Killing Floor 2 Shambles Out of Early Access and Onto PC and PS4 this November

ffronw

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Killing Floor 2 Shambles Out of Early Access and Onto PC and PS4 this November

//cdn.themis-media.com/media/global/images/library/deriv/1342/1342540.jpgAfter 16 months on Steam Early Access, Killing Floor 2 is releasing on PC and PS4 in November.

Tripwire Interactive's Killing Floor 2 is finally preparing to exit Steam Early Access. Set a month after the events of the first game, Killing Floor 2 drops players into Europe, where the Zed invasion has spread, forcing the survivors into hiding. Specimen clones are everywhere, and you're one of a group of civilians and mercenaries that are gearing up to fight back.

Killing Floor 2 will feature co-op play with up top six people, as well as solo play. You can also take on your friends and others in the game's 12-player PvP Versus Survival mode that pits a team of Humans against a team of Zeds. Also included: plenty more gore, powered by what the press release calls, "a proprietary, high powered persistent blood system." You can also expect plenty of weapons, more perks, and new and old Zeds to fight against.

If this sounds like your Zed-killing cup of tea, you can expect to see Killing Floor 2 on PC and PS4 November 18. It will set you back $29.99 for the base PC version, or $39.99 for the Digital Deluxe version. The PC and PS4 retail versions will include all the content from the Digital Deluxe Edition, and will run $39.99.


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omega 616

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May 1, 2009
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The wording in the title made me think it should stay in early access a little longer, like it wasn't ready "shambles out of early access" but then got what you meant. Silly me!

I loved the first one, even though it often wouldn't let me play it (thanks to a member of this site, I got it working!) but I got bored of how repetitive it is. It's just constantly starting from scratch, building up to a badass and then starting over! I would have preferred more of a COD style constant progression until inevitable failure, maybe that's just me.

I know classes leveled up, so weapons did more damage or whatever but (and again, this might just be me) I never really felt that upgrade. I never felt like "oh, now that I am level X and I am really mowing this fuckers down!"
 

Frankster

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Mar 13, 2009
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It was in early access? o0 Damn I got it a while back thinking it was full game and honestly never felt the difference.
Guess I'll have to see what's changed.

omega 616 said:
I know classes leveled up, so weapons did more damage or whatever but (and again, this might just be me) I never really felt that upgrade. I never felt like "oh, now that I am level X and I am really mowing this fuckers down!"
Hum, not to be a contrarian for the sake of it but I didn't get this vibe. It's not just your weapons hurt more/get more ammo/become more accurate, it's that you move faster (very important!), get access to better gear easier or even start with it, and most importantly, your class abilities get magnified: for example a high level commando can spot stealthed enemies from other side of the map, whereas a starting commando can only see them at like 1-2 meters distance. That makes a huge difference in feeling like a badass.
Oh wait nevermind you're talking about kf1, so might be misremembering things, it's been a while.

I do agree with you about the repetitive nature though, that's always been the weakpoint of killing floor, only alleviated by the number of crazy user made maps you had in kf1 (doom map ftw!), or some of those crazy servers that had 200+ players on it fighting thousands of zombies, making you feel like you're part of this big war/battle.
 

omega 616

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May 1, 2009
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Frankster said:
It was in early access? o0 Damn I got it a while back thinking it was full game and honestly never felt the difference.
Guess I'll have to see what's changed.

omega 616 said:
I know classes leveled up, so weapons did more damage or whatever but (and again, this might just be me) I never really felt that upgrade. I never felt like "oh, now that I am level X and I am really mowing this fuckers down!"
Hum, not to be a contrarian for the sake of it but I didn't get this vibe. It's not just your weapons hurt more/get more ammo/become more accurate, it's that you move faster (very important!), get access to better gear easier or even start with it, and most importantly, your class abilities get magnified: for example a high level commando can spot stealthed enemies from other side of the map, whereas a starting commando can only see them at like 1-2 meters distance. That makes a huge difference in feeling like a badass.
Oh wait nevermind you're talking about kf1, so might be misremembering things, it's been a while.

I do agree with you about the repetitive nature though, that's always been the weakpoint of killing floor, only alleviated by the number of crazy user made maps you had in kf1 (doom map ftw!), or some of those crazy servers that had 200+ players on it fighting thousands of zombies, making you feel like you're part of this big war/battle.
To be honest, I did just install it again, to look at the bonuses and I did mis-remember a bit, they are more worthwhile than I thought. Still, I feel like more typical upgrades would have helped, like access to better guns ... so you get the sense you are working towards a kickass gun! Starting off with a better weapon is ok, better than a 9mm for the millionth time but I think they should have taken a page from COD "only 3 more levels till I get the AK47!" or whatever, so you have a more tangible thing to aim for.
 

Bindal

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May 14, 2012
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I played the game on several free weekends and even got a copy gifted and after having poured about 2000 hours into the mod and probably also about 1000 hours into the first game, I felt the second... didn't really change anything and felt more like a purely cosmetic upgrade only. There were a few changes, yes, but they seemed more fluff (the new enemies are... slightly different version of the Clot, basically) or filler (25 levels - except that only every fifth adds something meaningful) where as the core gameplay is pretty much identical to the first game: Sit in one room and kill everything without barely moving, run to the trader between waves.

The first game at least then added the (sadly very unbalanced) Objective mode to change things but the second game scrapped that one permanently, it seems. And even the mod changed the whole thing up in its custom maps (one of the most liked maps for the mod was KF-Tower, which was still using the waves, but opened a new area up each wave to allow you to progress further to find better gear as the only trader was in the final area) but Killing Floor 1 (without Objective Mode) and Killing Floor 2 both lack anything comparable.

So, not sure if it's a good idea for them to leave the Early Access already, especially when they seem to massively suffer from feature creep right now, considering what they planned (at least three more PvP Modes, one more class in a Beta for the Beta and at least one they haven't even started working on, as far as I know)
 

Saulkar

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Aug 25, 2010
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Noice, I will probably buy this before that as I tend to play different games in different seasons and this is definitely an October game. Should I play the original though? Does it have a decent enough in game story like L4D1/2 or should I just go with the second one?
 

Bindal

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Saulkar said:
Noice, I will probably buy this before that as I tend to play different games in different seasons and this is definitely an October game. Should I play the original though? Does it have a decent enough in game story like L4D1/2 or should I just go with the second one?
Story is barebones within the game itself. "There be clones that act like zombies. Kill'em in random regions."
For actual story elements, you would need to use outside materials like trailers and the like and that doesn't need the first game.