Killing Floor Review
Cockneys vs. Zombies.
Version tested: PC
Is Killing Floor the Tesco Value baked beans release of Left 4 Dead? Well, it's cheaper, contains many of the same ingredients, and isn't as nice, so perhaps yes. At the same time though, it's a game with a different approach, a fine Unreal Tournament 2004 mod heritage, and some great ideas that may not provide the fine-tuned wonderfulness of L4D, but at least make me feel guilty about beating it with a stick and screaming 'You're not Valve! You're not Valve!' while openly weeping. As such we'll kill the comparisons for a while. Sure, both games have pallid fat men that spew on people, but it's a spew of a different consistency and intent.
Essentially, you and up to five internet chums are fending off wave after wave of increasingly powerful, and numerous, dead-heads in various UK-based locales. Your shambling foes are encouraged to take a bite of peach with increasingly powerful weapons bought from a sultry lady who runs a gun shop, which opens up between the ten onslaughts of zombies on each level. Much like the pirate 'What're ye buyin?' man in Resident Evil 4, she's mastered the power of teleportation as well as a nigh-on arcane protection from the horde. At the close of each battle her shop opens its doors in a different part of the map, a part of the map that you and your team will have been working towards while battling the zombies - meaning that you're often on the move and rarely defending the same corridors from the same angles.

A requirement for being a villain in today's shooters is being able to die in spectacular ways. Bonus points if it's mid-air.
There are staggering zombies, crawling beasts, naked invisible wench ladies, huddled witch-types with screams that blast ear-drums and turn the air bright red, and a chap with a giant LED stuck in his chest who you won't like very much when he gets angry. It's a limited yet balanced menagerie, and one that looks great when limbs start getting detached. The constant Painkiller-esque rock riffs that accompany the action are an acquired taste, as is the game's strange insistence on slowing affairs down for a spot of bullet time to coincide with someone's particularly well-taken shot, but anyone with a taste for chaos and carnage is likely to be able to overlook both. Said slowdown allows you to deftly take a few heads off and cast an achingly slow gaze over wall textures in equal measure - but the satisfaction garnered by the former outweighs the inconvenience of a bit of slow-motion furniture surveillance.
As for your boomsticks, there's a strong whiff of Counter-Strike about the way in which they're purchased (and while we're on the subject, clutching your knife makes you run faster, which always prompts a warm personal glow). What's more, coming from the creators of Red Orchestra, it's hardly surprising that each weapon is satisfyingly meaty. Killing Floor may be rough around the edges in some departments, but in its arsenal it really shines. Searching for a spectacular headshot with its hand-cannons and rifles is never anything but a brutal delight.

Snake? Snaaaake!
Meanwhile, the stats of the damage you deal out, the number of heads you shoot off, or the health you bless your allies with, are recorded, and raise your profile through five levels of six different perks - Field Medic, Support Specialist, Sharpshooter, Commando, melee-obsessed Berserker and Firebug. There's a tangible sense of advancement as the hours of playtime clock up, especially as the highest difficulty levels are genuinely nightmarish. Games like Battlefield 2 have been there and done perks before - but in the close-knit confines of Killing Floor's dank environs it's still a system that works really well. The health system too, in which you can self-administer small recharging doses of life but get far more if it's done by a fellow player, is another simple and clever way of prompting teamwork.
There are currently five Tripwire-originated maps, although with the SDK already doing the rounds new maps and user-fiddles are steadily trickling into the bloody pool. Some arenas, such as that set in an underground lab and another in an office block, are very much tight and shadowy corridor affairs (very much touched by the torch-bearing hand of Doom III). Others mix it up with open areas - such as an excellent foray onto darkened farmland and a stroll through the streets of West London - complete with overturned red buses - where the game's longer-range weapons are of far greater use.

Sadly the game features no zombie cows. The modding community will have to provide.
Because yes, Killing Floor is set in dear old Blighty. And if that isn't evident from the 28 Days Later scrapes in our fair capital, then it most certainly will be through the repeated cockney barks of your team-mates. Highlights? "I'm trying to heal ya! Not shag ya!" and "Christ! It's like Croydon on a Friday night!" Often it's all quite fun, but some lines grate from the first time you hear them - reload-based ammo barks get very tiring, but the most notable irritation is the weapon lady. She's absolutely fascinated by 'big weapons' and goes to great pains to let you know at every opportunity. COCKS! Lay off.
There's little doubt either that Killing Floor is rough around the edges - it certainly still feels like a mod, albeit one of high stature. You can leave your fancy physics objects and clever-clever lighting routines at the door. Instead it's the sort of game that isn't fussed about frippery like polished presentation, and will quite happily throw in a few user-unfriendly interfaces in the knowledge that, as a PC gamer, you'll have come up against worse. Likewise, at the time of writing there are still a few connection issues and in-game exploits, like blocking the gun-shop doorway, for petulant 12-year-olds to annoy their fellow gamers with, although an ever-evolving game like Killing Floor should be expected to iron them out soon.
It isn't perfect. It's not the sort of game that future generations will gather to celebrate, linking hands and singing sad songs of fond remembrance. It is, however, clever, boisterous, faintly silly and relatively cheap. So to return to my opening question, Killing Floor's relationship with Left 4 Dead certainly isn't equivalent to that of Tesco Value baked beans and Heinz. It's more complex and nuanced than that. I think it's up there on a par with a tin of HP.
7 / 10
You may also like...
-
Happy Action Theater Review
-
Call of Duty: Black Ops has best game ending ever, says Guinness World Records
-
Mass Effect 3 Demo: The First 20 Minutes
-
Why Devs Owe You Nothing
-
Tim Schafer: publishers aren't evil
-
Face-Off: Final Fantasy 13-2
-
Sony's $50m Vita marketing campaign targets PS3 owners
-
UK Top 40: Kingdoms of Amalur: Reckoning beats Darkness 2
-
Halo 4 Master Chief action figure flaunts new suit design
-
App of the Day: Monkey Bump
-
Retrospective: Star Wars Episode I Racer
-
Fallout: New Vegas dev asks fans what game they would like it to Kickstart
-
Metal Gear Solid 5 expected between April 2013 and May 2014
-
Metal Gear Solid 3D demo on eShop this week
-
Digital Foundry: PS3 Skyrim Lag Fixed?
-
Ridge Racer Unbounded delayed by four weeks
-
Making FIFA Street in the FIFA engine's image
-
FIFA Street footage pits France vs. Germany
-
No plans for Journey PlayStation Vita version
-
Lollipop Chainsaw screenshots show off custom costumes
-
Gotham City Impostors Review
-
Who Killed Rare?
-
Game of the Week: Catherine
-
Alan Wake's American Nightmare gameplay
-
EGTV: Eurogamer playtests PlayStation Vita









Comments (32) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
I'm disappointed I bought this game. If you're thinking about buying this over L4D, don't.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Is it possible to miss the point of a game any more than this post ? It's a bit like saying "I got the latest FIFA and don't rate it due to the lack of any FPS action".
If you want a hardcore multiplayer only FPS, with a team of you fighting off hundreds of bitch hard zombies, and having to work as a team to do so get this.
If you want polish / tons of wonderful DX10 graphics / an immersive single player story, or a football game, then go somewhere else.
Brilliant game imo, enjoying more than L4D.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
L4D kept surprising me with the clever little things it does, and if the AI and pacing of this aren't up to par I'm not sure why you would choose this over L4D.
I'm afraid it just had a very "find zombies, then walk backwards shooting" feel about it.
Comment below viewing threshold Show
Comment below viewing threshold Show
Some things, that the review does not mention:
You can customize waves, also their number. After you have completed all waves you have to fight the boss. That's a stupid looking zombie scientist with glasses, a tentacle in his chest, a minigun, a rocket launcher, a sniper rifle and three medkits. Plus he can turn himself invisible.
Even on "normal" he is hard to defeat. On "easy" it's too easy. From the roughly 10 times I faced the boss on normal my squad always got wiped out.
My perks are mostly at lvl 2. Leveling up Perks takes really long after the second level. The most used perk is support (most powerful perk, imo).
Comment below viewing threshold Show
I was playing with someone who had bothered to bind the "Insult specimen" key to something easy to press, (I don't think it's bound to anything by default) and some of the insults were pretty good. One compared the zombies to Millwall fans.
Comment below viewing threshold Show
Christ, all he is missing is a laser gun for an arse!
Comment below viewing threshold Show
Comment below viewing threshold Show
They're zombies for fuck's sake.
Comment below viewing threshold Show
They're zombies for fuck's sake. "
Lol, nice one.
Comment below viewing threshold Show
Comment below viewing threshold Show
My only slight niggle would be Mr Patriarch and his camera stealing antics.
Comment below viewing threshold Show
Comment below viewing threshold Show
FF off then?
The one sure fire solution for blockers and griefers in these games is a shotty to the back of the skull, wait for them to respawn and repeat until they leave.
Comment below viewing threshold Show
Comment below viewing threshold Show
Buy it!
PS - Review didn't mention you can weld doors closed to stem the zombie onslaught!
Comment below viewing threshold Show
Seriously, L4D is light years ahead of this 'game'
Comment below viewing threshold Show
Guns? Check
Bigger guns? Check
Zombies (Specimens)? Check
Special Specimens? Check
Waves to overcome? Check
Multiplayer? Check
A big part of KF is a feature for feature match against L4D. Except its missing one huge thing. Delivery.
The presentation is dire and merely functional, at best.
Specimen attacks are largely poorly animated, with little in the way of atmosphere. In L4D, you have hordes of zombies smashing through doors, climbing onto the roof, smashing through the roof, etc, etc. In KF its just the same, wooden, characterless wave of specimens over and over again. When theres no equiv of the Director AI, the fights just become incredibly predicable.
KF environments are bland, lacking tactile sensation, but I guess that's where the Source engine really comes into its own with many objects in the L4D levels being available to manipulate, even though there's no specific reason to do so.
Atmosphere in KF is also lacking. Firefights in L4D can quickly turn into claustrophobic, smokey/hazy, balls-to-the-walls affairs, with flashlights casting shadows everywhere. Firefights in KF just dont have the same level of graphical fidelity which, after playing L4D at the highest levels of graphics settings, makes it look distinctly crap.
7/10 is way too generous. More like 4 or, at a push, 5.
Comment below viewing threshold Show