Every once in a while I would throw out a grenade that poisoned zeds and unleashed a healing mist, and upgraded my starting pistol to a healing SMG, shotgun, or assault rifle as the match progressed. As a squishier unit, I rallied behind more aggressive Berzerker and Commando, providing secondary fire and occasional healing. Out of the four classes available in the build-the melee-focused Berzerker, the gun-specialist Commando, the ammo-supplying Support, and the cure-all Field Medic-I was chosen as one of the two Field Medics, a class that has access to weapons which can fire both regular bullets and restorative healing darts. Of course, your chosen class will influence your personal strategy. And it goes without saying that communication between team members, calling out if you need a medic or more cash to purchase ammo or body armor at a vendor, is as imperative as staying alive. Knowing which areas have multiple chokepoints will be key to surviving each wave, especially on the harder difficulty settings. Your team will need to become familiar with the full environment, since each wave takes place at different points on the map, with blue arrows leading your team to a different vendor in between waves. For the most part, your main job will be checking all four directions to make sure your team isn't flanked and shooting zeds every which way and preferably in the head, whether they are standard grunts, screamers, crawlers, or hulking beasts. The action in Killing Floor 2 strikes a fine balance between team-based strategy and run-and-gun movement. Reach the end and you'll face the final boss, which unlike the original title, will be selected completely at random from a cesspool of badass monsters. As you might suspect, Killing Floor 2 challenges your team to conquer wave after wave of “zeds” dripping with bloodlust specifically in the mode we played (described as an alpha build that's extremely close to beta), which you will have the opportunity to play in Steam Early Access, that meant clearing seven waves of progressively difficult hordes while navigating between open environments and tight corridors. Luckily to my surprise, Killing Floor 2 is much more than that, and by the end of an hour session in a team with five other journalists, I was hooked by its co-operative play and unflinching difficulty (and yes, even the blood). And so I half-expected to take the game in stride and approach it in a purely objective way. I have the same tepid reaction to the likes of Splatterhouse and Madworld. But undead creatures splattering, squirming, and convulsing into bloody chunks of environment-staining entrails-which is what Killing Floor 2 is unapologetically about-doesn't particularly grab me like I imagine it does for hardcore Killing Floor fans. I certainly don't dislike or shy away from these things, as I find Mortal Kombat fatalities, Metalocalypse, and Condemned: Criminal Origins all rather amusing. The trouble is that I respond ambivalently to gratuitous gore, freakish zombies, and ultra-violent sadism. ![]() Besides, who doesn't like blasting zombies in the face with a couple of friends? This wasn't because I was selling the game short despite a mixed critical reception, Killing Floor was an incredibly popular shooter that nearly sold three-million copies. I didn't expect much out of Killing Floor 2, the sequel to the original zombie-murdering multiplayer title developed by Tripwire Interactive in May 2009.
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