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Killing Floor 2

Joined
May 2, 2012
Messages
407
They don't need to bring everything back. I'm more interested in seeing a good roster of monsters that can change the situation in a moment. If it means getting rid of an old favourite and put in a new one, so be it.

Fair enough, just don't want to lose any of the interplay that the current bunch have already - even a Bloat can fuck things up royally if it appears at an inconvenient moment.
 

Dr Tomo

Learned
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May 31, 2013
Messages
670
Location
In a library near you
:necro:

No game play footage yet.
*edit: PC Gamers dissection og video's

Killing Floor 2's gore system is a bloody ballet
Wes gave Killing Floor 2’s gore tech a thorough dissection earlier this year when we revealed Tripwire’s cooperative, wave-based horror FPS with his huge feature story. In short, Killing Floor 2’s “MEAT” system (Massive Evisceration and Trauma) is ridiculous—enemies have 19 points of dismemberment (five alone for the head), and it makes Killing Floor 2 feel more like flesh bowling than a standard shooter.

To Tripwire, this gore system is the most important feature of Killing Floor 2. I had a chance to see it in bloody action in an updated build earlier this week, and what impressed me most wasn’t the amount of blood and violence but the creative FPS gameplay the system seems to stimulate.

Tripwire hasn’t released any gameplay footage of KF2 quite yet, so you’ll have to rely on my words to describe the moment-to-moment carnage I witnessed. I saw a few waves of KF2 played live, through which it was apparent that the basic rhythm of KF isn’t fundamentally changing: you backpedal, you kite ugly enemies, and you thin the hordes of genetic freaks as efficiently as you can. What was new was the way that KF2’s fidelity stimulated new moments and decisions.

Grenades, for example, now release a few chunks of shrapnel that ricochet, and these fragments can bite into KF2’s new dynamic lights and breakable objects. A thrown grenade is still an effective band-aid for the horde of Clots coming your way, but the explosion might also kill the only light sources in a hallway or a basement. I like the idea of having to make that snap cost-benefit analysis about how a single frag grenade could make a piece of the level more dangerous by darkening it; it’s something that didn’t exist on the ancient Unreal tech of Killing Floor the first.

There’s more subtlety to the animation and physics in general, too: every enemy ragdolls and drops dead in a way that’s symmetrical to your weapon and the direction you’re firing from, and this fidelity allows for set-up moves like tossing a grenade well behind a pack of enemies, then mowing them down as the ones nearest to you stumble forward from the blast. Corpses also persist in the environment for a good amount of time, and they can be shot to pieces when dead; something that wasn’t the case in Left 4 Dead 2. More importantly, KF2 allows for what Tripwire has nicknamed “Zed juggling”: in slow motion, a cartwheeling enemy can be propelled upward with successive shots, or dissected in mid-air. I expect I’ll naturally want to do this: even KF2’s basic enemies are articulate, blood-filled piñatas that absorb buckshot and rifle rounds with gross-yet-gorgeous authenticity.



Most significant, though, are the changes made to melee. Tripwire only had a katana to show (and mentioned a sledgehammer), but rather than the sword operating as a one-dimensional weapon, there’s a surprising amount of nuance. Left mouse is light attack, and right mouse is heavy, but more importantly the direction you’re moving at the time you attack on WASD dictates the motion of your attack. The katana’s heavy, horizontal slash is one of the most impressive real-time animations I’ve seen in a game: I watched the sword effortlessly tear the entire upper body off a Clot, sending it across the room while the legs stood frozen in place. You can also hold block (to reduce, but not fully eliminate melee damage) or try to time a block perfectly against an oncoming melee attack to briefly stagger that enemy. Already I’m imagining a front-line melee player, who’s mastered the technique, stopping a Fleshpound (which Tripwire said will be blockable) in its tracks so his teammates can get in some easy shots.

Another detail I liked: the knockback force varied noticeably between shotguns. Crouching and firing the double-barrel shotgun kicked a Clot skyward like a punted football, while the mag-fed AA-12 shotgun cut through enemies more cleanly with chunky, rapid fire. Outside of the gore system, Tripwire showed off a new aspect of the perks system: perk skills. Every five levels of perk progression, you have to pick one of two potential skills. For one Support tier, for example, you might pick between having 25% more carrying capacity or dealing 10% more damage with Support-specific weapons like shotguns. I’m glad to see Tripwire introducing some customization to character progression, considering how many 500-plus hour Killing Floor players there seem to be.



If you’ve played Killing Floor, you know how inherently repetitive it is: waves of enemies magnetize to your position in the style of a horde-mode game, crawling, shambling, or stumbling at you in successively larger packs until they’re dead or you are. Tripwire has still only shown a couple chunks of what I expect the final game to include, but almost everything we’ve seen is focused on diffusing the game’s natural repetition with dynamic systems that will probably age quite slowly. Another exciting example of this are the behaviors of enemies themselves, which vary based on difficulty level. At higher difficulties, a basic Zed might gain a pounce attack, or somersault to avoid a headshot, or sprint when shot as a reaction maneuver. It’s nice to see Tripwire taking a complex approach to designing its otherwise simple, straightforward horror FPS.

*source
 

Behelit

Augur
Joined
Sep 26, 2012
Messages
102
The Husk has a flamethrower now. Interesting.

Indeed! Being the lone wolf zerker just got more complicated.
If light sources are as important as I hope they are, it'll make for some tense gameplay. Don't aggro that Siren or its lights out.
 
Joined
Mar 30, 2012
Messages
7,059
Location
Elevator Of Love
Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
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:d1p:
 

sexbad?

Arcane
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Messages
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sexbad
Codex USB, 2014
I really hope that awful FEAR2 slow motion filter is optional. I also kind of wish that bullets didn't tear things off so easily. I would have preferred more deformation and less dismemberment...
 

Erzherzog

Magister
Joined
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Messages
2,887
Location
Mid-Atlantic
I really hope that awful FEAR2 slow motion filter is optional. I also kind of wish that bullets didn't tear things off so easily. I would have preferred more deformation and less dismemberment...

Have you played the first game on anything other than easy? That "slow motion" filter is a feature ensuring you make every shot count and is essential when dealing with especially large waves.
 

sexbad?

Arcane
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sexbad
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I really hope that awful FEAR2 slow motion filter is optional. I also kind of wish that bullets didn't tear things off so easily. I would have preferred more deformation and less dismemberment...

Have you played the first game on anything other than easy? That "slow motion" filter is a feature ensuring you make every shot count and is essential when dealing with especially large waves.
It looks ugly as fuck and definitely will not be essential when time is slowed down.
 

Ivan

Arcane
Joined
Jun 22, 2013
Messages
7,487
Location
California
SCRAKE! AA12! BLADESAW EJACULATOR! METAL! DA WEAPON SFX!

what makes killing floor special in 3 seconds: 47-50 sec :D
FPS of the year 2015 confirmed
 
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Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
Aside from a couple of gun packs all the DLC in the first game is cosmetic.
 

pakoito

Arcane
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Messages
3,092
Why is the game on PS4 by the CEO, Part 2

http://forums.tripwireinteractive.com/showthread.php?t=102726

So with my other post running long, I thought I'd make a Part 2 to continue the discussion. Here I'd like to post some things in a Q&A format to address some of the questions that have been popping up on the forums and the internet at large.

Q: Is PC the lead platform from Killing Floor 2?

A: Yes PC is the lead platform from Killing Floor 2 and will be coming to the PC first. We will however be taking the time and effort to ensure that we provide an amazing experience for PS4 users as well.

Q: What are the differences between the PC and PS4 version?

A: There will be some differences between the user interface and of course the PS4 version will support gamepads (as will the PC version for SteamOS/Big Picture mode). The difficulty will be tuned on the PS4 to take into account the different playerbase and controller. So far however we've got what we think are some pretty good gamepad controls, and can actually play the "PC difficulty levels" pretty well with a gamepad.

Q: Does the gamepad have aiming assists, etc?

A: Yes the gamepad has aiming assists. It's actually pretty funny, as we asked around to people that play a lot of shooters if the shooters they were playing on console had aiming assists, many thought they did not. When we looked at the games however we found every single one of them did have some form of aiming assists. In other words, many console gamers had no idea that they were getting assists from the game. I'd rather not go into specific of what the aim assists are, as we're still tuning the controller functionality. What I will say is what we have right now works very well, and feels a bit like a cross between COD and Borderlands console controls. We basically looked at the best of what other games had done, took what we thought were the "best practices" of other console game controls, and then looked at how we could make those even better.

Q: Are you going to "dumb down" the PC version because you are making a PS4 version?

A: Short answer - heck no! Longer answer, the PS4 version has no impact on the gameplay of the PC version. PC is the lead platform, and the game will be separately tuned to play well on both the PC and the PS4. PS4 gamers are likely in for a harder game than they are used to. With that said, we feel many developers underestimate gamers on the consoles, and we feel that console gamers are ready for a challenge. Hell on Earth on PS4 will be HARD. With that said, the game will scale on easier difficulties for more casual gamers.

Q: Are you going to reduce the graphical quality on the PC version because you are making a PS4 version?

A: Short answer - heck no! Longer answer, the PS4 is a powerful machine, much more powerful than the PC min spec. We're not dealing with last gen consoles here. Honestly, last gen consoles created an annoying phenomenon. In the "old days" when a PC game came out and you cranked up all the graphics options and the game ran bad, you went out and upgraded your computer. In the past 5 years however so many games were developed with last gen consoles as the lead platform that they didn't push modern computer hardware. So gamers got used to cranking the graphics options all the way up and getting 60FPS on their 4 year old PC (even though the games looked just like the console counterpart, or only marginally better). If a game came out that they couldn't crank the graphics options up all the way on their 4 year old PC, they complained that the game was "poorly optimized". Well I'm here to tell you KF2 will have some high end graphics options specifically for high end PCs (not all will necessarily be in when early access ships). Yes we are using UE3 (actually UE3.5), but it's been heavily modified and modernized with some high end rendering features. The game will run well and look nice on reasonable PC hardware, but if you want to crank those graphics sliders up all the way make sure you have some high end PC hardware in your machine when the game ships.

Q: Will there be dedicated servers for the PC?

A: Yes and a good old server browser as well, just like any good PC game should have.


Q: How can we trust that you won't make the PC game bad because you are making a PS4 version?

A: If you are skeptical, don't trust us. Wait for reviews, wait for a free weekend. Inform yourself before purchasing, it's something you should do for any game purchase. What you shouldn't do however is gripe and moan endlessly on what we "might" do or what your "worried we'll do". Give us feedback on what you'd like to see, give us feedback on what we've shown, and when you get your hands on the game give us feedback on what you like and what you don't. But people speculating with their crystal ball (which more often than not has some storm clouds in it for some reason) doesn't really contribute to the conversation.

Q: Will you "gimp" the monsters on the PC because of the PS4 version?

A: Heck no! The monsters are far more deadly now than they even were in KF1, and we like them that way! I mean, did you see that Scrake doing a spin attack in the latest trailer!?!? He's deadly!

Q: What PS4 specific features will the console version have, especially for matchmaking, servers etc?

A: We're not really ready to talk about that yet. We're still working out how we'll do matchmaking, servers etc on the console so we've nothing to report on that right now.

Q: Now that you are going on consoles, are you going to turn into EA/UBI/Activision and have heinous business practices?

A: Umm, heck no. We're still Tripwire, and we believe in providing great value for our customers. We just put out new free content for RO2 (game is 3 years old) and KF1 (game is 5 years old). Putting a game on a different platform doesn't change our business philosophy. KF2 will have DLC on PC and PS4. DLC is how we fund ongoing support and free content we provide the community, so that isn't going away. But we'll continue with our philosophy of not dividing the community for our multiplayer games.

Q: But but but, I don't like that you charge for weapon packs already!

A: Umm, that's not really a question, but OK I'll answer it. Did you like the free content you got for KF1 for the last few years? Hillbilly Horrors, Twisted Christmas, Objective Mode, etc? Well you can thank the DLC weapon packs for that. If they weren't there, we couldn't have afforded to fund the free content that we made the past few years. That and it helped the community weapon guys (IJC) start their own business making content for video games.

Q: You guys had a rough launch for RO2!

A: Umm, that's not really a question and not KF2 related, but OK I'll respond. Yes we had a rough launch for RO2. Then we spent a million dollars and six month fixing the game and the GOTY edition was really solid. Then we spent 3 more years and millions of dollars giving out free content for RO2. So yeah we screwed up, and then we fixed it. Then we put out Rising Storm and had a really smooth release, and won MP GOTY in PC Gamer beating out BF4 and COD. So yeah, we learned our lesson and made up for it in spades. So you can stop reminding us about our screw up 3 years ago. Really really, you can stop, in like 2012 even
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Anyway, if you are worried, get in Early Access and help us hone KF2 with your feedback and bug finding skills. Or wait till the full launch and read a review before you buy.

Q: I'm worried KF2 won't be exactly the game I want it to be.

A: I can guarantee it won't be, certainly not when Early Access ships. That is why we are doing Early Access, so we can actually have time to incorporate your feedback. So get in there when Early Access ships, play the game, and tell us what we can do better! With that said, we'll never make EVERYONE happy, so some people will have to live with the fact that the game isn't exactly what they want. The only way to get that is to start your own game studio, and even then you don't always get your way
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Part 1 is more bland: http://forums.tripwireinteractive.com/showthread.php?t=102725
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,870,828
More video with info. Some meaty stuff like MEAT system that remind GHOUL from Soldier of Fortune but still - it's developed on PS4 first :decline:
Whatever, here it is.


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Essegi

Cipher
Joined
Nov 21, 2012
Messages
396
Also:
TWRamm-Jaeger said:
No cross platform play between PC and PS4 isn't even something we're considering. There will be too much difference between the two versions. PC will use Steam for matchmaking, PS4 will not. Additionally we want to be able to update both versions separately as needed.
At least at September.
They can add ponys to PS4 version for what i care, just till they don't dumb down pc version.
Aside from a couple of gun packs all the DLC in the first game is cosmetic.
Thinking about dlc weapons... I've not played much since those additions, so i don't know them much, btw flare revolver could be the best offperk weapon for kiting with medic/zerk. I was a lar addicted but that one is even better, just more boring to use. Lar is still amazing being so cheap and effective btw. So all in all i am a fan of non dlc weapons.
 
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Essegi

Cipher
Joined
Nov 21, 2012
Messages
396
DEV DIARY 2: WEAPONS AND PERKS PART 1

Good to see focus on weapon again, not that i expected something else. Also i want to try myself medic stuff since it's the class i spent most time on 1st. Also i really like flame effects (and screw the haters, firebug class is so much fun!).
 

Icewater

Artisanal Shitposting™
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Freedomland
Project: Eternity Wasteland 2
I never played Killing Floor but I have played a lot of L4D2 and this looks a hell of a lot better than that. Color me very interested.
 

pakoito

Arcane
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Joined
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Messages
3,092
I never played Killing Floor but I have played a lot of L4D2 and this looks a hell of a lot better than that. Color me very interested.
L4D2 and KF are different beasts, you may find yoursef disappointed. KF is just 7-10 waves of the same dumb monsters on different maps, with mostly random placement. At the end of each round each player gets bonus moneh and buys more weapons for the next round. The selling point is how good the weapons feel, and there's just an average level of teamplay required so you can pop in and out without any major repercussions. The perks are just passive stat increases for your weapon specialisation, focused on making those weapons affordable in shops with 40% discount then adding accuracy or punch to them.

L4D2 for what I know requires coordination and is based around resource scarcity. Plus the GameMaster AI is a bastard.
 

Konjad

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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Torment: Tides of Numenera Wasteland 2 Steve gets a Kidney but I don't even get a tag.
I never played Killing Floor but I have played a lot of L4D2 and this looks a hell of a lot better than that. Color me very interested.
L4D2 and KF are different beasts, you may find yoursef disappointed. KF is just 7-10 waves of the same dumb monsters on different maps, with mostly random placement. At the end of each round each player gets bonus moneh and buys more weapons for the next round. The selling point is how good the weapons feel, and there's just an average level of teamplay required so you can pop in and out without any major repercussions. The perks are just passive stat increases for your weapon specialisation, focused on making those weapons affordable in shops with 40% discount then adding accuracy or punch to them.

L4D2 for what I know requires coordination and is based around resource scarcity. Plus the GameMaster AI is a bastard.
:lol: Good one.
 

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