![]() One of my favourite bits was traversing areas after I had dealt with a particularly large horde and seeing that story retold on the bloodstained walls and floors. Similarly, the environments range from open snowy fields to dark cramped corridors, all itching to be covered in the blood of the dead. The first time you see a massive glowing fleshpound charging at you and shrugging off all of your shots, you’ll understand the importance of the monster design. Monster types are immediately identifiable, which is important for the fast-paced action inherent here. Visually, Killing Floor 2 is a treat, albeit a grisly one. There’s plenty of room for improvement, and some balancing patches could go a long way in make this mode feel like more than the requisite Versus mode. The sort of zed a player plays is random, and some of the weaker mobs can make the experience feel cheap and unbalanced. The normal enemy AI is limited, so the first time you see a monster doing something other than charging straight at you and attacking, it can be a bit concerning. Versus Survival casts one team amongst the dead, to aid the zeds in their onslaught against the team of malicious survivors. There is another mode players can delve into when they’re feeling more antagonistic. The classes are pretty varied and fun to play. After gaining five levels in a particular class, you’ll unlock a more significant bonus, and so on. The classes provide a few passive benefits (more damage with their preferred weapons, reduced damage from appropriate damage types) and level when used appropriately. ![]() Traditionally, games reference character’s roles like “sharpshooter” or “commando” as a class, and the benefits they provide as perks, but Killing Floor 2 dares to be different. While applying light cosmetic customization to the character model of their choice, players will pick a perk. There is a class system involved here, but it’s a little obtuse. ![]()
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