Friday, 19 April 2013

Killzone 2 : Group Traits



During my meeting with Ryan, we talked about my study of humanism and individuality in Killzone 2. However, I had to look into the visual nature in a lot more depth.
I continued to look back at the characters in Killzone 2, as well as 3. It was also interesting to note how within the Helghast faction, Additional group traits in 3 subtly divided the hierarchy of command into further sub-categories.

V2.
The methods in which groups of characters are categorized into teams are through the identification and creation of distinct contrasting visual elements reflective of the group culture of a team. 
The criteria that is used to separate a team is limitless, however,  visual elements such as colour, form, size and even race allow a player to identify these differences easily and help reinforce the criteria that defines the teams group culture.
Taking Killzone as an example…..
Humanity is used as the criteria in which both the antagonistic and protagonist teams are defined. Visually, the teams can easily be identified by a clear contrasting colour scheme of characters with dark tones versus characters with lighter tones. If we look closer however, we can identify additional contrasting elements that allow us to postulate a level of humanity within the characters of each team.
Overall, Humanity is the category that is used to define which teams are the protagonists, and the antagonists. The former being the ISA, and the latter being the Helghast. Individuality is a sub-category that is used to reinforce this.
Individuality is represented through the design of the ISA characters in Killzone 3 through faces that are a lot more varied and visible. Clothing is a lot lighter, and comfortable, designed around the needs of the character as a human being whereas the Helghast wear clothing that seems a lot heavier with emphasis on protection and survivability. This gives the helghast a bulkier, heavier appearance which is easily identifiable through silhouette, and the ISA a more agile, but fragile aesthetic.  Whilst the Helghast uniform and equipment is a lot more standardised, the individuality of the ISA soldiers in KZ3 is reinforced through a larger, varied selection of clothing, swapped out throughout different locations in the story to adapt their uniform to different climates.  The ISA characters have the freedom to wear whatever they want. Unique clothing items such as hats, scarves, hoodies and balaclavas to customize and enhance their uniforms in a very individual way to make their character stand out from one another. Not only does this reflect their mercenary like nature, but it also shows a character’s individual preferences,  supporting their nature of a human being. The clothing used to make Helghast characters stand out on the other hand appear to be issued based on class, with the character having no choice in their appearance, representing oppression and discipline.
Subtle Nazi references on Helghast characters such as colour schemes, symbols and items of uniform references a group with a culture that is deemed immoral which again helps a player to detach themselves emotionally from the faction. Often referred to as Space Nazis, the situation is akin to allies versus axis in visual terms. Even the leaders are based off leaders who are deemed bad, or evil such as Stalin and Hitler. Additionally, the ISA are akin to more contemporary western military characters with archetypes that are a lot more familiar to a player, the rag-tag element giving them the underdog appeal.
Rico and Jammer, a Hispanic male and female are also introduced in killzone 2 and 3 in the ISA faction. The diversity of races within the ISA are more unique and relatable on a personal level than the faceless, emotionless Helghast characters.
Rank –
In Killzone 3, a larger number of more varied characters are introduced to both teams.  The Helghast army is further categorized into 2 armies.  One army representing the standard helghast infantry, and the other, representing the soldiers of the wealthy and technologically advanced Stahl arms company. With technology and wealth acting as additional criteria used to separate the army into 2 categories, further visual cues are used to represent this visually. Whilst the regular soldiers sport very rounded shapes, specifically the roundness of their helmets and rounded structure of their bulky bodies, the technologically advanced troops contain sharper, more angular aesthetics.  
The sharper appearance, not only making them more of a threat psychologically due to the angles, reflect current military technology becoming more streamline and angular. The aesthetics of these soldiers mimic this through sharp angled helmets and armour to represent a tier of technology above the standard units.   
More ISA characters are introduced too. These characters use a larger variety of clothing, both civilian and military to adapt their uniform to the conditions, reflecting their need to survive within the planet. Many of the characters not choose not to wear helmets, further distancing themselves from the helghast and making them feel more human.

It was interesting to note that the separation of the Helghast into Military, and Company character within the same faction, with differing group traits ended up concluding with the leaders of both categories, both being in the same team,  fighting each other at the end of the game.
Though in my honest opinion, I think Killzone 3's story was terrible, but for other reasons.


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