KF2 still had fine aesthetics in Early Access. Sure, it wasn't grunge kino anymore, but at least it was consistent. Then they started introducing "le reddit funny" MTX content, introduced one of the most ugly female characters in video game history, introduced E-DARs, and then those Sci-Fi reskins of existing weapons, and ...i have no faith in this game after all the fuck ups on KF2
also they decided to continue this souless scifi garbage aesthetic from KF2
Despite what I said, the gunplay will be probably good tho
Bro you just know they're going to screw it up anywayWhy do they make this instead of Red Orchestra 3, WHYYYYYYYYYYYYYY
my bet is that AA FPS games were not as profitable as AA CO-OP/multiplayer games (or at least thats what the executives at their studio think)Why do they make this instead of Red Orchestra 3, WHYYYYYYYYYYYYYY
Even the music wasn't spared from decline. Compare the tracks that are on Youtube now, versus the ones from KF1/mod.
Maybe I'm just not metal enough, but a lot of the tracks in modern games like D44M and KF2 just sound like a mash-up of various instruments. It's noise. There's no cohesion with the pacing of the game. In contrast, when Dirge Repulse 1 played in kf-offices, your game and adrenaline were always going to get amped up 200%.
Fuck this game and fuck Tripwire
Even the music wasn't spared from decline. Compare the tracks that are on Youtube now, versus the ones from KF1/mod.
Maybe I'm just not metal enough, but a lot of the tracks in modern games like D44M and KF2 just sound like a mash-up of various instruments. It's noise. There's no cohesion with the pacing of the game. In contrast, when Dirge Repulse 1 played in kf-offices, your game and adrenaline were always going to get amped up 200%.
It's the layers of electronica and EDM over metal that's the problem with the D44M Mick Gordon stuff. Very overproduced. Obscures a lot of the neat riffs he comes up with.
A lot of the music in KF2 is Christian metal that TW licensed. With the lyrics cut out it becomes relatively simple and unadorned metal music. Good fit for a wave based co-op shooter with some horror influences.
As for the other stuff zYnthetic has been more influenced by techno and industrial music over metal as time has gone on and that Rocky Gray guy just isn’t as good.
Nah, I gave it another try some time ago and meh. I have much more fun with the first game.Is KF2 any good now?
I loved KF1 but despite some of its shortcoming being clearly improved (like the fact that some of the KF1 maps were "solved" and you always knew what to do and where to hole up, at least up to Suicidal difficulty) KF2 never clicked for me. It felt kind of soulless, but also I'm thinking maybe I just grew out of the formula. Love the game in theory, but in reality I just play a few rounds of L4D 2 instead if I want a zombie coop.
It was never going to have KF1's scrappy grindhouse appeal. Started with some nice consistency in visual presentation but that's been ruined by all the cosmetics, weapon skins and meme characters. Most of the guns look and sound great. I found that I'd occasionally look for an excuse to use something suboptimal like a base M4 just to admire the animation work. The basic KF gameplay loop remains solid but a lot of mistakes were made:Is KF2 any good now?
I loved KF1 but despite some of its shortcoming being clearly improved (like the fact that some of the KF1 maps were "solved" and you always knew what to do and where to hole up, at least up to Suicidal difficulty) KF2 never clicked for me. It felt kind of soulless, but also I'm thinking maybe I just grew out of the formula. Love the game in theory, but in reality I just play a few rounds of L4D 2 instead if I want a zombie coop.
NahIs KF2 any good now?
I thought it became kind of boring after a time, even though still difficult (I only played on Suicidal, HoE was a bit much), but it's a very good point that it was one of the reasons why public games worked so well despite it being a coop game with randos. Looking back it's almost shocking how good the community was.Personally i liked in KF1 that maps had optimal places to camp out and defend. Especially on higher difficulties when a single fuckup could get you overrun and dead. In the beginning it was all about learning and testing the best places, after a couple of years everybody implicitly understood and worked well together, even on public servers with randos. Community maps and custom servers were also great back then.
Gunplay was better in KF2, but level design was a lot more "lets make sure there isnt a single good spot to defend".
They also scrapped a WW3 shooter for this I'm guessing.Why do they make this instead of Red Orchestra 3, WHYYYYYYYYYYYYYY
It did get quite samey, true, but i think slightly more levels could have helped in that regard. Having only 6 levels to a class meant you could play 10 matches and barely see any progress.I thought it became kind of boring after a time, even though still difficult (I only played on Suicidal, HoE was a bit much), but it's a very good point that it was one of the reasons why public games worked so well despite it being a coop game with randos. Looking back it's almost shocking how good the community was.
Personally i liked in KF1 that maps had optimal places to camp out and defend. Especially on higher difficulties when a single fuckup could get you overrun and dead. In the beginning it was all about learning and testing the best places, after a couple of years everybody implicitly understood and worked well together, even on public servers with randos. Community maps and custom servers were also great back then.
Gunplay was better in KF2, but level design was a lot more "lets make sure there isnt a single good spot to defend".
One can hope they reach a middle ground, but i fear it'll be more of the "lol random" direction KF2 took.KF2 was on the other hand too dynamic, as locations were so small, especially in endless mode, making some classes hard to pull of, like demo or sharpshooter.