The Killing Floor series has consistently been a favorite of mine, though never quite reaching the level of my deep affection. After a few hours of gameplay in Killing Floor 3, it seems this new installment might be the one that transforms the cooperative shooter from something I eventually grow tired of into one I find myself revisiting for years to come.
In essence, this situation involves many factors aligning perfectly. Will the gameplay remain engaging for an extended period? Can we expect no rival to steal the spotlight from our community? And will the after-release support be continuous and lasting enough to entice players repeatedly? Regarding the last point, I’m rather optimistic given the steady stream of updates for Killing Floor 2 that have been released since its launch nearly a decade ago.
As a gaming enthusiast, I can tell you that the intricacies of Killing Floor 3 are yet to be unraveled as we don’t know the answers to many questions until after its release. However, from the sneak peeks I’ve had, it looks promising and has piqued my curiosity. I’m really looking forward to diving deeper into this game and uncovering its secrets!
In this updated version, the most noticeable adjustment, even before starting a game, revolves around how classes are organized. Previously, they were called perks, which I’ve always found confusing because ‘perk’ implies individual abilities instead of classes. Now, they are being referred to as specialists, as part of a larger shift that mirrors games like Rainbow Six Siege and the early version of Battlefield 2042, where a specific character is associated with what was previously known as a perk. This change could potentially mean adopting a look you’re not fond of to get the benefits of playing a particular class. However, for me, the real struggle in choosing a specialist lies in giving up the exciting special abilities that other classes can utilize, as I find each one so enjoyable to use.
These skills can be used repeatedly during the game, but their usage should be strategically timed to avoid finding yourself without them at crucial moments. Initially, I chose the character Firebug named Devlin, who possesses an ability called Wildfire. This skill creates a widespread attack by slamming the ground, and it also takes care of enemies lurking behind you. The swift and powerful effect, combined with its advantage of saving my team from being overrun on multiple instances, made it extremely useful and gave me the feeling of a hero.
The device at the Ninja’s disposal – one of two advanced specialty items alongside the Engineer – turned out to be quite entertaining. It’s a grappling hook that not only propels you towards an enemy for a burst of damage, but also strategically positions you close enough to begin swiftly attacking with your katanas. Furthermore, as you grapple onto enemies during transit, they’ll be eliminated, making your journey even more efficient.
At first, the Ninja was the character I had no desire to experiment with; I usually find hand-to-hand weapons in shooter games unimpressive, and learning the game while potentially being in danger didn’t appeal to me. However, I was pleasantly surprised to discover that the Ninja might have been the most enjoyable character of all; not only does slashing Zeds with katanas feel satisfying, but having access to bows and shurikens provides enough long-range options for me to retreat occasionally while still remaining effective. Interestingly, you can still purchase any weapon, regardless of which character it’s associated with. The shurikens, which can be quickly thrown at enemies, have a satisfying metallic sound that made me want to step back every now and then just so I could use them.
Among all the impressive skills demonstrated by each character, what truly captured my interest was the Death Hand of the Sharpshooter, reminiscent of Yondu’s homing arrow from Marvel comics. Once activated, it whizzes around, swiftly eliminating enemies before you even have a chance to aim them yourself. The spectacle is exhilarating, not just for the destruction but also the forceful tossing of enemy bodies to the ground. I found myself yearning for the skill’s cooldown to reset so I could experience it all over again. While firing your weapon continues during its operation, I often found myself standing back, simply marveling at its effectiveness. Initially, I was convinced that this attack might lose its charm after repeated use in battle, but my first impression was overwhelmingly positive: it’s one of the most enjoyable attacks I’ve ever used in a video game. In short, it’s fantastic.
One enjoyable aspect of Death Hand lies in the impactful feeling each attack carries. Every shot seems substantial, causing enemies to stagger or recoil as they take the hits. In contrast, I’ve found less satisfaction in Call of Duty’s Zombies modes because shooting the zombies doesn’t feel as fulfilling as expected, possibly due to its focus on player-versus-player combat where enemies die quickly.
In comparison to the entire Killing Floor series, Killing Floor 3 offers an enhanced experience. The exceptional sound design and enemy response to attacks ensure it doesn’t seem like you’re shooting canned peas at a flimsy box. Even tough enemies that are challenging to eliminate react to your gunfire, and the option to aim for vulnerable spots temporarily staggers them, offering brief respites and diminishing the sensation that they are indestructible bullets sponges.
In Killing Floor 3, Zed Time is back with enhanced anticipation. Unlike before, where it was randomly triggered, a meter at the top of your screen now shows your progress towards activating it. Similar to previous instances, it slows down time for everyone, enabling you to effortlessly aim for headshots or assess your surroundings and make informed decisions about your next move. Killing enemies during this slowed-down state extends the duration of Zed Time. However, there’s a short period following its end where your kills don’t contribute to your next instance of Zed Time. What sets Zed Time apart in this game is that all nearby enemies are highlighted in red, even those hidden behind walls and other obstacles. This feature significantly boosts your combat effectiveness, especially during hectic battles, by allowing you to spot and line up headshots before an enemy even comes into view.
Instead of merely appreciating the practical benefits of Zed Time, there’s an entertaining aspect to witnessing the gruesome mechanics of MEAT (Massive Evisceration and Trauma) up close. Transitioning from less graphic shooter games like Marvel Rivals or Call of Duty: Black Ops 6 to Killing Floor 3 can be quite a shock, as you’ll soon discover: Heads detach and scatter, blood splatters everywhere, limbless Zeds crawl menacingly towards you, bodies disintegrate. Developer Tripwire isn’t shy about the gore here, pushing it to extreme levels that feel amusing and absurd, reminiscent of the Evil Dead series. It can be challenging not to squander some of your valuable Zed Time, mesmerized by the devastating effect a katana slash has on a Zed in slow motion.
One additional feature is an execution system, similar to Glory Kills in contemporary Doom games. This system enables you to attack and eliminate low-health enemies with brutal finishing moves. The catch is that these moves require you to get close, but the advantage is that they also deal damage to nearby foes. This creates a thrilling risk-and-reward scenario, adding another strategic layer during intense combat situations.
During the breaks between each match, you have more opportunities to engage in various activities. Instead of rushing to the vendor booth solely to buy new weapons or ammo, or casually tossing extra coins to help your teammates, you’ll encounter items scattered across the map that can be destroyed, and certain doors and gadgets that require a Multi-Tool to activate. This Multi-Tool is one of the consumable tool options. Features like ziplines, sentry guns, and armor lockers remain inactive until activated with a Multi-Tool, and they can offer crucial escapes or aid during challenging situations. Although Multi-Tools can be used during a match, swift players can buy one from the vendor, activate some devices, and then switch to another tool for use within the current round. (There’s also a menu option now for sharing cash with teammates, but you can still scatter coins on the ground if you prefer.)
Additionally, at various stages, you’ll find items that can be destroyed, offering money for the ongoing game and resources for crafting in a new central hub between rounds. There’s a concern that repeatedly destroying these items could turn into a repetitive task as you learn their locations and perform it match after match. However, the overall goal of adding excitement to this break period is appreciated.
Is it possible that repeatedly damaging speakers and other items may grow tedious for you, yet it could be advantageous in the long run as these actions yield valuable crafting resources. These materials can be utilized to create modifications for your weapons during gameplay, which are later bought from a vendor within the match itself. Although I haven’t personally engaged in crafting, I understand that it allows you to attach mods to weapons, enhancing their performance and offering significant changes such as:
1. Modifying magazine size for certain benefits or drawbacks.
2. Changing damage types, impacting the kinds of enemies and armor they affect.
3. Adding new effects, like I encountered with a freezing round grenade launcher, which made it useful not only against large groups of enemies but also momentarily stopping entire swarms of Zeds. Whilst this example may overemphasize the impact mods can have on an average match, their potential to introduce variety into weapons is exciting.
In Killing Floor 3, instead of the upgrades for perks in Killing Floor 2 feeling lackluster, the skill trees offer more exciting possibilities. While some percentage-based upgrades remain, they often come with additional effects that influence your gameplay strategy. For example, an upgrade for a Firebug character might speed up reloads and also damage nearby enemies, causing them to panic and halt their advance. This makes you think carefully about your positioning whenever you reload, which is what I find most exciting about upgrading each specialist. When you combine such an upgrade with a weapon that can be reloaded frequently, along with one of the Ninja’s melee weapons, it significantly changes the nature of combat. I can’t wait to experiment with all the potential combinations in the game!
Offering cross-play across various platforms, Killing Floor 3 delivers a weekly update system that adds unexpected twists to gameplay for continuous excitement. The game also features hard-hitting metal music to elevate the action, personalized objectives along with battling Zeds, and a proven track record of robust post-release support. While only time will confirm its longevity, Killing Floor 3 appears to be an exhilarating cooperative gaming experience at first glance. Set for launch on March 25, it’s priced at $40 on PC, PS5, and Xbox Series X|S.
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2025-02-12 16:40