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Recent reviews by Maple♥

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1 person found this review helpful
164.5 hrs on record (164.1 hrs at review time)
I'm very conflicted about Killing Floor 2, but I've decided to recommend it anyway. Most of this will be issues I have with the game, so I'll start with the positive:

The core gameplay, what you might consider The Actual Game or The Reason To Play KF2, is absolutely fantastic. It is beyond stellar, the game looks fantastic, the gunplay looks and feels amazing, truly I have never been more enamored with the feeling of shooting heads than in Killing Floor 2. This alone is enough reason to recommend this game to anyone. It has a high skill ceiling, a wonderful progression system, each and every weapon will be somebody's favorite and it's not hard to see why once you've played it. There is such love in the attention to detail in the mechanics and animation of every single weapon and enemy, and the deeper you get into the game's difficulties and complex metagame, the more rewarding it becomes. It is a wonderful, wonderful game, and I want you to know how strongly I believe that before we continue.

...And now, the bad.

Killing Floor 2's development team is far, far out of touch with their userbase. I have only ever see them revert a change they have made once in the history of the game's active development time (a technique known as "reload cancelling" was removed from the game, and only after great community outcry was it returned multiple patches later) and I have not ever seen them deliberately make a change the community asked for or suggested. This is not to say it hasn't happened, only that while paying fair attention I have never seen it. Instead, time and time again, I have seen decisions made by the development team to the direct detriment of players at all levels of play, including the addition of EDARs (enemies with behavior, abilities, and weak points completely divorced from all enemy types before them that deliberately slow the game down), Rioters (same thing), New and frustrating bosses (Basically every boss in the game, although I've seen arguments for Patriarch and Hans being well-designed), changes to game and weapon design principles (Survivalist perk, Off-perk weapons, and weapons distributed to perks who both did not need them and may benefit too much from having them, leading to homogenous perk feel), etc, etc, etc. These changes are not only some of my most hated, but have been publicly and constantly decried by both new players and the creamiest of the hardcore crop alike. Sometimes it truly feels like the developers of the game are actively working as contrarians to their community, releasing updates almost purely out of spite. The recent debacle with their butchery of the wonderful community workshop map Desolation is a tragically perfect example of this, and watching the video by its creator, Delta, shows precisely what I'm discussing here. The efforts TWI goes to to put their own "spin" on the game's modes, maps, and balance are all, frankly, almost cartoonishly bad.

So, what's the point? Well, it's this: The original game of Killing Floor 2 is so [ ]ing good that it's STILL worth playing even with a team full of devs villainously plotting to sabotage themselves. If there is -ever- a complaint you have about how something in the game feels or works, chances are there is some way the community has found to get around that feeling, be it with specific optimized perk builds to overcome weaknesses, optimized weapon loadouts to maximize performance, or even workshop mods to manually adjust the game's minute settings and difficulty.

If the positive paragraph I wrote makes you interested in the game, I urge you to try it. And if you love this game, and want to see it improve, please, tell TWI. It hurts me to see them do this to themselves after the masterpieces KF1 and KF2 (pre-release) were. Godspeed, and hope this review helps.
Posted 26 July, 2020. Last edited 26 July, 2020.
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2 people found this review helpful
14.3 hrs on record (4.4 hrs at review time)
ders girls nd skuls n its gud
Posted 8 December, 2013.
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Showing 1-2 of 2 entries