Case Study : Killzone 2 Character hierarchy analysis
As one of the initial flagship releases for the PS3,
Killzone 2 boasted an immersive and graphical experience brought forward
through realistic visuals and iconic character design, namely the antagonistic
Helghast race the player must fight throughout the game. The purpose of this
case study is to examine how visuals reinforce character abilities and how it
links with the hierarchy of units within both fighting factions within the
game, analysing the elements that make the helghast faction both iconic and
memorable.
AESTHETICS AND INDIVIDUALITY
The design of the 2 opposing factions varies greatly within
the Killzone universe. The design of the Helghast characters revolve around
aesthetics that create a very dark atmosphere. For example, Guerrilla games
wanted the sniper character to be designed in a way to make him feel as inhuman
as possible. The idea behind the character was to create a very ghostlike
adversary with a cloak and backpack which created a hunchback like pose, and
extended hood which blends into his torso and hides his face to create a very
sinister, non-human feel with only the glowing red dots of his mask piercing
through the shadows. In single player these dark, inhuman like elements create
characters that a player may find alien and hard to relate to on a human level.
To comply with the alien atmosphere, the sense of individuality is removed completely within these characters; the face masks aiding the removal of personality and units sporting a very limited unified colour pallet, where the characters act as more of an asset of war rather than a living being. These aesthetics are consistent with the helghast team culture of an efficient and merciless war machine.
To comply with the alien atmosphere, the sense of individuality is removed completely within these characters; the face masks aiding the removal of personality and units sporting a very limited unified colour pallet, where the characters act as more of an asset of war rather than a living being. These aesthetics are consistent with the helghast team culture of an efficient and merciless war machine.
The ISA on the other hand are designed to feel a lot more
relatable to the player. Visual elements are more human which makes it a lot
easier for a player to relate to. The player’s squad in which he works with
throughout the game all have faces with distinguishable features, which define
them more as an individual with a personality rather than an asset. The human
association with the ISA drives immersion as the ISA character hierarchy and
team culture are together more relatable than that of the Helghast, usually
forcing the player's perspective of the ISA in a positive light.
However, the ISA protagonist's short-sighted view of the Helghast people as inhuman beings additionally making them difficult to relate to, being seen as a negative trait by some. Following the release of KZ2 and 3, a minority has come to favour the Helghast. The storyline ended up working against the character design, as players sympathised with the antagonistic faction, seeing them as misunderstood and oppressed. (r)
However, the ISA protagonist's short-sighted view of the Helghast people as inhuman beings additionally making them difficult to relate to, being seen as a negative trait by some. Following the release of KZ2 and 3, a minority has come to favour the Helghast. The storyline ended up working against the character design, as players sympathised with the antagonistic faction, seeing them as misunderstood and oppressed. (r)
Killzone 2 enemy types grouped in order of appearance
Enemy Type Health Level of Appearance Occurrence in Game
Assault infantry 50 CR Very High
Rifleman 50 CR Very High
Support Trooper 50 CR High
Shock Trooper 50 BM Very High
Commando 100 SD Medium
Grenadier 100 SB Low
Advanced Assault Infantry 75 SV Medium
Sniper 50 SV Low
Advanced Shock Trooper 75 TR Medium
Pyro Trooper 150 TC Very Low
Elite Shock Trooper 100 TC Low
LMG Trooper 75 VP Low
Rifleman 50 CR Very High
Support Trooper 50 CR High
Shock Trooper 50 BM Very High
Commando 100 SD Medium
Grenadier 100 SB Low
Advanced Assault Infantry 75 SV Medium
Sniper 50 SV Low
Advanced Shock Trooper 75 TR Medium
Pyro Trooper 150 TC Very Low
Elite Shock Trooper 100 TC Low
LMG Trooper 75 VP Low
RANK
One of the defining factors of the helghast is the structure
of their military hierarchy. In this case, hierarchy refers to the characters
in terms of level. In Single player, enemies are gradually introduced to the
player in a sequential manner. Characters are categorized in a hierarchy of
ability and difficulty; the lowest, most common enemy is at the bottom and more
specialized or difficult enemies higher up. Traditionally, it is common for the
lowest form of enemy to be introduced first, which in this case is the Assault
infantry. Further up, we are introduced to increasingly difficult characters as
well as specialist units such as the sniper and the pyro trooper. It appears
that the higher the unit appears in the hierarchy, the more they deviate from
the common grunt (the Assault Trooper) visually. This hierarchy pushes
imbalance between units, allowing the enemies to be introduced in a way that
allows a gradual increase in difficulty comparative to the players increasing
skill level.
SYMBOLISM
Helghast Hierarchy
Political
Scolar Visari
Admiral Orlock
Chairman Stahl
Board of Chairmen
Military
Colonel Radec
-
-
-
Military officers
Infantry
Scolar Visari
Admiral Orlock
Chairman Stahl
Board of Chairmen
Military
Colonel Radec
-
-
-
Military officers
Infantry
The separation of class within society plays a large part in
defining the helghast as a group. Throughout Killzone 2 and 3, the common
working class character differs greatly from the Helghan leaders, with no
middle class present. Powerful characters, such as the board of chairmen in
KZ3, and Scholar Visari all have a design that is a lot more decorative and
symbolic, with slick attire coated with medals and helghan décor which
represent the wealth and power of the helghast nation. The lower class however,
have attire and accessories that are purely functional. One of the easiest
identifiers of class is the iconic mask, which represent the working class
profession according to the official killzone timeline (r). This is further
established through in game cutscenes and promotional artwork depicting the
helghast wearing the masks in harsh, poor environments. These identifiers form
a useful tool that enables a player to easily identify a character with a
position of power in the game.
However, on the multiplayer side, all sense of rank and
hierarchy are eliminated, or rather, flattened to give players an equal ground.
By removing rank, each character focuses more on a unique ability. In a way,
there is no longer a common unit in which ranks compare themselves from
visually and therefore each character stands out a lot more individually,
however, by giving each team an identical counterpart on the other side, the
sense of individuality is broken down as it puts emphasis on the player’s role
rather than character. The class based system doesn’t stress the importance of
one character over another, but rather forces individuality through select
abilities. This focus on an imbalance of ability opens the game to more
engaging and evolving game styles. In a
sense, the idea of individuality, or lack of, is blurred in multiplayer as the
focus is shifted as a team from that as a rank system to that of a class system
and is dependent on if a player chooses whether or not to stereotype themselves
within their class.
CONCLUSION
It has been identified through this case study that
Individuality itself can linked to the hierarchical structure of the team,
where symbolism can be used to further categorize characters in the hierarchy
and reinforce a character's position, rather than personality. The large gap
between classes, and hierarchy that stresses functionality rather than
personality helps develop an iconic antagonistic group identity which is
quickly and easily identifiable. It was also observed that the level of human
association with a character helps prompt favourability, as seen with the
inhuman elements on the Helghast and ISA characters; not just aesthetically,
but additionally through team culture.
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