On March 25th, the eagerly anticipated third installment in the widely acclaimed first-person action/horror shooter series, Killing Floor 3, is due for release. In an effort to make a significant impact with this new chapter, Tripwire Interactive has planned to offer players an innovative take on combat within the forthcoming sequel.
70 years after the events depicted in Killing Floor 2, we find ourselves in the year 2091 for the next installment of the series, Killing Floor 3. This time leap offers the developers more scope to refine and advance the game’s setting and enemies compared to previous titles. To shed light on the innovative combat mechanics that players can anticipate in Killing Floor 3, Game Rant had a chat with Bill Munk, lead combat designer and co-founder of Tripwire Interactive. Here is an abridged version of their conversation, edited for clarity.
Killing Floor 3’s Combat Explained
How Killing Floor 3’s Combat Has Evolved
Q: What can you tell me about Zed design and how that’s changing going into Killing Floor 3?
As we embarked on creating Killing Floor 3, our goal was to ensure a familiar and comfortable experience for players who had enjoyed the initial two installments, essentially maintaining the essence of Killing Floor. Rather than inventing entirely new Zeds, we chose to refine and enhance the existing ones, boosting their design and impact on the battlefield. We dedicated significant effort to improving their actions and behaviors, while retaining a sense of recognition for long-term fans of the franchise. We’re also working on exciting new additions for future updates, which we currently can’t disclose.
One aspect that stands out when playing Killing Floor 2 is the Zed’s limbs and hit detection system, similar to the Scrake. Originally, the gameplay was primarily focused on targeting the head of the Zeds, particularly the Scrake and Fleshpound. However, we aimed to enhance this experience by making these larger Zeds have multiple critical spots that you can focus on. This allows for faster interruption or elimination of them. The execution system is introduced here, which enables the destruction of the critical zones of Scrakes and Fleshpounds. If destroyed, they essentially explode, taking out any nearby Zeds as well.
Question: What can you tell us about designing the combat in Killing Floor 3, focusing on how it maintains a very intense, physical feel that’s characteristic of the Killing Floor franchise?
In order to make a great weapon in games like Killing Floor 3, it’s crucial that the cause and effect are satisfying and engaging. Firing the weapon should result in defeating enemies, which is the reward, especially since combat is a significant part of this game. To keep players interested, we aim to ensure the experience is enjoyable and addictive, with enough variety to prevent repetition. The damage your weapons inflict and the various types of ammo you can use create distinct cause and effect scenarios when applied to the Zeds in Killing Floor 3. For instance, if you set a Zed’s face and arm on fire, it will continue to burn throughout the battle. Similarly, if you electrocute, poison, or acidify the Zed, or take chunks out of its body, these actions will be visually represented, enhancing the overall enjoyment of fighting these creatures.
One key aspect we focused on was enhancing mobility. In earlier versions like Killing Floor 1 and Killing Floor 2, movements were quite restrictive and slow. Often, you’d encounter a small barrier that would halt you, leading to your demise. It wasn’t fun. We put considerable effort into improving the character’s actual movement abilities, so that if you were skilful enough and timed it correctly, you could attempt to dash or power slide out of the way of any enemy. For instance, when Zed Time activates, I enjoy sprinting towards the horde, power sliding aggressively towards them, and seeing how many Zeds I can eliminate before it ends. This brings me to another point: we aimed to make Zed Time more engaging. There were instances in Killing Floor 2 where Zed Time would activate, and you’d wish it didn’t. Now, no matter the circumstances, Zed Time makes things better. You move faster, jump higher, shoot instantly, and reload instantly, all during Zed Time.
Tripwire’s Approach to Customizing Weapons in Killing Floor 3
A: Could you provide some information on weapon adjustments and personalizations? What was the main intention behind implementing these options?
As a devoted gamer immersed in the thrilling world of Killing Floor, let me tell you, one long-awaited dream we’ve shared with our dedicated fanbase is to make each player feel like they have their own unique, personalized weapon. Starting from your very first encounter with the Zeds, you’ll begin gathering schematics for weapons. There are spy cameras, various terminals, and other resources at your disposal, which you can use to gather components. These components will help you craft the mods that transform your weapons. We’ve got over 180 different mods to choose from, each one altering a weapon’s power, function, and very essence.
In Killing Floor 3, I enjoy customizing various iterations of the same firearm. For early waves, it’s crucial to avoid overloading them with too many modifications as each upgrade has a cost attached. This needs to be carefully managed within your budget constraints. Although you could add every possible modification to a gun, doing so would delay its acquisition until much later. Instead, I create multiple copies, assign distinct names, and even apply unique skins to them. The assortment of trinkets available for these guns in Killing Floor 3 truly excites me, such as a miniaturized Clot head on a necklace. With all the diverse trinkets, sticks, and other accessories at our disposal, you can truly personalize each gun to feel like it’s yours.
Additionally, there’s the operational budget at hand. Upon entering the game, before engaging in battle, you’ll notice this operational budget displayed on the loading screen. As your character progresses and levels up, so does your budget, allowing for an increasingly impressive starting inventory. You have the option to enhance a basic-tier weapon by strategically adding a few upgrades, thereby improving its performance.
One aspect that I believe players will find appealing is the ability to craft mods using schematics, which can then be leveled up three times. When you reach the maximum level for a mod, a unique stat becomes active. We’ve created numerous mods, and it’s chance-based as to which stat applies to each one. If you’re not satisfied with the outcome, you can recycle it. Essentially, it’s a min-maxer’s paradise. With so many mods available, we haven’t been able to explore them all yet. I’m sure players will have a blast and uncover some overpowered feature that we might need to address. That’s part of the excitement in a game like this, isn’t it? Killing Floor 3 is a cooperative game, and it can get incredibly challenging, especially during Hell on Earth. It’s quite intense.
Question: What is the comparison between early-stage and advanced combat situations when a character hasn’t gained levels compared to one that has leveled up multiple times?
Goal: To ensure long-time fans of Killing Floor feel instantly familiar while also finding the game consistently enjoyable and challenging, we aim to strike a balance between accessibility and mastery. Beating Hell on Earth remains particularly tough to achieve. We’ve incorporated elements to maintain the gameplay experience. For instance, if we’re all at maximum level playing in normal mode, it will behave more like a higher difficulty setting – offering excitement, being easier than other modes, but presenting a significant challenge due to an increased number of enemies.
Q: Similarly, with the gadgets, what’s the design goal for those in Killing Floor 3?
In our game design for Killing Floor, we aimed to equip each specialist with tools essential for survival. Leaving your gadgets unused would be detrimental since they serve as a counterbalance to the intensity of the challenges we present. Our intention was to maintain the core essence of Killing Floor, which revolves around enjoying the action of eliminating creatures and possessing overpowered weapons. Introducing gadgets was a logical step to further enhance this experience.
As a dedicated gamer, I’d say that among all the enhancements in Killing Floor 3 compared to its predecessors, the most notable difference for me lies in the level of immersion it offers. The graphics, gameplay mechanics, and attention to detail have been significantly refined, making each battle against the Zeds feel more intense and engaging than ever before. It’s like stepping into a new dimension of horror and action!
A: I believe the main contrast lies in its sheer coolness factor. Whether it’s a valid response or not, all the small elements collectively make a big impact. If you give Killing Floor 3 a try, I’d be thrilled if everyone finds themselves saying, “I can no longer enjoy playing Killing Floor 1 or Killing Floor 2.”
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2025-02-14 19:25