Each firearm feels like a force of nature being unleashed, including the weapons of last resort, like a pistol or a knife. Playing with many different Perks (and obviously finding the Commando to be an early favorite), I have yet to find a weapon that wasn’t fun to fire. While the overall mechanics are in place, they wouldn’t mean a thing if the actual feel of the gameplay wasn’t up to snuff. Using the Commando as an example again, once the player reaches level five, they can select between a larger magazine capacity or reduced reload. This isn’t factoring the extra bonuses awarded every five levels. This is really useful as each level increases the usability of the Perk, adding extra damage or decreasing reload time. Sealing doors earns Support XP and using a found RPG earns points for the Demolitionist. However, that same Firebug can earn XP for other classes. So, taking the Firebug perk into the field, the player will earn Firebug experience points when burning down a Zed with a caulk gun styled flamethrower. Every perk levels up independently from using their talents and weapons. Each of the Perks have benefits and drawbacks like this, making for a unique game of push and pull.Ī sense of progress is introduced to each class, too. There are other benefits to the commando class, such as the ability to mark invisible Zed, allowing everyone else on the team in range to see them, too. The bigger Zed types, like the hulking Flesh Pounder, tends to stymie a Commando as his rifles are relatively weak. Using automatic weapons, it’s a simple matter to pop off head shots, or just lay indiscriminate fire into an oncoming swarm. For example, the Commando Perk is excellent at taking down weaker Zed. Each one feels entirely unique, requiring different strategies to effectively use. Designated “Perks,” there are ten different classes that a player may select before going into battle. What keeps the game fresh is found in the classes. Were it just this alone, the Horde Mode type gameplay would wear thin. The timer counts down to zero, and it’s time to tackle the next wave. Between each wave, players run to a supply point, purchase ammo, armor, and weapon upgrades, and work together by setting up choke points by closing and welding doors shut. Intended to be played in groups, players start a match predesignating the amount of waves to fight, and get to work. The actual gameplay breaks down into mowing down waves of Zed across huge maps. Now, it is up to a handful of survivors to cull the swarm and survive. It didn’t take long for the infestation of the creatures, known collectively as the Zed, to spread. The scientists there thought that the continent needed more red in its palette, and this was probably the easiest way to do it. Taking place across myriad maps in Europe, the plot, such as it is, centers around a monster outbreak unleashed by some dinguses at a corporation known as Horzine. With Killing Floor 2, they have succeeded. Developer Tripwire Interactive knows that they have a good thing going and have been hard at work on creating a worthy follow up. The cooperative multiplayer focus was balanced in a way that even the most unskilled player can contribute something to team’s success, even if it’s just acting as a monster magnet, allowing other teammates some much needed breathing room. Starting off as a humble mod for Unreal Tournament 2004, it saw a full release as a stand alone product in 2009, earning accolades and a legion of fans. The success of the original Killing Floor is one of those stories that brings hope to the industry as a whole.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |