![]() ![]() Some classes, for example the Demo class gets more kills since they have area effect weapons. This leads to the shop creating issues with game balance. And not so much on the amount of kills you actually have. Killing zombies is all kinds of fun, but when it comes time to upgrade ammo and equipment, so you can destroy some more, the amount of money you have relies heavily on your class. After that, are the bosses at the end of the 10 waves. The next level of zombies are ones with powers that are harder to kill. ZombiesĪlthough there are several types of zombies, they are mainly the easy kill zombies that just shamble around. As well as, replenish their body armor at the shop. Then, in-between rounds, players can upgrade their weapons. Each player gains money for each zombie they kill. In online play, you are working with a team of other players to survive wave after wave of zombies. Although there is singleplayer, going online is where you can best experience the game. Each class has different class weapons and bonuses that make your character more powerful as they gain experience. Players: Single-Player, Co-op and Online MultiplayerĪt the start, you choose from one of 10 classes. The game is not perfect, but then again that doesn’t matter here. Not to mention, tons of different zombies to kill. Killing Floor 2 is a great co-op zombie game that is filled with unique player classes. Although I understand that opinion, after just a couple minutes of playing the game that’s totally far from the truth. At the end of the day, Killing Floor 2 is a great title to visit every now and then, but I imagine more people will be playing this off and on rather than making this their go to game until we see some more interesting or balanced game modes.Many will look at Killing Floor 2 and immediately think that it is a Left 4 Dead rip-off. It guides the player to wanting to master a style of play, but the fun is really in the variety. The problem is that this is all the game really does. The core game loop is as fun as mindlessly blasting through hordes of the undead can be. Killing Floor 2 does a good deal of things right. It’s all over the top madness that fits the ridiculous premise perfectly. I also really dig the heavy metal soundtrack. One of my favourite bits was traversing areas after I had dealt with a particularly large horde and seeing that story retold on the bloodstained walls and floors. Similarly, the environments range from open snowy fields to dark cramped corridors, all itching to be covered in the blood of the dead. The first time you see a massive glowing fleshpound charging at you and shrugging off all of your shots, you’ll understand the importance of the monster design. Monster types are immediately identifiable, which is important for the fast-paced action inherent here. Visually, Killing Floor 2 is a treat, albeit a grisly one. There’s plenty of room for improvement, and some balancing patches could go a long way in make this mode feel like more than the requisite Versus mode. The sort of zed a player plays is random, and some of the weaker mobs can make the experience feel cheap and unbalanced. The normal enemy AI is limited, so the first time you see a monster doing something other than charging straight at you and attacking, it can be a bit concerning. Versus Survival casts one team amongst the dead, to aid the zeds in their onslaught against the team of malicious survivors. There is another mode players can delve into when they’re feeling more antagonistic. The classes are pretty varied and fun to play. After gaining five levels in a particular class, you’ll unlock a more significant bonus, and so on. The classes provide a few passive benefits (more damage with their preferred weapons, reduced damage from appropriate damage types) and level when used appropriately. Traditionally, games reference character’s roles like “sharpshooter” or “commando” as a class, and the benefits they provide as perks, but Killing Floor 2 dares to be different. While applying light cosmetic customization to the character model of their choice, players will pick a perk. There is a class system involved here, but it’s a little obtuse. ![]()
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