can be fired rapidly from its triple barrels, but that’s really about it.

In multiplayer, the Judaz has a single attachment: the flashlight. It was infamous for being gitched to hell and resulting in an overflow error that made the Judaz horrifyingly powerful and extended its range considerably. Guerrilla claims to have patched the exploit, but some players claim that it persists even post-patch. The status of the flashlight bug in 2021 Anno Domini is currently unknown and I don’t care to check, not even for the Multiplayer Safari because unlocking the flashlight requires scoring 75 kills in multiplayer with the Judaz.

The gun is wielded by Anton Saric, or at least implied to be because he never actually draws a weapon in the game, because killing a certain number of players in multiplayer unlocks the Torturer player card with Saric’s face on it. When Saric spawns in as a boss in the Intercept co-op mode, however, he wields a Purger minigun.

Other than that, the only other interesting thing about the Judaz is that it for whatever reason, possibly an oversight on the part of Guerrilla’s artists, sports a Stahl Arms logo on its side rather than a Visari Corp. one.


And that’s basically our complete gun roster, at least in terms of what you’ll regularly come across. There are a few more weapons that I have not covered yet, mainly because we don’t encounter them in single player. Or if we do, they’re in extremely rare quantities and situations like the unlockable VSA armory on the Cassandra or the penthouse level of Vekta City.

These unseen guns are the LS70 Fors VSA sniper rifle, the LS36 Breacher VSA automatic shotgun, the Helghast StA101 Kameraad sniper rifle, and the M6 Punt VSA revolver. There are also three DLC weapons I haven’t touched on, the ISA M82 Assault Rifle, LS12 SMG, and the Helghast StA14 sniper rifle. Each of these three guns is unlocked for use in multiplayer with the Insurgent Pack and/or the Intercept co-op game mode DLC and they do not (to my knowledge) show up in single player if you have purchased the DLC.

I’ll talk about our unused weapons in the Multiplayer post if we get there.



Alright, enough stalling. Into the Elevator of Destiny.



As the elevator begins is climb up to Stahl’s executive level, the TV screen in it suddenly starts blaring a Helghast news broadcast: WAR!

The Helghast media has begun to report on the fighting between Stahl’s forces and the VSA. Her hand finally forced by everyone around her, Hera Visari declares open war on Vekta and all Vektan interests in the Alpha Centauri systems and beyond. This is accompanied by footage of the intro to Killzone 2 to save on animation assets.



Through a doorway out of the elevator, we come to our first of two final battle arenas. A quick scan of the Tactical Echo shows this room is just loaded with Helgoons.



They’re mostly riot shield assholes with shotguns. This room is definitely the easier of the two to get through unscathed, but really it’s just a prelude to the bullshit.



Priority 1 should be clearing out and getting up to the balcony at the back of the room for high ground and cover. Though by the time you make it there, you’ll have probably taken out the majority of the enemies in your way anyway.



On the balcony, flanking the stairs up to the final room of the game on either side are the final two gun racks you will have access to. This is your absolute last chance to equip yourself with ANYTHING before the point of no return.

This is the last calm before the last storm.



Underneath the balcony are a pair of hand pads…



Which give you access to a security camera feed into the next room. It’s good for giving you a pre-emptive lay of the land only because whatever goons show up on the cameras here and now are absolutely irrelevant if you’re trying to strategize here. Because there will be so many waves of reinforcements that the guys you’re looking at now’s corpses won’t even still be spawned by the time we’re done.



Up the stairs and through those doors is the point of no return. Once you enter that room and the doors close behind you, you are locked in to the final battle of Killzone: Shadow Fall.



However, much like the final battle of Killzone 2, you can cheese this fight to an extent by staying in the foyer and not, under any circumstances, crossing into the next room. Doing so will agro the enemies in the final room and bring a sizable amount of them into range so you can pick them off through the doorway from safety. You can also send in OWL to try and get the Helgoons you can’t reach for whatever reason.

Doing so gives you more cover than just running into the final room AND still gives you access to the final weapon racks, ammo boxes, and health pick-ups of the penultimate room.



This strategy has a half-life to it, however. Eventually you will HAVE to enter the room.

The Helghast in the back will hunker down behind cover and not advance on you under any circumstances until you enter the room. You have no shot at them on a line-of-sight basis, and even if you did they are out of range of any of your weapons or OWL’s deployment radius. You HAVE to enter the room.



And in doing so, the trap is sprung. The doors close behind you and the game drops its final checkpoint. The only way out of this now is to kill literally every motherfucker the game has left to throw at you.

In this room there is little cover. There are few resources. And there are many hazards that can kill or injure both you and the Helghast who want to see you dead on Stahl’s orders.

We’ve officially passed the bottleneck and have now slammed right up against the cork, we’re that cornered. The game that started as a stealth sneaky sneaky secret agent romp with high spec gadgets and cool future guns ends on a run-and-gun firefight with a billion and a half burly bullet sponges with assault rifles and chainguns.

This fight is existentially draining.



You are going to die a lot in this room.



I found the best strategy was to grab a minigun and make a run for one of the two doors on either side of the far end of the room…



Gun down the swarm of enemy that come out of the monster closet…



And get outside onto the balcony.



Just getting here is horrible fight in and of itself, but if you can get to one of the two Overlord landing pads with a Purger, you have all-but won this battle.

The doorway provides you with cover and a choke point that the Helghast will funnel into one by one, a veritable killzone if you will.



From there it’s a matter of just weaving in and out of the room occasionally to make sure you lure the Helgast to you without having the door close behind you. This last part is crucial because this landing pad is a monster closet. It will spawn another wave of Helghast on it directly behind you.

Keeping the platform occupied with your presence will prevent the spawn from occurring, thus cutting down the number of enemies you have to face, so it will keep you from getting (too) overwhelmed.



Sending in OWL to cover the inside of the arena helps a ton too.



Seriously, look at this big open landing pad that’s a perfect place to just teleport in about 10 Helghast every minute or so. Shame that that’s not happening right now because we’re here occupying the space and giving the game performance anxiety.



Nice little detail while we’re out here, if you look down you can see Kellan’s dirty boot prints all over Stahl’s CRISP WHITE SHEETS clean steel landing pad.



So here’s what I mean about making sure the doors don’t close behind you. You can clearly see there’s nothing there on the launch pad as we re-enter the room…



And the door closes…



And when it reopens, a whole squad is suddenly there. Another squad spawns in on the opposite landing pad with them. This is the final wave of enemies of the game.



The Purger quickly turns them into lasagna.



The second half of the final wave makes it into the room and takes up positions while we’re liquefying the other half of their squad, but they’re no threat now. The game is in the bag.



And here he is at long last, the last enemy Helghast you have to kill in Killzone: Shadow Fall and indeed the entirety of the Killzone franchise.



Let’s send him off in style.





Here lies the Final Helgoon. Shot in the chest with a railgun, then landed balls-first on his minigun as if that wasn’t embarrassing enough.

The humiliation of the Helghast is finally complete.



Just one more motherfucker left to kill now…



And his name rhymes with Jorhan Stahl.




AUDIO LOGS



DOSSIERS


COMIC PAGES




Helghast Dropship Interior, by Robert Simon


Stahl Arms Spire Control Center, by Kait Kybar


Stahl Arms Spire Corridor, by Richard Dumont


VC15 Judaz renders


nine-gear crow fucked around with this message at 08:16 on Feb 17, 2024

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SIGSEGV
Nov 4, 2010


The weapon switch from a magical virus to a magical blast was confusing as hell, they really should just have made the ambush a pile of missiles and it would have worked just fine.

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