| Games - Console Gaming |

Steel and Titanium is the new DLC from Guerilla/Sony for Killzone 2's multiplayer. You get two maps and up to 12 new trophies in the update. For those that like a variety of Gameplay styles, the new content is sure to please.
The S&T DLC weighs in at a paltry 144MB. It should only take a few minutes do download on an average connection and is installed manually. Keep in mind that if you haven’t played Killzone 2 in a few weeks, the disc operation will prompt you for a version update, which is necessary whether you buy the new maps or not. This takes only seconds so by the time I looked up from my soda pouring and other pre-game practices, the update was already installed, Visari pontificating in his usual demagogue manner. This pack will cost you six American dollars, which I have been told by my foreign homies is worth about 1/1000th of a euro at this point. Still, three bucks give or take is pretty average for a single map in most DLC, so this is par for the genre.
Both maps here, Wasteland Bullet and Vekta Cruiser, are very solid and well thought out. In fact, while not my favorites in the MP so far, these two maps are some of the best strategic layouts in the whole collection. Every sniper nest, choke point and piece of cover in these two maps make it immediately apparent that Guerilla was thinking from all angles on these two.
The moving machinery and general Nazi-esque death train feel of the Wasteland Bullet is quite visceral, as are the detail points in most parts of the Vekta Cruiser. I wont detail every nook and cranny here as you know what the Bullet Train and the Vekta Cruiser are from playing the 1 Player Campaign. But if you’ve only seen some screen shots, then I will say that their descriptors and trailer shots in the PS Store and KZ website did not do them justice, and that my single-player experience did not suggest the great multiplayer maps that these are. For example, the adverts are tagged with ideas which are already beaten to death in the original map set: "Close quarters"..."feeling of claustrophobia"...."Navigating narrow paths", etc…I can only say that for this fan of tactical shooters, those descriptions didn’t exactly light my fire, especially when there is an almost unbalanced support structure for run-n-gun in the original map set. However, upon playing through a couple of rounds, I felt exactly the opposite I had imagined I would: The maps certainly can be used in an eternal array of chokepoint grenade fests, just as any KZ map can be. However, I was pleasantly surprised at just how much open area these maps really do render.
The cover-based pathways on the Wasteland Bullet are carefully woven together at strategic points, while sniper nests are equally well placed, with serious range over the length of the train. Theses advantageous positions above the moving flatbed area are balanced by the constant threat of signal lighting and other architecture, which flies toward those sniper nests as the train speeds onward. Let me tell you, it is much easier to be hit by these obstacles than it is to avoid them.

The Vekta Cruiser is a little less action packed, although equally pleasing in its visuals. The view to the world outside of the ship, which reveals gorgeous cloud cover and beaming sunlight, had me sneaking over to the windows frequently to catch a glimpse. Likewise, sections where the ship’s hull is ripped off create a nice visual and the feeling you might be pulled from the torn hull by the air pressure, (although it would have been a lot cooler if that actually happened).
The real shine here is in the intricate pattern of interlacing, elevated catwalks of various heights. I hate to sound cliché but truly, they did a great job with verticality here. Again, while I thought that many linear pathways would equal so much face-to-face run-n-gun fragging that I would have to leave, this fear did not manifest. Instead, the catwalks added a dimension of sneaking and stalking to the mix, while the walkways are quite oversized in many areas. So while Vekta Cruiser does offer the “death around every corner” feel, you still have many tactical options. I never felt like I was playing a hallway shooter on this one, despite the map’s description at the store. I didn’t much like the layout while playing 1player, but here in multiplayer I’m actually a big fan of it.
Essentially these maps live up to their namesakes yet were deeper than I expected. They support heavy teamwork because as longer, narrower maps, one may find themselves stranded behind enemy lines if they aren’t thinking tactically. There is less ability to flank from wherever you choose, such as in Corinth or others, leading to a bit more precise staging here. This makes for various long-range play which was surprising and welcomed. No matter the style of maps you enjoy, these two new additions should satisfy any play style.
Graphics- 90/100: "Same as it ever was"
Audio- 80/100: Bone-shattering doppler-effected lamp post, coming your way!
Gameplay- 90/100: All your standard KZ2 thrills but with some added complexity.
Warzone Factor- 90/100: These two maps are fun and highly strategic.
Lasting Appeal- 80/100: Adds some legs for six beans.
OVERALL RATING: 88/100

