The sharpshooter up on the ledge doesn’t see the cloaked enemies sneaking up behind her. You might look around and see that, over by the bus, a zombie is gnawing on the medic’s leg while others close in for a bite. Killing Floor is great at replicating those moments in movies where everything is going very wrong for our heroes. Gearing up, putting together a balanced team, and seeing how well you do remains fun time after time. Once you do find a few classes you like, you can really dive into what Killing Floor is all about: killing stuff with your friends, earning money (or “Dosh”), buying better guns and armor between rounds, and doing it all over again. If you’re into Killing Floor for the long haul, it might matter, but the bonuses I saw from this throughout 15 hours of play were negligible. You can level up classes you aren’t even playing, which is a good touch, but that progress is very slow and it forces you to buy odd weapons or play in ways that don’t line up with your equipped class. So, if you’re interested in a class but you’re not sure if it fits your style, you can easily put in the time of a short-ish shooter campaign only to learn that you don’t care much for it. Combined with the fact that any class can wield another class’ weapon, it’s going to be a while before your role feels powerful and solidified - I’d say around level 10, when you unlock your second skill, which will likely take around six hours. Until that point, you’re really only working with your passive bonuses which haven’t yet scaled well because of your low level. They all become fun and useful eventually, but the biggest problem is that they don’t begin to feel distinct until level five when you unlock your first special perk, which can easily take two to three hours of play. One class is a demolitions expert, with access to explosive pistols and C4 another spews fire on everyone and everything, making for a great crowd controller. I felt incredibly strong and useful, as I did with each class given enough time to unlock their abilities. The first class to hook me was the Field Medic, which passively gains armor and movement speed, wields weapons with secondary-fire healing darts, and gains the ability to self heal while healing others. Killing Floor’s 10 classes, awkwardly referred to in-game as “perks,” are distinct and fun to play, and putting together a good team has a huge impact on whether you’ll succeed. With that mindset clearly front and center for developer Tripwire, Killing Floor 2 delights on the back of its great gameplay. It’s not a buffet though it’s comfort food, meant to be eaten again and again and again. However, zoom out from the gorefest a bit and you’ll see Killing Floor 2 is also an online shooter with only two modes, two boss battles, and some unnecessary time sinks. It’s a fast, fun co-op shooter with cool classes, satisfying guns, and aggressive, grotesque enemies, all doused in fitting heavy metal music. The few things it does, it does boldly and unabashedly well. But if a welded door gets busted through, that door can never be welded again, so you really need to pick and choose the best time to do it.Killing Floor 2 wears its heart on its sleeve-a bold move considering there’s no ace stuffed up there. I spent most of my time with the Support class, which, aside from wielding an assortment of shotguns, could use a welding torch to close off doorways, helping to control the flow of enemy monsters. Each class excels with different weaponry, and different abilities, bringing something vital to the team. Despite the endless carnage though, Killing Floor 2 is more than just senseless violence. In a subtle way, all these little details keep the relentless slaughter from feeling samey like they usually do in games where the body count is so high. Bigger and bigger chunks progressively fly off the face of the larger monsters with subsequent head-shots, cluing you in to how much more punishment they can take. Enemies stumble about as stray bullets blow out their knee caps, reeling clumsily backwards as shots to their shoulders catch them off balance. Thanks to the many damage points on each monster's body, and a neat animation blending system, no two of the thousands of deaths look alike. Killing floor wasn't known for its looks, but Killing Floor 2 might be. Still, the first thing you'll notice is how much better it looks.
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