Killing Floor 2 exclusive first look

Dankk

Diamond Member
Jul 7, 2008
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http://www.pcgamer.com/2014/05/08/k...rror-with-the-most-advanced-gore-system-ever/

Tripwire Interactive, the developers of Red Orchestra and Killing Floor - also known for their extremely thorough, borderline pornographic attention to detail in digital weaponry and satisfying gunplay - are currently working on a sequel to Killing Floor, and it will be coming to Steam Early Access sometime in the near future (yay!).

Paris is burning. The sky behind the Eiffel Tower glows an ominous orange through a haze of billowing smoke. Sparks and ash and scraps of paper float through the dark streets of the city, where cars and offices stand eerily abandoned.

A manhole opens. For a moment, nothing happens. And then a zed, a naked genetic freak sheathed in slimy grey skin, pops out of the hole like a horrorshow jack-in-the-box. The zed has the mind of a child. It doesn't know much, but it knows it wants to kill.

The zed manages two steps from the manhole before a stream of bullets blast it off its feet. More bullets tear into it in midair, splattering blood across the street and unburdening its gut of a generous helping of internal organs. Everyone in the dark conference room at Tripwire Interactive laughs or oohs as they watch the most complicated gore system in gaming—a gore system they've been building for Killing Floor 2 for the past two years—eviscerate the zed in a way they've never quite seen before.

Since shipping World War II FPS Red Orchestra 2 in 2011, Tripwire has dedicated itself to the sticky art of digital dismemberment for the sequel to 2009's co-op wave-based shooter. They want each and every exploded brain, severed leg and bloody gutshot to look unique. Bill Munk, creative director and senior animator at Tripwire, has a saying: Red Orchestra is realism. Killing Floor is coolism.

"Killing Floor is a simple game," says Munk. "You have weapons. You see something that looks messed up. And you kill it. You get money for doing it and you buy better weapons. Rinse and repeat. The more enjoyable that small little loop is, the more successful the game is."

Munk is one of Tripwire's co-founders. He couldn't hide his enthusiasm for games if he tried; over dinner, he gushes about how he played a borrowed copy of Metal Gear Solid in his college dorm for an entire weekend, substituting caffeine for sleep. When Munk talks about Killing Floor 2, most of his sentences end with "as sick as possible."

"This project on an animation end has been a dream come true for me," he says. “This is the first time we had the budget for me to do mocap for everything and try to make everything look as sick as possible."

When Munk says everything, he means it. The gun animations are mocapped. Melee is mocapped for first- and third-person perspectives. Killing Floor 2 is still a simple game. But this time, it looks good.

"[Killing Floor 2] is the first time we've been able to develop a game from start to finish with what I would call a reasonable size staff and a reasonable size budget," says John Gibson, Tripwire's president and a co-founder along with Munk.

Gibson is entertaining and outspoken for a company president. Tripwire's pedigree for realistic weaponry stems from Gibson's passion for them. Many guns in Killing Floor 2, like the Commando class's SCAR Mk 17 and AK-12, are modeled from his own personal collection. If he's not talking about guns or videogames, there's a good chance he's talking about cars. "Have you ever ridden in a DeLorean?" he asks me with a grin when we take a break for lunch. I have now ridden in a DeLorean.

Gibson and the other founding members of Tripwire had to take out loans to pay for their first game, Red Orchestra. They started as an Unreal Tournament 2004 mod team. Killing Floor was another Unreal mod, created by Alex Quick. Once Tripwire turned RO into a standalone game, they convinced Quick to port over Killing Floor. They played the mod so much, Gibson put Red Orchestra 2 on hold mid-development to turn Killing Floor into a full game. Ten people made the game in three months. As of 2014, Killing Floor has sold nearly 2.5 million copies.

Tripwire is now 50 employees strong. Killing Floor 2 is coming to Steam Early Access for Windows and Valve's SteamOS. When? Not as soon as I may want, Gibson says, but sooner than I may expect. After watching them play KF2, I know they got at least the first half of that statement right.

Then they go on to talk about "the most complicated gore system in gaming":

"When we started designing the game we decided gore was going to be the most important feature," says David Hensley, art director on Killing Floor 2. "We were really inspired by Soldier of Fortune, the GHOUL system. We wanted to outdo Soldier of Fortune's gore."

Hensley has been with Tripwire since the beginning. He and Munk went to college together. When they moved to Atlanta, they slept on air mattresses in an apartment shared with other members of the studio. He couldn't afford a car until they shipped Red Orchestra.

Hensley uses a pistol to slowly tear apart Cysts. The Cysts are new, weaker Clot variants—the underdeveloped killer babies of the genetic freak family. Each zed in KF2 features 19 points of dismemberment. "You can blow chunks off their head to reveal skull," he says. "Keep shooting the skull and it explodes, revealing brain cross sections. You can cut them in half vertically, horizontally."

Tripwire calls KF2's gore system MEAT. Massive Evisceration and Trauma. It's more detailed and graphic than Soldier of Fortune's GHOUL system, but it's not as disturbing as seeing realistic human faces blown apart. Killing Floor 2's zeds are genetic freaks pulled from the workshops of schlocky sci-fi horror films; their gruesome dismemberments are designed to elicit cheers rather than grimaces. And it works—every katana appendectomy and mid-air slow-mo headshot puts a grin on my face. These bodies have weight when they fall apart, and they get torn up in all kinds of nasty ways. But Killing Floor 2 is colorful and exaggerated enough to teeter back from the edge of disturbingly realistic violence.

Still, there's enough blood in KF2 to make Sam Raimi envious. And here's the crazy part: it stays. Bloodstains become permanent fixtures of Killing Floor 2 maps for entire matches. Tripwire's designers grin mischievously when I ask how they did it.

"We're using some really clever tricks to modify textures in the level in real time," says Gibson. "Typically blood is rendered as a texture that is projected onto objects in the world. It's very expensive to render. What this is doing, in real-time, is modifying the textures being rendered to display the blood so there's almost no additional rendering cost. You can literally paint the texture with blood and it'll stay the entire match."

For added variety, each zed has 95 death animations divided between kill zones—the head, neck, chest, stomach, and limbs. Thanks to Killing Floor's success, Tripwire had the money to hire a mocap expert and record every zed movement at a motion capture studio in Los Angeles. Munk captured 3000 motion capture clips for the zeds, and melee attacks, and gun reloads. The once-stolid zeds that clunked around like Unreal Tournament bots are now alive, swaying and howling, lunging and beating their chests. Gollum's Andy Serkis would be proud.

Tripwire's guns, already renowned for their realism, also benefit from Killing Floor 2's focus on animation fidelity. "Guns shoot at such a high framerate, if you animate the gun at 30 frames per second, you're only going to get six frames per second when you go into slow-mo to show that gun animating," says Munk. "We started experimenting. What happens if we animate our weapons shooting at ridiculously high framerates? Using the Bullpup as an example, we animated at 242 frames per second, which gives us 22 frames per shell that ejects out of the weapons. In slow-mo you can actually see every kickback."

Read the whole article for details on perks, enemy design, modding, etc, etc.
 

darkewaffle

Diamond Member
Oct 7, 2005
8,152
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Sweet. I had a lot of fun playing KF for many hours. I'd like to see difficulty ramp up in more ways than just "enemies now have way more health/damage/stun resistance" etc though.
 

Kudro

Member
Mar 29, 2008
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Finally! Been looking forward to this for a long time. KF is probably in my top 5 steam games in terms of hours invested. :)
 

goobernoodles

Golden Member
Jun 5, 2005
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I came here to post this. I'm so excited for this game! The fact that they actually mentioned SoF is awesome. I miss ridiculous levels of gore in video games - especially arcadey ones like this. Woot!
 

Clinkster

Senior member
Aug 5, 2009
937
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Really excited. Looks like they put much more thought and production value into this one!
 

CrackRabbit

Lifer
Mar 30, 2001
16,642
62
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Oh yes, I loved KF. So much fun. I just hope the maps and AI are a tad bit better this time around.
 

JamesV

Platinum Member
Jul 9, 2011
2,002
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Never played Killing Floor, but I did play the hell out of Soldier of Fortune, and wondered why nobody ever tried to outdo the GHOUL system. It wasn't that gory, but more realistic; when you got a headshot you knew it from visuals along with mechanics.

I can't stand gory movies, but I never had a problem with SoF, so looking forward to what they are doing with KF2.
 

clamum

Lifer
Feb 13, 2003
26,252
403
126
A co-worker back in 2009 tried to get me into Killing Floor but I didn't care for it much. I thought Left 4 Dead was exponentially better than it, but Killing Floor 2 sounds interesting. I'd be interested in playing a demo or something.
 

goobernoodles

Golden Member
Jun 5, 2005
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A co-worker back in 2009 tried to get me into Killing Floor but I didn't care for it much. I thought Left 4 Dead was exponentially better than it, but Killing Floor 2 sounds interesting. I'd be interested in playing a demo or something.
Killing Floor is good for what it is: simple, arcadey, dumb, mass-zombie killing fun. Tons of satisfying kills, and on the harder game modes, legitimately challenging.
 

Clinkster

Senior member
Aug 5, 2009
937
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Killing Floor is good for what it is: simple, arcadey, dumb, mass-zombie killing fun. Tons of satisfying kills, and on the harder game modes, legitimately challenging.

More importantly you can complete a public match with the same players.

Good luck getting through a single round on L4D.
 

toughtrasher

Senior member
Mar 17, 2013
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mysteryblock.com
Killing Floor is good for what it is: simple, arcadey, dumb, mass-zombie killing fun. Tons of satisfying kills, and on the harder game modes, legitimately challenging.

One of the reasons I liked the 1st one was because it was so mind-numbing, like you didn't have to think much. It was a great stress reliever if I just wanted to go sit down and play.

KF2 looks awesom with updated graphics!
 

schneiderguy

Lifer
Jun 26, 2006
10,801
91
91
Did you even try Killing Floor 1? It was pretty fun..

And KF has nothing to do with Red Orchestra other than being developed by the same company, imo.

IIRC Tripwire didn't even develop most of Killing Floor, they just bought it and turned it into a commercial game.
 

Oakenfold

Diamond Member
Feb 8, 2001
5,740
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Definitely picking this up. I enjoy the twisted events very much from KF; a dev that keeps the community going after all this time is a winner in my book!

Grab it while you can lads!
 

Kudro

Member
Mar 29, 2008
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66
Played it last night and loved it. Very polished already. I played two 7-wave rounds on normal, and the Patriarch killed us all both times. The poison gas is killer. But nearly every player was level 0, so I'm sure leveling up and getting perks is key...hopefully. Otherwise the Patriarch is godlike.