

I chose berserker, which was good for up-close combat, and once I had leveled up my character to rank five (which took several hours of play) I unlocked a new ability that raised my health by 75%. See, in Killing Floor 2 players have to pick a perk that they’ll level up. At first I thought the game was just really difficult, but it was actually just due to the game’s terrible progression system making these fights seemingly impossible until players grind. Early on, this really sucked as almost every match ended in failure (if you die, you don’t respawn until the next wave) after easily getting through the initial waves. Every match culminates in one of two boss fights, where players have to battle an overpowered enemy who can kill a player in a few seconds if their attacks land. The biggest issue that Killing Floor 2 suffers from is that there just isn’t more to the experience. No, it’s simply longer and that’s not a good thing considering I grew tired of shooting waves of zombies after a few hours.

The game doesn’t add mid-bosses into the mix during a longer session (correction: there are in fact mini-bosses, they just are part of the normal waves themselves and don’t stick out), nor is there any added sense of story in a longer gameplay session. Matches can last anywhere from four waves on the shortest setting to 10 at the max, but all the length changes is the amount of blood you’ll have to spill in order to progress. There isn’t any sense of progression or variety in the hordes that arrive, just more nameless enemies to shoot in the face. Sadly, it feels like this design choice is used to cover up the fact that none of the combat scenarios are ever interesting. Depending on the size of my crew, it wasn’t uncommon to see well over 100 zombies coming my way.įacing off against a crazy amount of enemies would’ve been really impressive 10 years ago, but games like Dead Rising and Dynasty Warriors have already used this idea to varying degrees of success. Killing Floor 2 is a wave-based survival game where up to six players work together to survive enemy onslaughts. I never really had time to line up a direct shot and that’s largely due to the game’s combat encounters relying on sheer size. This meant that I was able to headshot one of the dozens of zombies chasing after me by aiming in their general direction, and it kept the combat feeling fast. While this can sometimes feel awkward in other shooters, it feels great here since the crosshair is pretty wide on the screen. A large part of this is due to the game having a slight auto-aim enabled for console players. Thankfully, the game is up to the task as the gunplay in Killing Floor 2 feels really good.
