I was speaking to a friend of mine the other day about the worrying lack of updates to Tripwire Interactive’s Killing Floor 2, which is currently in Early Access.
My wallet was beginning to wince upon remembering the initial promises of perks, weapons and maps galore, despite the fact that (after hitting Steam on the 21st April 2015) nothing significant had been seen for months.
**Warning, all images and videos in this article are more graphic than practical human biology**
Trip must have been tuned in, because not two days later we were graced with the Incinerate ‘N Detonate update, adding two new maps, thirteen new weapons and most importantly the Demolitionist and Firebug perks. Admittedly these perks featured in the original Killing Floor, however some basic tweaks make them feel like a whole new beast.
Let’s start with Demolitionist.
The aim of this perk is rather simple; to cover the walls with as much strawberry jam as possible. Returning to beef out your arsenal is the ever trusty M79 grenade launcher (which feels more powerful than before, although it could just be me), along with your stock grenade pistol, some C4 with remote detonator (replacing pipe bombs), an RPG and sticks of dynamite to replace your grenades.
I have to say that, whilst no expert on KF2, this class is an absolute blast to play; every time I fire a round into the midst of a crowd, only to be deafened and blinded, then look again and find a pool of jelly where the beasties once were makes me giggle with glee. This sort of experience should (not) be taxed it’s so damn fun! The only thing I would say that is a little too good is that this perk levels up stupidly fast. True, Demo gets fewer bonuses than other perks for doing so, however the nature of crowd control in a game where kills equal the vast amount of experience is a recipe for the fast lane.
Firebug is exactly as you would expect (and have already experienced if a veteran of the original game).
Turn the zeds into marshmallows and have a picnic! The stock weapon always given when playing Firebug is the Caulk ‘N Burn – a flamethrower with limited power and a hunger for ammunition – which can be replaced with the traditional Flamethrower once the cash begins to flow.
Grenades are subbed for Molotov Cocktails, and the Incendiary Trench Gun (who wouldn’t want a flaming shotgun?) also returns with a satisfying crunch. The stand out mention of this update however has to be the Microwave Gun; a futuristic laser which cooks specimens from the inside out. Essentially, microwaving your enemies will cause them to slowly expand like the Michelin Man, then simply disappear in a cloud of red barbeque. Or you can hurt a crowd and then play ring-around-a-Rosie with the adorable puffballs. Seriously, one round lasted a long time when I was using that gun.
The two new maps added even more much needed variety to the game too, with the dark and maze-like Catacombs and the abandoned wreckage that is the Evac Point.
Catacombs is a dank, Gothic setting which fits perfectly with Tripwire’s take on the post-apocalyptic landscape, tunnels winding in a confusing web whilst the calls of five fresh Fleshpounds (try saying that five times faster) reverberate from all directions.
Evac Point is rather similar in feel to the existing Burning Paris, however it manages to distinguish itself with multi-layered buildings to explore and leap to the ground floor of. Both are once again to the high standards of Tripwire, and are just as viable as the older maps to play Demoknight on.
I for one am happy to have my creeping doubts proven wrong (although admittedly some research on the Tripwire site would have solved them too), and to have another outstanding example of Early Access as it should be done.