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Killing Floor III — Two shuffles forward, one shamble back

Killing Floor III — Two shuffles forward, one shamble back

There’s something to be said for teaming up with your friends, holding your ground against an ever-increasing horde of “Zeds”, and turning them into all sorts of chummed, chopped, exploded, and otherwise eviscerated gibs with buckets of blood to boot.  It’s been since November of 2016 since Killing Floor II launched.  The team at TripWire has a whole new futuristic look at a monster-infested dystopian future, but the longer I play it, the more I find myself asking about the road ahead.  Let’s get into what’s here at launch and what lies beyond.  

Killing Floor, as a series, is a survival class-based wave shooter. In the first game, a bioengineering company named Horzine Biotech was hired by the government with the sole purpose of creating an unstoppable super soldier.  The development is as problematic as it is unethical, so the Board of Directors for the company shuts down the project.  In a Green Goblin-esque move, the CEO of the company instead uses himself as a test subject, transforming into a grotesque creature called The Patriarch.  The British government immediately moved to destroy this Patriarch and his vile creations, but they were little match for them. 

In the second game, which takes place a month after the first game’s initial outbreak, London has been fully overrun, and now the infection is spreading across Europe.  Military forces have mobilized but offered little in the way of resistance against the ever-expanding hordes.  You’re tasked with joining a ragtag group to break into the various Horzine bases where more Zeds are being spawned with the sole purpose of finding the boss monsters that serve as the leadership caste of the Zeds and taking them out.  This second game expanded on the storyline for the series, giving us a peek into the Zeds, their leadership structure and more, granting more backstory for the creatures than being shambalic hordes of teeth and death.  

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