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Recent reviews by delboe

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201 people found this review helpful
8.2 hrs on record
I would suppose the most popular analogue for games such as this is Day Z, and justifiably so for it is the first truely successful open world apocalyptic experience as far as I know. Nether is quite similar, and though in its early stages demonstrates an already seemingly expansive world to explore with an overgrown nature engulfed city being telegraphed with such an immersive execution. The ambiance of the desolate city scape only further ensconces the player in the shoes of the survivor as both natural and unnatural sounds coalesce in echoing harmony. Combine this with post apocalyptic often fully explorable structures, and the perpetual looming animosity of other survivors then you can have a rather tense survival experience. However, the current state of the designated enemy is rather at times frustrating. The teleporting variants of the predominant enemy known as the Nether seem to teleport consistently throughout an engagement, however they do so in such imbecilic and interspersing fashion that during the course of the conflict they will at times simply not be visible. Teleporting a floor above you, in the room next to you, outside of the building you are in are common occurrences. This problem is largely absent when fighting outside, but many battles take place around structures or inside of them (hence city). Aside from this obvious blunder there are other problems which I'm sure will be fixed or reimagined as time progresses toward a completed product. Disconnecting from a PvP engagement will also pose a problem, as in the current state it is an overly viable strategy which is only propagated by the reset of all level progress upon death (and of course the loss of all items on your person). The latter I hope remains apart of the game for it adds the edge all games of this sort require to remain suspenseful. I believe this game will resolve most of these, and other problems as I said for it is still quite a work in progress although a worthy one for any of those interested in an immersive apocalyptic experience.

- I haven't touched the game since this review which was made around when it became early access. I stand by my opinion concerning the ambiance of the game, but the gameplay simply wasn't enough to hook me for more than 8 hours of play.
Posted 25 November, 2013. Last edited 25 July, 2014.
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1 person found this review helpful
28.1 hrs on record (26.9 hrs at review time)
Killing Floor is a survival multiplayer game that utilizes: waves of enemies, poorly crafted innuendos, shockingly bad voice acting, and a myriad of conventional as well as unconventional weaponry. The sanguine lead revelry that takes place each wave is only made more demented and absurd by not only the appearance of the enemies, but the most dimwitted dialogue in the most grotesquely paramount scenarios. In short the periods in which you're not completely eviscerating the mutations known as specimens with the weapons you purchase between waves you'll be either disturbed and/or humored by the game's unique brand of voiced hilarity. Of course this humor quickly turns mundane after a few hours of play, but it will still leave you talking about dosh and how you should "grab it while it's hot". After certain facets of the game become stale you're often still beguiled by the sense of progression you receive while leveling up the various classes or "perks" the game gives you to choose from, and with the company of friends the experience is much more entertainingly refreshing as you blast through waves of specimens. These specimens come in various forms or types that all require certain strategies to terminate safetly, and so the game often requires teamwork depending on the set difficulty. Upon the end of all of these waves you are faced with a relatively challenging boss (once again depending on the difficulty) called a Patriarch which onsets the end of the map once defeated. It's quite painless to say that the waves leading up to Patriarch are far more enjoyable as most are dispensable slaughter fodder that satisfies the function of whatever weapon you choose. As I said before the weapon selection is quite varying, and your choice of device is often dependent on your selected perk. These weapons are purchased between waves some are cheap while others can be considered "pedestal" weapons that are afforded toward the latter part of each game due to accumulated cash. The varying weapons, difficulties, stock maps, player created maps, game variable changing mutators, and perk progression seem to keep this game afloat for some while others play each time a new update is released as the game is quite consistently receiving new content. The only notable con of this game is its propensity to become stale due to its repetitive nature, and while this seems inevitable for some all the gameplay leading up to such a state is well worth the purchase.
Posted 24 October, 2012. Last edited 25 November, 2013.
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