Wednesday, May 6, 2015

Killing Floor 2 (2015*) Early Access

Killing Floor 2 (2015*)
Tripwire Interactive
PC/Steam
Single, Co-Op, Multi
Instance

So one of the primary reasons I did the first one so early was I had been planning on getting the sequel on launch. However all the hype and demand and "something" from the many throngs of followers online prompted Tripwire to release an 'Early Access' version of the game in late April. I have enjoyed it thoroughly whether just jumping into matches with randos or having a few friends join me who also got it. That said this is a [better than] Beta release. Only 4/10 perks or classes are available and only 3 maps are present at this juncture, with no solo play mode yet. I've followed all of the developer diaries thus far (only 4 or so) and watched a couple of let's plays that came out earlier this year. I will not be regurgitating soundbites for you, but know that more information is out there and likely to continue until an official launch is performed.

Location, location, location:
That's it--3 maps: Burning Paris (France); Biotics Lab (Horzine HQ); Outpost (aka Hoth on some servers). I love these maps so far. They are large enough to warrant exploration and provide actual strategy for their new destructible environments they've implemented in the game. The one issue I've found is sometimes things get destroyed while you weren't there. And I'm not talking about a chair or something, but entire dorrs or [glass] walls that we purposefully avoided to leave them for later wave use are destroyed off-camera. For the time we're unsure if that is truly a bug or just a random affect of the zed (C) invasion. Makes for an interesting challenge so long as it's not persistent every time we do that map.

Perky, Classless Bastards
More of an homage to the semi-filthy language was associate, expect, nigh on demand from this game developer--and we are not disappointed. Good selection of sayings each character and/or class has could only ask for more on the basis I will probably hear and be tired of them whenever my gaming group starts the grinding of skill levels. Currently we have Berserker, Commando, Medic, and Support. I have never been fond of not expect to be of the Berserker--despite my up-close-and-personal play-style on similar games, this is just not my cup of tea. Maybe with more experience and practice. Support is one I have a feint interest in, but haven't had the opportunity to play it much--mostly due to the fact friends or randos, just too many Supports on most maps. Commando is my only niche perk thus-far released. I love the feel, control, and style of the Commando and the visual tracking of stealth stalkers is more convenient than most other starter perks imho. Finally we go to the surprise leader for me the Medic. I am more often than not on this baby for many reasons. The weapons systems here are phenomenal and so unique with the blue iridescent glow. It also makes me very useful to the rest of the team, not to mention that by healing and killing I typically go up a skill level each successful win. Sure that will change as we go higher.

The only negative I have has to do with the "Early Access" issue where everything is working but nothing is guaranteed to remain as is. Perks, achievements, in-game statistics, etc will all be reset multiple times as they include more features, perks, of this build. I wasn't expressly aware of this prior to purchase but I can understand why it needs to be this way. I would feel much more profoundly pissed if this weren't an online game where you're equally dependent of the other guy as much as yourself. If makes sense and new things come into play and get added some re-shuffling and adjustments are very likely. They've actually done a helluva job interfacing with the community to help wart out bugs and errors in what is released. They seem to be a constant presence on the forums and fairly transparent in why things are changing from time to time.

Can't justify perfection as it is still incomplete, but I do love what I see and have played so far. I love the fact that the entire game is being built so that the modding community can have immediate and ease of access once it gets off the ground. I expect this to rise with its official launch but for now, I give it a strong 8/10.

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