Wow it has been a year and a half since I last signed in... damn was it really that long ago?
Anyhow on to business, those who remember me may also remember how I used to bang on about KF being my favourite game of all time, but also furiously (and sometimes unfairly) debating issues of balance across the forums. I have matured a lot since yesteryear and have no wish to run down the efforts of a company I so zealously supported back in the day. I do however feel that the target audience for the original Killing Floor shifted away from people like myself, and started catering towards a more casual type of gamer. That is fine, and from the looks of it, it was the much more sensible business move. Sadly in my case the game just didn't deliver the enjoyment I originally had when I first started playing back in 2009.
I do not believe the updates detracted from the game perce', but I did feel that the element I loved most, i.e. the MANDATORY reliance on your team mates and their classes/skill (or lack thereof), was no longer there, and this made the game a shadow of it's former self for me.
Despite this I always have had respect for TWI, and I am truly glad to see them thriving, I myself am currently studying an actual games development course at University, and their story is inspirational to me.
Now as for Killing Floor 2 itself, there is an undoubted excitement to see how far they've come and what new ideas they have for what I considered at one point to be my personal perfect game. There is however a little concern as to which audience the game caters to.
I would love to see the brutality of the (more or less) original Killing Floor come back. I would love to see: -
What makes a great class driven game for me is where a player must look at his team and try to think what the team needs in order for it to work as a unit, however in the same token, the player must be aware of his own weaknesses, and allowing himself to be caught by those weaknesses means that he pays the penalty for it.
e.g.
Regardless of your direction however TWI, best of luck in your new venture. Both from a gamer and game developer point of view, I shall be looking on with great interest. :)
Regards
FatalJ
Anyhow on to business, those who remember me may also remember how I used to bang on about KF being my favourite game of all time, but also furiously (and sometimes unfairly) debating issues of balance across the forums. I have matured a lot since yesteryear and have no wish to run down the efforts of a company I so zealously supported back in the day. I do however feel that the target audience for the original Killing Floor shifted away from people like myself, and started catering towards a more casual type of gamer. That is fine, and from the looks of it, it was the much more sensible business move. Sadly in my case the game just didn't deliver the enjoyment I originally had when I first started playing back in 2009.
I do not believe the updates detracted from the game perce', but I did feel that the element I loved most, i.e. the MANDATORY reliance on your team mates and their classes/skill (or lack thereof), was no longer there, and this made the game a shadow of it's former self for me.
Despite this I always have had respect for TWI, and I am truly glad to see them thriving, I myself am currently studying an actual games development course at University, and their story is inspirational to me.
Now as for Killing Floor 2 itself, there is an undoubted excitement to see how far they've come and what new ideas they have for what I considered at one point to be my personal perfect game. There is however a little concern as to which audience the game caters to.
I would love to see the brutality of the (more or less) original Killing Floor come back. I would love to see: -
- the Commando/Firebug deliberately avoiding the large nasties in favour of thinning out the horde for the Sharpie to do his work.
- the Berserker actually needing his team mates again instead of almost baiting them to die so he could control the spawns and take the wave/patriarch on single handed.
- the Sharpie needing to master the art of double headshotting the Scrake for HoE instead of having an instagib rifle.
- The Medic actually need to use his medic tool every once in a while again instead of just spamming darts
- The game overall just have it's edge back, where team work was rewarded and solo ramboing was severely punished.
What makes a great class driven game for me is where a player must look at his team and try to think what the team needs in order for it to work as a unit, however in the same token, the player must be aware of his own weaknesses, and allowing himself to be caught by those weaknesses means that he pays the penalty for it.
e.g.
Spoiler!
Regardless of your direction however TWI, best of luck in your new venture. Both from a gamer and game developer point of view, I shall be looking on with great interest. :)
Regards
FatalJ
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