| Killing floor is a PC exclusive zombie shoot-em-up. A zombie shoot-em-up that squarely falls into a long lineage of zombie shoot-em-ups. A genre, what with a recent surge of popularity, we are probably getting more than a little tired of. Still, there's no denying the effectiveness of a good zombie game. There are various theories about why we enjoy wholesale slaughter against the undead. Some suggest that it is a way to live out our forbidden fantasies of murdering those who we detest, in a way that leaves us as guiltless as the day we were born. Others say that zombies can serve as excellent representations of massive, faceless powers or groups that we, as a society, deem malevolent. And others just can't abide by any brain eating whatsoever. Regardless of whatever view you subscribe to, I think that most of us find a certain amount of enjoyment in cleanly separating a zombie's cranium from its neckline. And it is on this premise that Killing Floor, a mod turned full-fledged game, by indie developer Tripwire Interactive, delivers.
Every game of Killing Floor begins with you and up to five other semi-qualified zombie assassins being dropped by helicopter onto a vast, entirely free range level, with the instructions "Zombies coming, kill them all." That's about as far as the story goes in Killing Floor, but to be honest, this is really about all you need. Killing Floor isn't about finding love, inspiration, or great personal truth in the midst of the gnashing chaos that is the zombie apocalypse. It's about surviving till the end of the round and murdering your brain-hungry opponents in the goriest fashion possible. I suppose I should mention at this point that the "zombies" in killing floor aren't technically zombies. They're really a series of super-soldier experiments gone awry, called "specimens". (Has someone called umbrella and asked if they're missing anything?) But, despite the game's protestations, the specimen's blank gaze, slavering moans, and general shambling demeanor all point to "zombie".
 Braaaains..I mean..Whatever failed experiments craveeeee
A normal game of killing floor consists of seven rounds, or "waves". Each wave of specimens gradually increases in size, as well as in difficulty, later waves consisting of more powerful specimens. There are roughly nine different types of specimens ranging from cybernetic monstrosities equipped with flamethrowers, to insect-like creatures which crawl on the floor and nibble at your shins. Perhaps what sets killing floor apart from other, more mundane, zombie shooters is the enemy variety, and unique sense of purpose each foe seems to posses. Every one serves a separate and distinct function, as well as each having a preferable strategy for dispatching. Although, most of these strategies can be simplified to a more basic instruction: "point shotgun at enemy face, and, fire". After defeating all the waves of specimens your team is then challenged to defeat "the Patriarch", a mini-gun toting, rocket launcher wielding, psychopath with the ability to turn invisible and deliver devastating melee attacks. He's easily a newbie crushing machine, but as experienced players will no doubt tell you, he's not invincible.
 "why so serious?"
Killing Floors greatest strength, without question, is the gunplay. It's straightforward, granted. You point at zombies, right click to aim down the sights, and yet there's something special about Killing Floor. Every weapon sounds distinct and powerful, and the guns posses a certain heft without feeling cumbersome, they feel mighty without being overpowered. It's a fine balance to maintain, but Tripwire strikes it admirably, or at least until the most recent update (more on that later). The effect on the specimens is equally noteworthy. Bullpup shots will riddle a specimen's body while they twitch in agony, whereas a double-barrel shotgun blast will send a specimen careening across the map, while a well placed sniper round will pop an enemies skull like an unripe orange. But 'tis not the end of Killing Floor's shooty goodness! Whenever you score a particularly gruesome kill the game rewards you and your team with a bit of slow motion, both to highlight the awesomeness of your unsightly execution, but also to provide a brief tactical advantage over the next few specimens.
It's worth noting however that not every player will perform equally as well with every weapon. Killing Floor uses a "perks" system, wherein, at the beginning of every game, players may select a perk which makes them more effective with specific weapons and provides certain bonuses. For example, the Support perk makes a player more effective with shotguns and allows that player to carry more weight, and weld doors together faster. A berserker, on the other hand, gains bonuses to melee weapons and health, and is unable to be grabbed by specimens, etc, etc. There are 7 perks in all, each encompassing a particular set of armaments, which can be leveled up by completing certain tasks associated with that perk. The perk system serves two purposes, one: to allow a certain amount of variety and specialization on every team, and two: to give every player a sense of progression and to keep them addicted to the leveling up cycle.
"Oooh, spreadsheets!" So, I think I've been fairly thorough in detailing the game's basic principles, and what I enjoyed about them, onto what I didn't like! I mentioned earlier that the weapons were fairly well balanced against the might of the specimens, or at least they had been. Tripwire recently released a free update that added a new third tier of guns to almost every class. And while I applaud any free content a developer releases there are issues here. The inherent problem with this is that the enemies were initially balanced against only the original arsenal. These new guns, while extremely cool, break the games balance, and can turn all but the patriarch himself into giblets within a matter of seconds. Also, while killing floor is by no means unsightly, its graphics and animations really can't hold their own in comparison to most current titles.
Perhaps the most infuriating aspect of Killing Floor is the voice work, or lack thereof. All the players in the game share the same colloquial British accent, and while Tripwire did seem to anticipate and create responses for a variety of situations, such as reloading, it doesn't appear that they anticipated them occurring more than three or four times. Hearing the constant cry of "Can't you see I'm reloading?" tends to get annoying after the fiftieth or so time, especially if it's all within the space of five minutes.
And while Killing Floor's perk system does directly stimulate that area of the brain which excitedly craves the next "level up" screen, it doesn't do it often enough. While some may argue that spacing the levels out makes each one seem more satisfying, I found the time period, and required experience between each to be far too great and I ultimately found myself losing sight of the goal. In addition, while the game's liberal application of slow-motion is indeed cool for whoever scored the requisite kill to activate it, it often leaves most of the team in a bit of slack-jawed confusion as the game dramatically decelerates to focus on their awesome reloading, or wall staring skills.
He just wants a hug
But Killing Floor really doesn't care if you hate its leveling up system, or its slightly outdated graphics. It's too busy crafting more exiting ways for you to execute undead. Too busy trying to throw you and your buddies into a panic as you vainly attempt to live to tell the tale of the next wave. Too busy being straight up awesome. And you know what? I'm fine with that.
Summary: An excellent and addictive co-op zombie massacre that, while not technically the most impressive, is still riotous fun for all those who enjoy wholesale slaughter of the undead.
Recommendation: Buy it, it's only $20, and I've already played it just as much as Left 4 Dead, a full $60 title! |
| Actually, this sounds better than L4D, imo. I should've picked it up on Steam during the sale last week...Damn me to hell. |
| I really wanna play this game. Argh I hate my shitty computer. Oh well, Nice review and all I agree with Onyx it seems alot better than Left 4 Dead. |
| Except co-op and shooting massive hordes of, well, stuff... L4D and KF have nothing in common. You can enjoy both games as unique experiences equally. KF will provide it's players with hours upon hours of mindless fun whereas L4D actually requires you to get somewhere while providing some sort (common, just a little bit) of story and character background. Two games with two distinct vibes that should be enjoyed for what they offer: mindless gib splatting fun in KF and tight CO-OP play in L4D.
EDIT: KF uses the UT2004 engine so it should work on older systems. |
| Onyx Oblivion: Actually, this sounds better than L4D, imo. I should've picked it up on Steam during the sale last week...Damn me to hell.
It isn't. I'm going to review it myself now. I've been moved to. |
| i think you may have sold me on it. |
| actualy the only really unbalanced gun of them all after the patch is one of the old ones, the flame thrower makes the big boss a cake walk, all the other ones are still unreliable, not to mention they made the game harder since the patch, Ive been with suprisingly few teams who could get to the pat let alone beat him as opposed to before the patch, when on normal not killing him was harder then killing him |
| Well, here we are again. Another time consuming, carefully crafted review given only a measly pittance of 6 comments. Now, do I bump or give up? I think you know which one I've chosen ;) |
| Very well written review and I agree that the comparison to L4D is there...but they skew off into different directions, L4D is more of a Everything went to hell and we need to get the hell out....while KF is more of Everything went to hell, let's go in and clean it up.
Also, both are just great games regardless. And I really like your review style, I'd like to see more. |
| Not a Spy: Has someone called umbrella and asked if they're missing anything?
Yes, a long time ago when I saw this big thing holding a rocket launcher and a minigun walking down the street. He mentioned "S.T.A.R.S." shortly before blowing up the building behind me and moving along. |
| You know what? Im a gonna bump this thing. Last time, I promise. |
| And I shall necro this!!! Flips open a book of Necromancy and chants into the sky.
Excellent review for an excellent game. A firned (a good, good friend) send me a game pass where I got to play the game for three glorious, glorious days.
Sadly, I have yet to buy the full game. :( |
| TheFacelessOne: And I shall necro this!!! Flips open a book of Necromancy and chants into the sky.
Excellent review for an excellent game. A firned (a good, good friend) send me a game pass where I got to play the game for three glorious, glorious days.
Sadly, I have yet to buy the full game. :(
Hey, Thanks for resurrecting my review to give a compliment. I assume you connected to here from the recent thread on KF?
Anyhoo, your compliment has inspired me to toddle once more into the breach, so I think I'll be reviewing GTA: Episodes from Liberty City soon, if I can find the time. Buy the full game when you can, it's well worth it. |
| Not a Spy:
TheFacelessOne: And I shall necro this!!! Flips open a book of Necromancy and chants into the sky.
Excellent review for an excellent game. A firned (a good, good friend) send me a game pass where I got to play the game for three glorious, glorious days.
Sadly, I have yet to buy the full game. :(
Hey, Thanks for resurrecting my review to give a compliment. I assume you connected to here from the recent thread on KF?
*Sniff* You know me so well! |
| This is one of the most fun games I've ever played.
Me and Lewism247 had a match on it the other day, in Biotics lab. We stood at opposite ends of the corridor with shotguns, and through the hail of slow motion limbs and blood, I was having some of the most fun ever.
I agree, get this game, and enjoy.
I don't agree with you on the new guns thing though, I never noticed any significant imbalance. The only thing that I've really noticed is that beginner becomes easier, because you get the guns quicker, but apart from that, it's still as tough as ever.
I still prefer the Lever action to the M14 myself, so they aren't all crowd-pleasers.
EDIT: Wow, this is an old thread, I just noticed. |
| Onyx Oblivion: Actually, this sounds better than L4D, imo. I should've picked it up on Steam during the sale last week...Damn me to hell.
It depends. L4D has better pace, but Killing Floor is more squad-based.
EDIT: Sorry, I didn't realise how old this comment was. |
| Great game guys. Although if the company could just make some more money then they would be able to update the engine and possibly make the graphics and movements more better, maybe even a bit like Left4Dead. (it feels too clunky at the moment, makes me feel like I'm playing Counter Strike source or Half Life kinda.) |
| damn. that was a long review. |
Killing floor is a PC exclusive zombie shoot-em-up. A zombie shoot-em-up that squarely falls into a long lineage of zombie shoot-em-ups. A genre, what with a recent surge of popularity, we are probably getting more than a little tired of. Still, there's no denying the effectiveness of a good zombie game. There are various theories about why we enjoy wholesale slaughter against the undead. Some suggest that it is a way to live out our forbidden fantasies of murdering those who we detest, in a way that leaves us as guiltless as the day we were born. Others say that zombies can serve as excellent representations of massive, faceless powers or groups that we, as a society, deem malevolent. And others just can't abide by any brain eating whatsoever. Regardless of whatever view you subscribe to, I think that most of us find a certain amount of enjoyment in cleanly separating a zombie's cranium from its neckline. And it is on this premise that Killing Floor, a mod turned full-fledged game, by indie developer Tripwire Interactive, delivers.
Every game of Killing Floor begins with you and up to five other semi-qualified zombie assassins being dropped by helicopter onto a vast, entirely free range level, with the instructions "Zombies coming, kill them all." That's about as far as the story goes in Killing Floor, but to be honest, this is really about all you need. Killing Floor isn't about finding love, inspiration, or great personal truth in the midst of the gnashing chaos that is the zombie apocalypse. It's about surviving till the end of the round and murdering your brain-hungry opponents in the goriest fashion possible. I suppose I should mention at this point that the "zombies" in killing floor aren't technically zombies. They're really a series of super-soldier experiments gone awry, called "specimens". (Has someone called umbrella and asked if they're missing anything?) But, despite the game's protestations, the specimen's blank gaze, slavering moans, and general shambling demeanor all point to "zombie".
A normal game of killing floor consists of seven rounds, or "waves". Each wave of specimens gradually increases in size, as well as in difficulty, later waves consisting of more powerful specimens. There are roughly nine different types of specimens ranging from cybernetic monstrosities equipped with flamethrowers, to insect-like creatures which crawl on the floor and nibble at your shins. Perhaps what sets killing floor apart from other, more mundane, zombie shooters is the enemy variety, and unique sense of purpose each foe seems to posses. Every one serves a separate and distinct function, as well as each having a preferable strategy for dispatching. Although, most of these strategies can be simplified to a more basic instruction: "point shotgun at enemy face, and, fire". After defeating all the waves of specimens your team is then challenged to defeat "the Patriarch", a mini-gun toting, rocket launcher wielding, psychopath with the ability to turn invisible and deliver devastating melee attacks. He's easily a newbie crushing machine, but as experienced players will no doubt tell you, he's not invincible.
Killing Floors greatest strength, without question, is the gunplay. It's straightforward, granted. You point at zombies, right click to aim down the sights, and yet there's something special about Killing Floor. Every weapon sounds distinct and powerful, and the guns posses a certain heft without feeling cumbersome, they feel mighty without being overpowered. It's a fine balance to maintain, but Tripwire strikes it admirably, or at least until the most recent update (more on that later). The effect on the specimens is equally noteworthy. Bullpup shots will riddle a specimen's body while they twitch in agony, whereas a double-barrel shotgun blast will send a specimen careening across the map, while a well placed sniper round will pop an enemies skull like an unripe orange. But 'tis not the end of Killing Floor's shooty goodness! Whenever you score a particularly gruesome kill the game rewards you and your team with a bit of slow motion, both to highlight the awesomeness of your unsightly execution, but also to provide a brief tactical advantage over the next few specimens.
It's worth noting however that not every player will perform equally as well with every weapon. Killing Floor uses a "perks" system, wherein, at the beginning of every game, players may select a perk which makes them more effective with specific weapons and provides certain bonuses. For example, the Support perk makes a player more effective with shotguns and allows that player to carry more weight, and weld doors together faster. A berserker, on the other hand, gains bonuses to melee weapons and health, and is unable to be grabbed by specimens, etc, etc. There are 7 perks in all, each encompassing a particular set of armaments, which can be leveled up by completing certain tasks associated with that perk. The perk system serves two purposes, one: to allow a certain amount of variety and specialization on every team, and two: to give every player a sense of progression and to keep them addicted to the leveling up cycle.
So, I think I've been fairly thorough in detailing the game's basic principles, and what I enjoyed about them, onto what I didn't like! I mentioned earlier that the weapons were fairly well balanced against the might of the specimens, or at least they had been. Tripwire recently released a free update that added a new third tier of guns to almost every class. And while I applaud any free content a developer releases there are issues here. The inherent problem with this is that the enemies were initially balanced against only the original arsenal. These new guns, while extremely cool, break the games balance, and can turn all but the patriarch himself into giblets within a matter of seconds. Also, while killing floor is by no means unsightly, its graphics and animations really can't hold their own in comparison to most current titles.
Perhaps the most infuriating aspect of Killing Floor is the voice work, or lack thereof. All the players in the game share the same colloquial British accent, and while Tripwire did seem to anticipate and create responses for a variety of situations, such as reloading, it doesn't appear that they anticipated them occurring more than three or four times. Hearing the constant cry of "Can't you see I'm reloading?" tends to get annoying after the fiftieth or so time, especially if it's all within the space of five minutes.
And while Killing Floor's perk system does directly stimulate that area of the brain which excitedly craves the next "level up" screen, it doesn't do it often enough. While some may argue that spacing the levels out makes each one seem more satisfying, I found the time period, and required experience between each to be far too great and I ultimately found myself losing sight of the goal. In addition, while the game's liberal application of slow-motion is indeed cool for whoever scored the requisite kill to activate it, it often leaves most of the team in a bit of slack-jawed confusion as the game dramatically decelerates to focus on their awesome reloading, or wall staring skills.
But Killing Floor really doesn't care if you hate its leveling up system, or its slightly outdated graphics. It's too busy crafting more exiting ways for you to execute undead. Too busy trying to throw you and your buddies into a panic as you vainly attempt to live to tell the tale of the next wave. Too busy being straight up awesome. And you know what? I'm fine with that.
Summary: An excellent and addictive co-op zombie massacre that, while not technically the most impressive, is still riotous fun for all those who enjoy wholesale slaughter of the undead.
Recommendation: Buy it, it's only $20, and I've already played it just as much as Left 4 Dead, a full $60 title!