You enjoy all the killing!
on Killzone 2
Videogames make killing fun.
Killzone 2 makes killing fun.
It does so through mechanical perpetual graceful reloading.
By the Helghast name for their weapons, StA-XX, conjuring the blunt and abbreviated life and creed that drive their people
By the sound, flashes, and recoil of bullets being discharged.
By the soundscape of battle: a climax of explosions, howling wind, the wails of dying and soon-to-be dead men
Visari's speeches emitted through grainy speakerphones.
Enemy bodies reacting to being penetrated, their cries, puffs of blood.
Helmets soaring off of heads before the killing strike.
The whiny beeping crescendo of a charged grenade.
Cement being carved off of walls, columns, blockades as they are gouged by bullets.
Videogames dehumanize enemy combatants to provide a clear conscience to kill.
Killzone 2 dehumanizes the Helghast by never showing their faces.
All you receive are gas masks and glowing orange eyes.
Radec executes his own men for dress code violations.
The enemy execute all they find and lust for your blood in their barks.
Use wounded comrades to enact ambushes.
Detonate a nuclear weapon on their own city to rebuff your advances.
Was cooperative play ripped away at the final moment?
Nearly always coupled with another, reviving him, boosting him up.
Why am I limited to carrying a single long gun?
Why are the inept, stupid, and immoral the ones who live through war?
Narville calls in ravagers knowing full well the AA gun is active.
Rico brings his sledge down on all obstacles, human or door.
Natko is juvenile and crude, incessantly echoing Rico's bluster.
The level-headed are not fit to survive.
Templar, Evelyn, Garza, buried in a New Sun crater come credits.
Sev survives and all he can do in the end is sit and wait for death.
Brian Cox as Visari (as Kurtz) dies to steal his victory.
Lost friend, lost victory, lost escape, lost humanity.
Yet, its roots have dug deep because I enjoy all the killing.