![]() ![]() Time this perfectly and your attacker will stumble while you take only minimal damage – very useful against the bigger specimens and something the bezerker will want to master. New to the game is the ability to parry with a melee weapon. Medics in KF2 have access to a wide range of guns, including an SMG, a shotgun and an assault rifle, and they can now rank up by scoring kills and assists as well as from healing teammates. It generally feels more challenging than KF1, not necessarily a bad thing, but this may change with the introduction of additional perks. ![]() The environments are also darker overall, making crawlers harder to see and reliably landing headshots in poorly lit areas can be tricky. Together this makes it much harder to funnel zeds through choke points, so “kiting” is more essential than it was in KF1. Plus zeds spawn from far more locations than before. ![]() Broken doors are now persistent and so no longer respawn at the end of waves, meaning teams need to be far more judicious with this tactic. Presently, there are only four perks in the game, medic (healing obviously), support (shotguns), commando (assault rifles) and bezerker (melee), but there will be 10 in the final game including the return of the sharpshooter (precision rifles), demolitionist (explosives) and firebug (fire-based weapons), and some new perks in the form of gunslinger (pistols presumably), martial artist and SWAT, of which specific details are yet to be confirmed.Īnother significant update relates to door welding. Every five levels grants you access to a pair of new skills, from which you can non-committally select one. And now everyone starts off with a basic perk weapon instead of just a pistol, whereas in KF1 you had to reach level 5 for this privilege. So in KF2, it’s much quicker for medics to level up by scoring kills than through healing comrades. ![]() And instead of six levels for each perk, there are 25, with progression now primarily based on XP gained from kills/assists using perk weapons. However, the perks no longer provide class-specific weapon discounts at the trader. As with KF1, each player chooses a perk that grants increased proficiency with certain weapons classes and bestows specific bonuses/skills, but now ranking up individual perks also allows you to non-committally select up to five additional skills (one every five levels). All the zeds from KF1 have returned in KF2, each still posing a distinct type of threat and with some needing to be dealt with much more urgently than others – ignore a raging fleshpound or scrake at your peril! All the zeds from KF1 have returned, including the team-decimating fleshpoundīut Tripwire have made some alterations, such as an overhauled progression/perk system. A brief reprieve between waves allows you to spend cash earned from fighting on restocking ammo and upgrading equipment and for dead players to respawn. The graphics, sound and interface may have been brought into the modern era, but the gameplay is identical: you and up to five other players must work together to survive a sequence of increasingly difficult waves that comprise swarms of randomly spawning zeds, climaxing with a tough boss fight. But Killing Floor 2, now available on Steam Early Access, is less a sequel than a highly polished remake. It’s certainly done enough to justify a follow-up. I’m not sure these guys are wearing clothes appropriate to the weather conditions. It’s the perfect game to play with friends, but jumping into the fray with a bunch of randoms can be just as much fun and a good way to make new acquaintances.Ī key factor in its sustained popularity has been Tripwire Interactive’s continued support for the game through numerous free content updates including a host of new maps and the annual Summer, Halloween and Christmas-themed events – what’s not to love about slaughtering an army of psychotic elves, gingerbread men and Santas? The outpost, one of three maps in the current build of KF2. And it’s not undeserved: KF is a surprisingly intelligent, well-balanced, and highly-addictive co-operative multiplayer that delivers intense, fast-paced and rewarding action while putting a critical emphasis on tactics, teamwork and communication. Yet despite its wobbly production values, this is an indie PC game that has sold around 3 million copies since its commercial release in 2009 (originally beginning life as a mod for UT2004 back in 2005) and which still enjoys a strong player base and vibrant modding community six years later. There’s no denying the repetitive gameplay, graphics that were dated on release, clichéd monsters (known as zeds/specimens), hammy voice acting, cringe-worthy jokes, generic metal soundtrack, and a clunky and buggy interface. On the first encounter, you’d be forgiven for writing it off as just another brain-dead zombie survival FPS. KF2 is more a polished remake than the sequel. ![]()
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