New Zed attacks and moves such as crawlers on walls and ceilings, as well as Zeds appearing out of vents and manholes, will make it that much more challenging to find a corner and camp it.” “Dynamic lighting, so you can end up screwing yourself if you blow your favorite area to pieces too early in a game, making it all dark. Tripwire don’t want to deny old tactics but, rather, “incentivise people to move around,” Wilson explains. Take level design: some of Killing Floor’s levels are more than five years old now, the players know where’s best to camp, when to move, what to expect. Killing Floor 2 closely mimics the original but there’s much more choice and nuance throughout the game. You could one build for solo play and one for playing with friends. “Carry a back-pack and hand out ammo to your friends, or carry more ammo yourself? You decide.” Those choices aren’t fixed, either. “Every 5 levels you level up a Perk, you get a new choice of Skills,” Wilson says. As a result, all supports toted shotguns and medkits. Supports got buffs to shotguns and medkits. Wilson says the original perk system was too “prescriptive”, and dictated how people played. “Now we're setting it up so that there are 26 levels with small jumps.” “Getting to Level 6 was a big grind and could take a very long time from Level 5, without any tangible reward along the way,” Wilson explains. There are now 26 levels instead of just six. The Commando now gets XP for dealing damage with Commando weapons and for killing Stalkers. Wilson says that this “led to people getting annoyed with each other and bickering over who's Stalker that was.” Getting XP in Killing Floor 2 is much more straightforward. Take the perk system, to level up your class in Killing Floor you had to perform very specific tasks: as a Commando you needed to kill Stalkers with Commando weapons, for example. It’s not just little extras, Tripwire’s redesigned Killing Floor’s core systems to let you play how you want. He was quite superb in the mo-cap studio in San Diego.” “The guy we worked with on that, Jackamo Harvey, was a great find. Wilson tells me the guy they’ve used for mo-cap is a major cause of the enemies’ new found menace. He’s been beefed up considerably to become more threatening but the way he holds himself is terrifying. Many of the infected from Killing Floor are back and more hideous than before. As you kill your way through the ten waves the clean level texture is dynamically wiped away to reveal the blood-coated one beneath. Tripwire’s made two versions of every map, one clean and one bloody. Besides the dismemberment points that will see maps become cluttered with bits of body, each level can become painted in blood. Killing Floor 2’s set to become the bloodiest games on PC, too. Weapons are animated at insane 200+ frame-rates so they feel even better than before, especially in Zed time. The sequel adds “production values”, Tripwire’s vice president, Alan Wilson tells me. The sequel looks a whole lot better - Tripwire’s moved from the ancient Unreal Engine 2 to Unreal Engine 3 - and under the hood every one of the game’s key systems been redesigned to give you more choice in how you play. Killing specimens nets you bounty cash and experience the former can be used between waves to buy weapons and ammo and the latter lets you level up your class, unlocking stat boosts. Killing Floor 2 is much like the original: you and five friends fight through ten waves of monstrous lab experiments before facing off against a Patriarch, a tough as nails boss creature.
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