We asked for it, we got it: Killing Floor 2

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    Nil Admirari
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    THANK YOU BASED TRIPWIRE

    A large giblet of the juicy info:

    Bullets, blades, and blood: these are the pillars of KF2. They’re represented by a diagram like the classic food pyramid, except each ingredient gets an equal share. The pyramid sprouts guns and blades and is coated in blood like a heavy metal porcupine.

    “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.”

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      Crazed
      Moderator
      none
      http://static.gamespot.com/uploads/original/391/3912151/2441702-0720251747-origi.gif" />

      http://media.pcgamer.com/files/2014/05/killingfloor2-teaser.jpg" />

      So much gore in that one pic alone soawesome1 Also, it looks like the FP’s are on steroids now butts1

      I will definitely be getting this come time for the early access.

      One piece of advice though; please give the damn crawlers bigger hit boxes, Tripwire.

      chucklocker
      Participant
      none

      Nil Admirari wrote:

      “When we started designing the game we decided gore was going to be the most important feature,”

      Nil Admirari wrote:

      Tripwire calls KF2’s gore system MEAT. Massive Evisceration and Trauma.

      SOLD!!!!!! http://i239.photobucket.com/albums/ff178/chucklocker/i__m_crying_blood_so_much_plz_by_chisai73-d4uwh9r.gif" />

      Anonymous
      Guest
      As soon as they said that there were up to 16 points where you could maim the zeds, I was just like soawesome1

      When the early access combo pack goes up, we’ll have to pool together and get one

      jgzinv
      Member
      I just want more varieties of weapons and some way to make the zeds more scary… just mass

      waves is kinda stale. Maybe spiders… I dunno… zombie bats that poop spider zombies, that pop

      and make more zombies…

      Nil Admirari
      Moderator
      none

      JGZinv wrote:

      I just want more varieties of weapons and some way to make the zeds more scary… just mass

      waves is kinda stale. Maybe spiders… I dunno… zombie bats that poop spider zombies, that pop

      and make more zombies…

      Well according to the devs, higher difficulties will no longer make the specimens more bullet-spongey but instead give them better tactics and new skills to use. More incentive to level up and move on to Hard/Hell on Earth

      shadowsfall0
      Participant
      none
      iloveit1 iloveit1 iloveit1 The time approaches…And by looking at that screenshot, the time approaches to get those pc parts ordered and put together.
      "For the curse of life is the curse of want. And so, you peer... Into the fog, in hope of answers."
      Nil Admirari
      Moderator
      none
      Time for some more screenshots, presser and teaser vid~

      http://image.noelshack.com/fichiers/2014/19/1399657545-1.jpg" />

      http://image.noelshack.com/fichiers/2014/19/1399657550-2.jpg" />

      http://image.noelshack.com/fichiers/2014/19/1399657558-7.jpg" />

      http://image.noelshack.com/fichiers/2014/19/1399657551-4.jpg" />

      http://image.noelshack.com/fichiers/2014/19/1399657552-3.jpg" />

      http://image.noelshack.com/fichiers/2014/19/1399657557-8.jpg" />

      http://image.noelshack.com/fichiers/2014/19/1399657632-12.jpg" />

      http://image.noelshack.com/fichiers/2014/19/1399657626-14.jpg" />

      http://image.noelshack.com/fichiers/2014/19/1399657639-15.jpg" />

      [BBvideo 425,350]http://www.youtube.com/watch?v=OPrOpDABcq4[/BBvideo]

      Quote:

      Over the Top Zed Killing Action Returns as Tripware Interactive Announces Killing Floor 2 for the PC

      Tripwire Interactive is pleased to announce that Killing Floor 2, the follow-up to 2009′s multi-million unit selling Sci-Fi Horror, First Person Shooter game Killing Floor, is currently in development for PC and SteamOS. After months of speculation and rumors around Killing Floor 2, the good folks at Tripwire are thrilled to treatfans to an in-depth first look at the moment to moment combat experience that awaits them in the next phase of the “Horzine Outbreak” at the game’s official website, killingfloor2.com.

      “We’ve all had a huge amount of fun over the last 5 years with Killing Floor. The community has done so much with it, we’ve done so much to it, run so many special events – and we’ve learned so much,” said Alan Wilson, Vice President of Tripwire Interactive. “Now we’re taking all of that – and cranking it to 11 for Killing Floor 2. It’s a lot of work, but it will be a blast!”

      In Killing Floor 2 players descend into continental Europe where the outbreak caused by Horzine Biotech’s failed experiment has quickly spread and gained unstoppable momentum, essentially paralyzing the European Union— Just one month after the events in the original Killing Floor, the specimen clones are everywhere and civilization is in disarray; communications have failed, governments have collapsed, and military forces have been systematically eradicated. The people of Europe know survival and self-preservation too well and lucky survivors have gone into hiding.

      Not all have given up hope though… A group of civilians and mercenaries have banded together to combat the outbreak and established privately funded operation bases across Europe. Upon tracking specimen clone outbreaks, players will descend into zed-laden hot zones and exterminate them.

      Key Features

      Visceral Gore – Killing Floor 2 ramps up the gore with a proprietary, high powered persistent blood system bringing new levels of fidelity to the genre. Players will send entrails, severed limbs, and blood flying as they wade through hordes of enemies. But they need to watch out! If caught, enemies will rip them, and their entire party limb from limb

      6 player co-op or solo play – A multitude of varied playable characters await for players to choose from as they enter the fray in online co-op mode or solo mode for those willing to brave the horrific specimens alone

      Terrifying Zeds – New enemies and fan favorites from the original game are back with expanded and smarter artificial intelligence, dishing out powerful attacks, working as a group to weaken the player’s party and pushing the challenge level and fear factor to new levels

      Unique Blend Of Weaponry – From modern militaristic assault rifles, brutal improvised makeshift weapons, classic historical guns, and off the wall “Mad Scientist” weapons, Killing Floor 2 has a unique blend of killing tools that will satisfy any gamer

      Expanded Perk System – Perks from the original game have been reimagined with more added to the fold. All perks now progress with meaningful talent choices that amplify different play styles,

      Brutal Melee Combat – Killing Floor 2 reinvents melee combat completely. Players now have control over the type of melee attacks they can perform, enabling them to deliver bone-breaking crippling attacks to Zeds

      Killing Floor 2 is developed and published by Tripwire Interactive for the PC and SteamOS.

      EDIT: And even more! How Tripwire Aims to Design Gaming’s Most Realistic Guns

      Quote:

      “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,” Munk tells me. “The weapon shoots at 660 rounds per minute, which equals 11 rounds per second. In slow-mo you can actually see every kickback. In realtime you can’t see these details but it makes the guns feel more powerful. We’ve come up with a formula to calculate: we have a weapon, this is its rate of fire—how many frames to do want to have per actual kickback, to make sure the fidelity of it is absolutely perfect? To my knowledge, no game is doing something like that, or would even think it would be worth doing something like that.”

      Quote:

      Gibson gets even more excited about KF2’s new gun technology when he talks about weapon accuracy and recoil. Most games, he explains, represent accuracy with a bullet spread. Less accurate guns will have a wider spread on their bullets, so planting your crosshair dead center on a target doesn’t guarantee a hit. “We wanted to actually have the gun physically move instead of having some magic number that you tweak that makes the bullets go in random directions. The gun’s accurate; if you can manage to keep your sights on an enemy, you will hit it. The crosshair’s just moving around, but wherever that crosshair is, that’s where the bullet’s actually going.”

      Quote:

      There’s a noticeable difference in speed between the regular reloads and elite reloads with rifles like the Bullpup, which will be a lifesaver in tough Killing Floor 2 matches. Munk promises that other weapons will have reloads that are as ridiculous and badass as they are useful.

      Quote:

      Weapons are also being balanced more carefully. Each perk has four primary weapons, ranked weakest to strongest, and no future DLC weapons will change that tier system. The most powerful assault rifle will stay the most powerful assault rifle, but “sidegrades” will offer more options—higher rate of fire but lower damage, higher stun or knockback against the Zeds. Damage values aren’t rigorously beholden to the real-world weapons.

      Quote:

      With four weapon tiers spread across a planned 10 perks, plus backups like pistols and melee weapons, balancing Killing Floor 2’s entire arsenal will be a big job. So far, Tripwire isn’t talking about most of the game’s arsenal. The SCAR 17, AK-12, Bullpup, and 9mm AR-15 are Commando weapons already implemented in the game. The Mossberg 500 shotgun will also make an appearance.

      shadowsfall0
      Participant
      none
      Might have a good functioning ‘zerker after all. :D
      "For the curse of life is the curse of want. And so, you peer... Into the fog, in hope of answers."
      Anonymous
      Guest
      That metal song at the end of the trailer, just iloveit1
      Nil Admirari
      Moderator
      none
      Not a whole lot of new information, but Alan Wilson of Tripwire did an interview with Rely on Horror.

      [BBvideo 425,350]http://www.youtube.com/watch?v=kiZ20bYoN_8[/BBvideo]

      “If you like the original voices, get on the forums and tell us because- I don’t really want to do them again haha.”

      THOSE ARE A REQUIREMENT, ALAN.

      Nil Admirari
      Moderator
      none
      MEET THE ZEDS TIME

      [BBvideo 425,350]http://www.youtube.com/watch?v=888YZjapV6Y[/BBvideo]

      MEET THE ZEDS: TRIPWIRE INTERACTIVE RELEASES CONFIDENTIAL SPECIMEN FOOTAGE FROM KILLING FLOOR 2!

      Tripwire Interactive revealed today that it has obtained never before seen confidential footage from a series of specimen training videos utilized by Horzine Biotech’s Security Force to identify different types of zeds. The first video in the series identifies five specimens as: Clot, Slasher, Crawler, Cyst and Fleshpound. They were filmed escaping through underground pathways and causing destruction in the city streets of Paris— confirming the “Horzine Outbreak” is far from over and has entered a much more deadly phase.

      jgzinv
      Member
      Welp the crawlers are nightmare fuel….
      Nil Admirari
      Moderator
      none
      As if some kind of major showing at Gamescom next week wasn’t already obvious, a presser party from last night got themed drinks (really just some variations on classic bar mixes) made for it. I wonder if Shadows got a bar-tending job out that way?

      http://i.imgur.com/FfhXiXU.jpg" />

      Seems like they’re ramping up the efforts. A community manager said info from the event should be going public within a few days, with more direct company-to-fan information following shortly after.

      Nil Admirari
      Moderator
      none
      The floodgates are opening!

      http://i.imgur.com/24xPoXQ.jpg" />

      [BBvideo 425,350]http://www.youtube.com/watch?v=No5dJ7OUlVM[/BBvideo]

      Venturebeat speaks on their time with the press event.

      Quote:

      Some gentle probing of Gibson and vice president Alan Wilson revealed that the game’s release cycle will begin with a tour on Steam’s Early Access program “when the game is ready.”

      Quote:

      The end result looked fantastic during the demo. Munk painted the walls and ceiling of the newly-envisioned Biotics Lab (a fan favorite in Killing Floor) map with the blood and body parts of genetically-modified freaks known as Zeds. We only got to see the assault rifles and shotguns, but they looked smooth and realistic.

      The blades section was the least polished of Killing Floor’s “big three.”

      “Our hope was that players would be willing to play Killing Floor 2 even if there were no guns,” Munk said during the presentation.

      He went on to show off the Katana weapon, but some of the animations were a bit off. Occasionally, there would be a slight delay from when the sword hit and when the body parts of the creatures were sliced off. Some of the wrong body parts were also flying off; a downward slice to the shoulder sometimes decapitated the Zed.

      This was just an early-Alpha build of the game, so it is entirely possible that these small inconsistencies will get ironed out in the months leading to the release of Killing Floor 2.

      http://i.imgur.com/JDGNOjh.jpg" />

      Quote:

      Basically, Tripwire covered every part of every map in blood from the beginning. The colors that make up the floors, ceilings, etc. are all animated on top of the blood. The Zed’s gushing corpse is simply peeling back a layer of animation to expose the bloody core of the level.

      “To my knowledge, this is the only game that has ever done this,” art director David Hensley said. “We wanted to do it in a way that caused no memory lag or frames-per-second issues, and we succeeded.”

      Quote:

      One Zed was killed by a grenade, which sent him flying towards the demo’s player (controlled by Munk). The player then used the AA-12 automatic shotgun to blast the creature into five or six pieces.

      “We call this Zed juggling,” Gibson said.

      http://i.imgur.com/WyFYUpA.jpg" />

      PC Gamer also spoke up.

      Quote:

      Tripwire hasn’t released any gameplay footage of KF2 quite yet, so you’ll have to rely on my words to describe the moment-to-moment carnage I witnessed. I saw a few waves of KF2 played live, through which it was apparent that the basic rhythm of KF isn’t fundamentally changing: you backpedal, you kite ugly enemies, and you thin the hordes of genetic freaks as efficiently as you can. What was new was the way that KF2’s fidelity stimulated new moments and decisions.

      Grenades, for example, now release a few chunks of shrapnel that ricochet, and these fragments can bite into KF2’s new dynamic lights and breakable objects. A thrown grenade is still an effective band-aid for the horde of Clots coming your way, but the explosion might also kill the only light sources in a hallway or a basement. I like the idea of having to make that snap cost-benefit analysis about how a single frag grenade could make a piece of the level more dangerous by darkening it; it’s something that didn’t exist on the ancient Unreal tech of Killing Floor the first.

      http://i.imgur.com/i8zUaUf.jpg" />

      Quote:

      Most significant, though, are the changes made to melee. Tripwire only had a katana to show (and mentioned a sledgehammer), but rather than the sword operating as a one-dimensional weapon, there’s a surprising amount of nuance. Left mouse is light attack, and right mouse is heavy, but more importantly the direction you’re moving at the time you attack on WASD dictates the motion of your attack. The katana’s heavy, horizontal slash is one of the most impressive real-time animations I’ve seen in a game: I watched the sword effortlessly tear the entire upper body off a Clot, sending it across the room while the legs stood frozen in place. You can also hold block (to reduce, but not fully eliminate melee damage) or try to time a block perfectly against an oncoming melee attack to briefly stagger that enemy. Already I’m imagining a front-line melee player, who’s mastered the technique, stopping a Fleshpound (which Tripwire said will be blockable) in its tracks so his teammates can get in some easy shots.

      Nil Admirari
      Moderator
      none
      After a little while of some radio silence, they’ve emerged at last with a new Dev Diary about the M.E.A.T. system. Words cannot express, so I’ll just sit here while you watch.

      Bring a rain poncho.

      chucklocker
      Participant
      none
      All those intestines… soawesome1
      Nil Admirari
      Moderator
      none
      This morning, Tripwire announced at the Playstation Experience stream that Killing Floor 2 would also be coming to the PS4. With it, a new trailer full of the good stuff:

      [BBvideo]http://www.youtube.com/watch?v=C6C2czPIV3A[/BBvideo]

      Nil Admirari
      Moderator
      none
      Now it’s time to talk dirty… Weapons and Perks, Part 1.

      I really like the thought process behind how the Medic class works. Since Medics aren’t combat-heavy by nature, their equipment is specialized and modular, they use caseless ammo to reduce weight, and keep things low-recoil so things aren’t overwhelming.

      Nil Admirari
      Moderator
      none
      A 12 minute long live-action short titled “Killing Floor: Uncovered” is now available to watch on Steam.
      Nil Admirari
      Moderator
      none
      The spark has heard our pleas for more, the weld provides more visual goodies.

      [BBvideo]http://www.youtube.com/watch?v=LJWLQ88d-gM[/BBvideo]

      A good look at some weapons we haven’t seen upgraded models for, our first look at the slick new interface, and loads of gore.

      Nil Admirari
      Moderator
      none
      “So, we’re playing your Early Access build – or what will be your Early Access build, right?”

      “Yes.”

      [BBvideo]http://www.youtube.com/watch?v=pcXgOxocusg[/BBvideo]

      And written previews for the 4 classes which will be available during Early Access.

      Nil Admirari
      Moderator
      none
      30 minutes of dosh, guns, and loads of munnay~

      [BBvideo]http://www.youtube.com/watch?v=4prIMTtR8-M[/BBvideo]

      Nil Admirari
      Moderator
      none
      A small peek at Hell on Earth difficulty:

      [BBvideo]http://www.youtube.com/watch?v=lACTZaHMj84[/BBvideo]

      Sans-commentary gameplay:

      [BBvideo]http://www.youtube.com/watch?v=2sKKbTFfRdw[/BBvideo]

      chucklocker
      Participant
      none
      Goddamm… looks like I actually need to git gud for real.
      Nil Admirari
      Moderator
      none
      Early Access launches April 21st, $30.

      butts1

      chucklocker
      Participant
      none
      The time foretold in the Dead Sea Scrolls is at hand. gendo1
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