![]() Each weapon feels impactful in the hands of player and most avoid the “plastic pellet gun” experience that some games can’t seem to avoid (here’s looking at you The Division, Call of Duty). Do you prefer something that does a ton of damage or has a large magazine? Do you want a rocket launcher or a grenade launcher? How about a nail gun? Regardless of your weapon choice, each model is highly detailed and complimented by excellent sound design. ![]() This is especially important because the player character has to buy weapons in between rounds. Each gun or weapon is mechanically different (enough) to offer a new experience. Killing Floor 2 just does a better job of making each gun and player class feel different. The Gears of War games, along with Call of Duty Zombies, always felt very similar in terms of player weapon mechanics. I’ve played a lot of different horde based games and players weapons always feel very similar to one another. The final point I want to make is in regards to the excellent gun and weapon mechanics. Typical outside area with three or four attack paths Proper map design is essential in a horde game because it balances the excitement of close quarter battle with escape strategy, all the while feeling “fair” to the player. The welding mechanic adds a layer of strategy but also creates a risk verse reward scenario because a welded door can no longer be used as as escape route (until it breaks or is removed). This design decision is complimented by the player ability to weld doors shut, thus restricting entry points. No matter where the player stands on each map, the Zeds (usually) have three or four attack angles. The official map rotation features a wide variety of designs but they all excel at one thing: tunneling the Zeds towards the player while not completely restricting player movement. The gameplay is greatly enhanced by KF2’s excellent map design (more on custom maps in a moment). The leveling mechanic is also a gentle reminder to try a harder difficulty because the game is at it’s best when it’s challenging (but not TOO challenging). It’s a system that doesn’t feel like a chore and rewards the player for investing a little time in the game. The bonuses are significant and can change the way you approach combat. Overall, KF2’s player and leveling mechanics feel more rewarding than other similar games. ![]() If you don’t like what you picked for your level bonus you can change it as long as you are between waves of attack. Every five levels in the experience “ladder” allows the player to choose between two significant bonuses. Each perk has twenty five levels of experience. Demolition, of course, makes everything explode. A friend of mine prefers the Demolition perk. Commandos specialize in assault rifles and revealing stealth Zeds. My personal favorite is the Commando perk. You can read more about the perk system here, but in general, each perk provides the player with bonuses and a unique way to combat the Zeds. Like other games in the genre, the player chooses from a variety of classes (called “perks”), each with their own strengths and weaknesses. KF2 stands out from other horde games in three critical areas: player mechanics, map design, and gunplay. It’s a co-op (or single player) horde game that spawns wave after wave of increasingly difficult zombies (“Zeds”). Killing Floor 2 doesn’t reinvent the wheel. The premise of GO30 is to find those games that you can work into your busy schedule and I can confidently say KF2 fits right in. This game is a god damn good time and it’s perfect for exciting and efficient gaming.
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