Killing Floor 2: Video Preview

The concept is not surprising: closed space, waves zombie unsuccessful clones and players forced to unite. But will the game itself surprise?? The second part of Killing Floor has appeared in Early Access, see our video about the changes and innovations in it.

Killing Floor 2

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What a dull preview. By the end of the wave, only Loev or complete noobs may have problems with combat effectiveness as a commando or support, because there are ammo scattered around the map, plus there are perks for ammo. And all the meat on high difficulties, the behavior of enemies changes, they become faster and more dangerous.

Loev, as always, nagged about his hated non-indies, but still, as always, fun and efficient. The game, like the first part, is good. I was about to finish my review on the blog..
… and I’ll probably still add it. IMHO, the best in the genre since the first KF. Okay, second L4D.

Find other authors besides Loev, who owns 95% of the materials on the site. If a person is not a connoisseur of film, then he shouldn’t do a preview. There aren’t many people who have more than two hundred hours in KF1.

Firstly, localization is a separate topic. The voice acting in the first part was very good, especially “I’m trying to cure you, and you’re spinning”. In the first CF there was a bug that the Russian chat was not displayed in the English version, there were fixes that were reset when patches and additions were released. The translation of the first part was done by 1c, I wonder what will happen with the new part, because 1c was terrible at supporting the translation of the game.

Secondly, the versatility of the bers and the medic – it was all in the first part. A small number of cartridges was also in the first part, everything depended on the difficulty level. Why break something that already works?. There was imba in the first part, that’s why they loved it.

Thirdly, these are not clones, but “individuals”. Suddenly there was a plot in the film, and I’m wondering how the plot line progressed after the death of the patriarch, who was the main scientist. The screamer was his wife (or a stalker I don’t remember).

It was worth noting that Tripware failed https://madslotscasino.co.uk/login/ its business plan by investing in the unpopular Redorchestra 2, which also affected the business.

Here you have the outdated UE3, which in 2015 evokes only hatred and anger with its dull gray color scheme and loaded textures. But this is still not the friendliest engine for amateur modding, which very well breathed life into the first KF1.

And hats, which at one time ruined the first kf, because not only skins were sold, but also types of weapons. And here is early access, and it’s already clear that no one will stop.

What pleased me was skrake and FP. Their design really delivers pain, they conveyed this well. Well, we spotted the theme with the mitol in the background.

But overall, KF2 was no longer a success for me. I just hate ue3, and the second part is made on my most hated engine. Well, hats. The game costs 900 rubles, plus you can also buy new types of weapons with money. While it’s just stupid kf1 on the ue3 engine.

I stopped watching after the phrases “I have played for 20 hours”, “everything in the game is slow and sleepy”… KF is such an amazing game that is incomprehensible at first, it may be easy, but the idea of ​​the game is that it reveals itself at least on hard, and better yet on suicide. And there you already need a “golden” level, there begins maximum interaction, selection of classes by the team, and not who wants what. And there’s no way you can be slow and boring, like Vanya in this preview, otherwise the FP will punish you in 0.5 seconds. It’s just that the game is old school, without light immersion, it takes time, but then it’s terribly addictive. Therefore, although now KF2 seems like a game with a couple of levels that can be assessed in 1.5 hours, this is not so. At first I just ran because my friends encouraged me to do so, but in the end I played 300 hours (and I didn’t level them all up) and stopped only because the team broke up.

The man almost forcibly made a preview 🙂 He was pulled out of the indie world and placed in a mass mess, which is as alien to Ivan as the corps de ballet.
I also didn’t understand about the cartridges. It is logical that you save cartridges on every bottom, expecting a serious wave. Actually, even in the multiplayer of FEAR 3 it was like this.

I’ll add that no one there has problems with cartridges, unless you can endure the whole wave alone. Well, yes, there are also teams that shoot like… like Loev. Then you have to play almost solo. But this is rare – usually there is more than enough ammunition. Especially for a support, who has 80 rounds on one shotgun (and each round demolishes 2-3 mobs), 40 rounds on a double-barreled shotgun (and each round can take out five enemies if loaded well), and this is not counting the pumping of perks, but only zero level.
Commando generally takes out almost all mobs with 1 headshot. When two rifles have a total of more than 500 rounds of ammunition, problems can only arise if you shoot “at the milk” (which is what we actually see in the preview). But where is the class imbalance?? It’s an arm imbalance.

Either Vanya didn’t play enough hours in the first one, or I don’t understand something. Three of my friends and I played against monsters whose quantity was enough for six players, and although there wasn’t an abundance of ammunition, but by competently combining different types of weapons we coped with the waves. And as for the weapons for the medic, because in the store of the first part most of the weapons were already universal for all classes, there were simply discounts for certain types.

Well, CF2 is noticeably better than the first and for early access everything works quite well there. Although there is an imbalance when, starting from wave 7, there are a lot of men with chainsaws and flash drives

Don’t listen to Loev. All those “problems” he talked about relate exclusively to crooked hands.
He also didn’t mention that on higher difficulties, the Zeds change in terms of attacks. They start doing things that they don’t do on lower difficulties, they start running furiously, rolling, crawling on walls, etc.d. Which requires a new approach to the game, a change in tactics, and what you did on normal won’t work in Hell on Earth.
In general, I advise you to play pirate (there are servers), and then you can decide for yourself. But as a “veteran” of the first part (350 hours, 5 classes out of six pumped to the maximum), I will say this, KF2 is still the same wheels, but with a new body, engine and a completely different approach compared to the previous part.

That’s it) also noticed. Naturally, if you hold LMB on AA-12 in ordinary mobs, the store will be empty very quickly. There’s not enough ammunition here. Carry 2 types of weapons with you and there will be profit. In the preview, the author of the video with saws, FP fought with a pistol)) It’s logical to save the mandala for elite soldiers, and cut out the little things with weapons of a lower class. Plus, leveling up, neither commandos nor sap with lvl 10 and 5, respectively, experience a shortage of ammunition. The author described above how to shoot from what and where. So the nitpicking about the ammunition and dullness of 2 classes is not justified.

I think once they add sniper and demolition perks, the problem with flash drives and saws will be partially solved. And it’s also strange why the katana is no longer a DSLR class weapon.

And why, I decided to write, I don’t know, but still.About cartridges, pestol should be used more often. Here’s the whole secret about cartridges. Although I agree, they run out quickly if you throw them around. And I was pleased with the localization: D, it really smells like copy paste from Google translator.
But one thing saddens me. If you compare the first and second parts in a blatant and crude manner, then they just painted on the graph and that’s all. Well, running has been added. And new monsters (I don’t argue that the old ones are awesome), but at least make several graphic views of “ordinary walkers”… But that’s not about that. I was pleased with the absence of dead ends on the maps. If you entered any corridor, it also has an exit, which I was very pleasantly surprised by. Not enough guns. But I just had a crazy time reloading a shotgun. Nice attention to detail. ONLY the process of shooting and reloading your best “friends” is really cool, both in the sound and in the drawn process. And the movements of the mobs, which are made by acting, are simply amazing. Just look at the calm that is broken by the clanging of metal… As for the music, I’ll say that either the quality is bad, or my tastes have changed, or the developers themselves cheated somewhere or decided to make extra money from requests for a feast of music from little-known (or even unknown) groups. In general, turn on yours and play. And the one here, in my opinion, is bullshit. It doesn’t deliver during trash talk, so there’s no fuss: D, but these things can’t be separated.

*artist of course, because we are talking about a person. Once again I regret that there is no “edit comment” option.