There are four maps to sink your teeth into, each set in a different location from the single-player campaign – the Outpost level is essentially the first “beyond the wall” mission from the campaign re-tailored for a horde mode. It’s a nice addition, but nothing revolutionary. You can also permanently unlock new weapons for each class by completing challenges such as getting 10 headshots or five melee kills, etc. It breaks up the standard shooting a little and can turn the tide of a battle if used correctly. Return it to your bases and you can unlock a power for your team, equipping everyone with jetpacks or calling down a mortar strike on the uplink points. Every few hundred banked points will spawn a capacitor somewhere on the map. You’re aided in all of this with bonuses. Special figures from the single player campaign also spawn – Echo for example, with their own notification on the HUD showing you their health, taking them down netting a few more precious points. Alongside standard Helghast, there are also cloaked troopers, snipers and armoured drones to contend with, the combination of which make for thrilling fights. The enemy are clever as well, flanking you and making the most of cover. As a Marksman you’ll find that much of your time is spent looking for the next attack, even as your teammates finish off the stragglers from the previous wave. ![]() ![]() There is no wave counter and no set respite between waves they come when they are ready, and from multiple angles at the same time. It can feel unfair at first, but it really reinforces the class system, demanding teamwork for you to succeed.Īnd you will die because the enemy are relentless. If you’re incapacitated, your unbanked points haul is immediately halved, and if the Medic cannot revive you then you lose them all, as well as being charged 50 points to revive from the total score. Again, it strikes a delicate balance: do you bank a good haul but lose your multipliers, or hold out for the multipliers at the risk of losing your score if you die.īecause in Intercept, death is a punishment. Points come from dispatching enemies, and must be banked to be added to the total score, a la The Weakest Link. It creates a fragile balance, and you really have to play the strengths of your class for things to work out: the Medic healing and resupplying, the Tactician deploying turrets or the Marksman laying down covering fire.Īs you may have guessed – this is horde mode after all – your objective is to defend three uplink points from waves of enemies until you’ve amassed enough points to satisfy the score: 1,500 is a short game, 3,000 a regular and 10,000 a long match. At the start of each match, you pick one of four classes – Assault, Medic, Marksman or Tactician – with only one of each allowed on a team. Intercept adds a four-player horde mode to Shadow Fall, and it’s a wonder why it wasn’t included at launch – it is by far the best mode the game has. You wouldn’t be blamed if it hadn’t been in your PS4 for some time. While Intercept overall is a great game, the main problem is that it can feel a little repetitive after a while.It’s only eight months since the PlayStation 4 launch, and you may have forgotten about Killzone Shadow Fall already, what with its unremarkable campaign and bland-but-enjoyable multiplayer. It's your team score that counts, rather than the individual player. And make no mistake: it's all about the team. Each player can take on a class, from medic and marksman to assault and the tactician, who all have their own skills and strengths. It pits the team against wave after wave of the Helghast, who are controlled by AI and determined to eliminate you. The best thing it brings is co-op play for up to four players. ![]() It has its good points, adding to the entire experience, but it does feel like it could have done something better. However, the latest downloadable content for the title may only succeed in polarising players. Killzone Shadowfall is one of the PS4's leading exclusives, so it's not surprising that Sony wants to capitalise on that.
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