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Author Topic: Killing Floor 2 - Now with more gore. Early access starts April 21st.  (Read 13949 times)

Metalax

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Tripwire have announced the sequel to Killing Floor.

A multi-player squad based, Zombie killing, survival FPS. The squad has to survive multiple waves of specimens, rearming and resupplying between each wave before facing the Patriarch in a boss battle. Technically the specimens aren't zombies, being vat-grown genetically and cybernetically modified clones, but close enough. :P

The primary setting for the game has moved from the UK to Europe as a whole, starting roughly a month after the original outbreak in Killing Floor.
It's being developed for the PC and SteamOS systems and is currently slated for a 2015 release. It is intended to be on Steam early access.

Now slated for an April 21st release onto Early Access, at an expected price of $30, £20, €27. Currently Tripwire expects EA to last for at least six months.

Initially four perks(classes) will be available, The Commando, Medic, Berserker and Support. Each perk has four weapons designed to work with it, and a few extra weapons as well. Three maps,  Burning Paris, Biotics Lab and Outpost will be in the initial release.

Minimum and Recommended specs(as of 16/4/15)
Spoiler: minimum (click to show/hide)
Spoiler: recommended (click to show/hide)

Links

Killing Floor 2 Website
Official game group on steam
Steam discussion forums for KF2

Videos

Transformation Teaser Trailer
Horzine Biotech Confidential Specimen Footage Part 1
Horzine Biotech Confidential Specimen Footage Part 2
Development Diaries 1 - The Zeds
Developer Diaries 2 - The Gore (part 1)
Developer Diaries 2 - The Gore (part 2)
Developer Diaries 3 - Weapons & Perks (Part 1)
Developer Diaries 3 - Weapons & Perks (Part 2)
PS4 Announcement Trailer

PCGamer Articles-
First look
Gun design
New gore system
PC Gamer Show: Killing Floor 2 hands-on
First four classes
release date revealed

Spoiler: Old speculation (click to show/hide)

edit: updated with new video and articles.
« Last Edit: April 16, 2015, 02:53:05 pm by Metalax »
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nenjin

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Re: Killing Floor 2 - Now with more gore.
« Reply #1 on: May 09, 2014, 09:44:51 am »



Been waiting for this for a while. I should probably watch the trailer before I squee too hard though.
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Mookzen

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Re: Killing Floor 2 - Now with more gore.
« Reply #2 on: May 09, 2014, 09:58:11 am »

Ok, I've seen killing floor pop up all over the place enough times to be curious, but I know nothing about it, what is it about and more importantly what makes it better than any generic multiplayer shooter ? 
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Metalax

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Re: Killing Floor 2 - Now with more gore.
« Reply #3 on: May 09, 2014, 11:03:47 am »

Killing Floor is a co-op team based FPS where you have to survive against multiple waves of increasingly nasty Specimens(effectively zombies but without the being dead bit). As you fight and kill zeds, you earn funds to purchase guns, armour and ammo from the trader between waves. Each perk, or class, is designed around a different set of weapons and abilities and is designed to fulfil a specific role, such as trash clearing; healing; kiteing or single target takedown. On harder difficulties, success usually depends on having a balanced team who play to their roles.

If a team survives all of the incoming waves, the round is capped off with a boss battle against the Patriarch.

Unlike many shooters there is no bullet deviation or cone-of-fire on the weapons, each shot goes where the barrel is pointing, meaning learning to control recoil, learning when to burst fire instead of spraying and so on are important parts of the game.

The game features large doses of British humour from the troopers of the team.

Relatively recently Story missions were added to the game, where additional objectives, being limited to a certain portion of the map and so on make for a new twist on play, something I'm expecting to make a return in the sequel.

There are relatively frequent free weekends for the game on Steam particularly when there is an in game event event such as Halloween or Christmas.
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nenjin

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Re: Killing Floor 2 - Now with more gore.
« Reply #4 on: May 09, 2014, 11:50:06 am »

what makes it better than any generic multiplayer shooter ? 

The overkill.

Killing Floor is a coop, wave-based survival shooter. You and your teammates enter a map, pick a "class" (otherwise known as a perk) and fight off each wave. As you kill and complete each wave, you're awarded money. When the wave ends, you have a limited amount of time to reach the trader, buy new weapons, ammo and armor, then the next wave starts. If you can make it to the last wave, the Patriarch spawns, and you try to kill him. As you kill you also earn XP toward the perk you have currently equipped.

So what makes KF different than say, CoD Zombie mode? I'd say the intensity and the emphasis on teamwork. Guys spawn all around you, from multiple points. So you're rapidly surrounded if you don't have someone watching your back, or you have intimate knowledge of the level spawn points. The way to win KF is to find a good, defensible spot and hold fast. Later, tougher enemies require the whole team to focus on them and move a bit to not get splattered.

Unlike LFD, there's persistence to your character. Some people hate unlocks and ranks and stuff, personally, it gives me motivation to play. There will be 10 Perks (vs. the original 7), 25 levels with ~24 abilities to choose for your load out as you level up, everything from dealing more damage with your core weapons to showing enemy health bars to your whole team, welding doors faster, carrying more grenades, deep discounts on buying your class weaponry from trader so you can get sick guns earlier in the match, ect...

Also probably 6 players vs. L4D's 4.

Every player can weld doors shut to hold back the hordes and make an indefensible spot semi-defensible. Each player can heal themselves or others. The perk you're playing factors into this, making some perks healing specialists (always liked the Medic's MP5 with the medicated dart he could shoot other players with), others welding specialists (not my favorite to play), where others are straight damage with rifles or melee weapons or explosives.

Each map plays pretty differently depending on how camp spots and spawn points were designed. Lots of user-maps push these things to the extreme, making some maps way tougher than others.

Plus, it has great gore (which is supposedly even better in KF2.) Zed time, or slow time, activates when you do something cool like headshotting something. Some people find it annoying, but it never fails to make me cackle when a grenade goes off in a pack of clots and you watch them fly through the air in pieces in slow motion.

It's got a very "metal" design theme. So you know, heavy guitar, kind of in-your-face dialog. The whole game reaches b-movie levels of violence and gore for its own sake.

Special mention for the guns. TWI loves their guns and KF's guns felt great. Meaty, responsive, solid. Compared to L4D where shooting zombies felt like executing paper mache dolls, who would collapse and disappear before they'd even hit the ground, KF guns and enemies feel much more solid. You plug a dude with your 9mm and he reels. You unload a double barrel shotgun in their face at point blank and they go tumbling head over heels in rag doll. You cap them in the leg and they pitch forward on to their face. Unlike L4D, where you tend to see normal zombies as a horde and special infected as the actual, identifiable threat, each baddie in KF feels like a solid and real entity, so when you mow down an entire hallway of them.....it's very gratifying.

For $20 it was one of the best coop shooter games I've ever played. Put something like 6 or 700 hours into it. Eventually it does wear a little thin. You level up your perks, get the best guns and after a while waves stop being threatening when you know good spots to camp and the whole wave it walking into a wall of guns. But that's what the difficulty level is for.
« Last Edit: May 10, 2014, 10:57:35 am by nenjin »
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
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Quote from: MrRoboto75
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ukulele

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Re: Killing Floor 2 - Now with more gore.
« Reply #5 on: May 09, 2014, 04:55:41 pm »

I LOVED the first one, so im getting this one for sure. I played Left 4 Dead 2 for the first time after playing killing floor and i never found out what was the big deal with it. Killing floor seems more punishing and less random than L4D, weapons have a great feel to them and its overall a great experience.
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Isdar

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Re: Killing Floor 2 - Now with more gore.
« Reply #6 on: May 09, 2014, 05:11:01 pm »

Im throwing all my money dosh at the screen but nothing is happening.

And celebratory music is needed.
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WealthyRadish

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Re: Killing Floor 2 - Now with more gore.
« Reply #7 on: May 09, 2014, 05:41:29 pm »

I dearly hope they have the same devs do the voice acting. Half the fun of KF was running around calling your friends wankers.

I didn't really like where they went with DLC towards the end, though. Having to pay to get the new weapons rubbed me the wrong way, but I guess it was acceptable given how long they supported the game after release.
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Ozyton

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Re: Killing Floor 2 - Now with more gore.
« Reply #8 on: May 09, 2014, 05:48:49 pm »

I was thinking about bumping one of the topics for this, but not sure how many people were actually interested in the game. I haven't played it in ages, but back when Tripwire made RO:OST and KF they were my favorite devs mainly because of their attitude. Still have a sour taste from RO2 though, hopefully they have learned from their mistakes... although considering they're pretty different games I'm not sure if they would apply here.

Gore and stuff doesn't interest me as much as actual gameplay. Nonlinear progression of levels/perks/whatever is pretty interesting, making classes even more specialized. Zeds getting more aggressive/more abilities as the difficulty increases sounds pretty interesting, I wonder if this will work for early wave vs. late waves as well, such as clots not being able to grab you in early waves.

As a person who loves his gun pronz, Tripwire has never failed to deliver, and I can't wait to see what KF2 has in store. Oh behbeh.

Flying Dice

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Re: Killing Floor 2 - Now with more gore.
« Reply #9 on: May 09, 2014, 07:13:47 pm »

Ok, I've seen killing floor pop up all over the place enough times to be curious, but I know nothing about it, what is it about and more importantly what makes it better than any generic multiplayer shooter ?
In addition to what others have already said, 64 player servers. Waves of 1000+ enemies. Brutal, self-aware aesthetic. Watching a single sharpshooter with legendary kiting skills solo 200+ enemies on the hardest difficulty after everyone else bites it. Being that sharpshooter. Here's a decent example of what it's like.
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ukulele

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Re: Killing Floor 2 - Now with more gore.
« Reply #10 on: May 09, 2014, 08:01:11 pm »

About that 1000 enemies waves, one of my biggest complains about this game was the fact that there was a max number of spawns at any time, it made kiting extremely easy if you knew spawning points and killed in moderation.
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Metalax

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Re: Killing Floor 2 - Now with more gore.
« Reply #11 on: May 10, 2014, 08:43:38 am »

64 player servers
Huh, I'd never seen that these were a thing, probably because I always browsed for servers with perks only/whitelist enabled. Have to give them a try.
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Mookzen

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Re: Killing Floor 2 - Now with more gore.
« Reply #12 on: May 10, 2014, 10:25:34 am »

What makes this better than L4D ?
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nenjin

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Re: Killing Floor 2 - Now with more gore.
« Reply #13 on: May 10, 2014, 10:41:57 am »

What makes this better than L4D ?

Read. The. Thread.

About that 1000 enemies waves, one of my biggest complains about this game was the fact that there was a max number of spawns at any time, it made kiting extremely easy if you knew spawning points and killed in moderation.

Kind of annoying in any game, where everyone but the sharpshooter is dead and you spend the next 8 minutes watching them kite 200 enemies and kill them one at a time so they can control the spawn rate. Really hoping that's been fixed, as we'd usually quit rounds where that was happening. The last 20 or 30 enemies? Sure. The last 250 enemies? I ain't waiting around for that.

Also I hope the perk-specific leveling requirements aren't as dumb this time. Commando and Sharpshooter were such a drag to level because their requirements were so specific, vs. Firebug who could max out quickly because every requirement was "burn stuff." But since they're planning for the long game this time around....I have a feeling requirements will be both more specific and requiring way more kills/door HP welded/team mates healed...
« Last Edit: May 10, 2014, 10:53:38 am by nenjin »
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

WealthyRadish

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Re: Killing Floor 2 - Now with more gore.
« Reply #14 on: May 10, 2014, 11:50:12 am »

I found sharpshooter the easiest to level, since everyone gets a pistol and everyone (should) aim for the head. Commando was pretty specific with the stalker kills, but I found people would generally let commandos kill them when possible.

Oh, pipe bomb hats. I hope that's still in. Nothing like running around on the last wave with 30 pipes beeping on your face.
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