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Killing Floor 2 Early Access April 21

Yeah. I can;t see a reason why they wouldn't. I'll still get it either way, but that would be disappointing.

It would definitely be a shame if progress doesn't carry over, I'll still play the EA version as the gameplay is the draw here but it would suck to go through the progression only to have it all removed when the full version releases, especially if that progression is fairly slow.
 
As to stats resetting, we don't necessarily want to reset them, but we may have to several times.

If there are bugs in the system, or we change how progress works, stats will be reset.
 
There won`t be any extra payments as long as you buy it while it`s in early access. Once the full game is released the price will probably be bumped up.

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That's one of the first times following Total Biscuit has resulted in some news. Generally, he just rambles about random subjects.
 
Wonder what's world exclusive, I assume everyone has received the same build?

No one was allowed to show off the boss. For example the Eurogamer video had to black out the screen during the fight. That makes me think the exclusive will be the boss.
 
There won`t be any extra payments as long as you buy it while it`s in early access. Once the full game is released the price will probably be bumped up.

Isn't that to be expected with Early Access games? Or have they become a shadier practice since ArmA III and Take on Mars? :P
 
I like the design. It'll be interesting to see what differentiates him from the Patriarch in terms of attacks.

Claws, guns, gas grenades, life steal(locks onto a single player, grabs them, and just drains them), when he steals life he gets new attacks, looks like he has a boost move. Definitely interested in seeing the other bosses too.
 
Like the sprint option, most likely concessions to those who only played more recent FPSes.

That's a shame. It'd be nice if there was a dumb little icon next to your name if you play without crosshairs on (kinda like the golden wheel in Mario Kart).
 
I never got the appeal of the first game.

You and a bunch of friends clear wave after wave of zombies while running from one point of the map to another and repeat the process 8-10 times until you reach 'the end'..
There is no progress you take to the next map and also no real goal in the map itself aside from the monster clearing? Not trying to be condescending here, maybe I just didn't play long enough to get it or did play with the wrong people, but it felt a bit bland.
 
I never got the appeal of the first game.

You and a bunch of friends clear wave after wave of zombies while running from one point of the map to another and repeat the process 8-10 times until you reach 'the end'..
There is no progress you take to the next map and also no real goal in the map itself aside from the monster clearing? Not trying to be condescending here, maybe I just didn't play long enough to get it or did play with the wrong people, but it felt a bit bland.

The TotalBiscuit video totally did talk about this in the 2nd part of the video. To summarize, the gunplay is just so good and so satisfying that it never gets old getting headshots and double-barreling a Fleshpound. I can see people falling more into the L4D side of the camp where there is an end goal and a journey, but I just like shooting Zeds in the face.
 
I never got the appeal of the first game.

You and a bunch of friends clear wave after wave of zombies while running from one point of the map to another and repeat the process 8-10 times until you reach 'the end'..
There is no progress you take to the next map and also no real goal in the map itself aside from the monster clearing? Not trying to be condescending here, maybe I just didn't play long enough to get it or did play with the wrong people, but it felt a bit bland.

It has some of the best shooting/gun feel in games imo. Even though the game has a progression system I haven't really tried to level it up much. Sometimes it is nice to have a game to play that I don't need to feel like I have to be committed to in order to not miss out on the meat of the game. It is also just a nice palette cleanser in between games at a LAN.
 
The TotalBiscuit video totally did talk about this in the 2nd part of the video. To summarize, the gunplay is just so good and so satisfying that it never gets old getting headshots and double-barreling a Fleshpound. I can see people falling more into the L4D side of the camp where there is an end goal and a journey, but I just like shooting Zeds in the face.

Ah, okay - that's fine, it's just not for me then. I always feel like I'm missing out when I can't get into a game that's so well beloved.
 
Ah, okay - that's fine, it's just not for me then. I always feel like I'm missing out when I can't get into a game that's so well beloved.

It's not like they won't try out other modes. KF1 eventually had an objective mode, even though there wasn't much official maps for it. There are also many different mods and mutators that change up the gameplay a bit. Maybe try one of the objective maps and see if it clicks for you.
 
I never got the appeal of the first game.

You and a bunch of friends clear wave after wave of zombies while running from one point of the map to another and repeat the process 8-10 times until you reach 'the end'..
There is no progress you take to the next map and also no real goal in the map itself aside from the monster clearing? Not trying to be condescending here, maybe I just didn't play long enough to get it or did play with the wrong people, but it felt a bit bland.

It's fun. The guns look and sound great, the enemy reactions are satisfying, and it's enough of a challenge that trying different approaches on different maps is interesting. The game itself has a low-budget charm to it but it's really a case of what you see is what you get. It helps that a lot of us got it for under $10 and played it for many, many hours.

There's long term grinding and unlocking but I don't think many play it for that. I mean, I kept playing Support long after maxing it out because the game's shotguns feel amazing.
 
I never got the appeal of the first game.

You and a bunch of friends clear wave after wave of zombies while running from one point of the map to another and repeat the process 8-10 times until you reach 'the end'..
There is no progress you take to the next map and also no real goal in the map itself aside from the monster clearing? Not trying to be condescending here, maybe I just didn't play long enough to get it or did play with the wrong people, but it felt a bit bland.

TB's video does address that.

Tripwire has spent time perfecting the feel of the weapons and melee so the gameplay loop never gets old, adjusting the maps with dynamic lighting and persistent gore so maps feel fresh and require moving around, enemies get new attacks and AI on harder difficulties so you are motivated to continue to advance, and more.
 
It's not like they won't try out other modes. KF1 eventually had an objective mode, even though there wasn't much official maps for it. There are also many different mods and mutators that change up the gameplay a bit. Maybe try one of the objective maps and see if it clicks for you.

I'll keep an eye on it - when I'm in the mood for a coop shooter again, I'll give it a shot.
 
Lirik will be playing a version of Killing Floor 2 in a few hours. He'll be streaming it.

I couldn't stand watching the streamers leading up to Cities: Skylines release.

The majority of the screen is taking up with donation information, and subscriptions would have flashing images and noises.

The entire system just seems exploitive to me. I was desperate for more footage, but I just couldn't stand to watch them anymore.
 
I did enjoy the first game to some extent.

I'm in for this one.

What I didn't like too much about the first one was the server browser and the UI. I don't doubt it will be fixed here.
 
I only had a few issues from the first game that I really hope to see addressed during Early Access and other beta testing. Listed in random level of importance:

1) Achievements were really evil and didn't unlock downwards. In other words, if you completed a map on Hell on Earth, it wouldn't unlock the achievements for beating the same map on Hard, Normal, etc. Hooray for pointless grinding at lower difficulties when you already have very high leveled classes. Couple this with the default match length being set to "Long", which is 10 waves, makes it brutal for any completionist. Of the 10 waves, 4 are pretty much garbage waves that you can forget about so it caused unnecessary time padding.

Why care about achievements? Because the community will set up servers and server length based around that achievement, so if it's "Long" on the achievement set, everyone will set their servers to "Long". Pain in the ass when "Normal" time length felt way more appropriate for the length of a round. Doing 9 waves for over 75 minutes on Farm and then losing to a bad multi-Siren spawn was one of the major reasons I lost interest in playing the game over the long run.

2) Lower-level players joining Hell on Earth servers. I understand if you want to level up really fast, but anyone Level 4 or below 99% of the time would be completely dead weight against the damage that the Zeds can deal out along with their defense. Since a player joining causes way more Zeds to spawn (which is a bigger deal the higher the difficulty) the addition of random Level 0 Firebug joining your server on a wave of HoE is usually catastrophic and spells the end of your team (especially when they quit right after the wave begins so it can't scale the spawns properly, what fun!)

Servers tried to prevent this but they had to install a special script for auto-kicking so most didn't bother. I would prefer level blocking to be part of the server structure featureset. There are a lot of ways to address this problem, I'm curious to know if anything will be done about this, because this was the second major reason why I dropped the game in the long run... pretty much any server would likely never have such protection in place. Similar to the note above, playing a map for an absurdly long time, reaching the final wave and having all of your work undone by a low-level player joining, was just the worst.

3) Superior DLC weapons. I wasn't aware that locking behind a paywall extremely cheap, powerful flare pistols that any class can use effectively was a wise move. I really hope this doesn't rear its head again in this game. I know it's tough not to see all the big dollar signs from all the people willing to pay for advantage, but I've seen enough goodwill from Tripwire to know they won't go whale-chasing again... I hope.

Luckily this didn't impact the game TOO heavily, but it was on the brink of doing so to the point where pay to win became a real concern for the sequel.

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I'm still not entirely sold on buying into a beta, but I'll be keeping my eye on the official thread for everyone's thoughts.
 
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