Over 70 years have passed since the events of Killing Floor 2, and the Horzine Corporation continues finding new ways to make our lives miserable. Few things are worse than the relentless pursuit of Zeds, especially now they’ve been augmented into something worse, yet Killing Floor 3 refines the existing formula to deliver a significant leap over its predecessor. What’s here so far feels flashier, stylish, and it’s shaping up to be a bloody good time.
Going hands-on before next week’s closed beta test, I was joined by fellow critics and Tripwire’s staff for some intense co-op matches. The Stronghold leaves a good first impression as your new base, letting you access facilities while exploring. It’s a more immersive approach that doesn’t place everything behind menus, though that remains an option for quick convenience. Once you’re ready, choose your location and prepare to head out.
Survival remains your main goal, and the six specialists provide an appealing range of play styles to suit different tastes. Blasting through Zeds with a shotgun as the Engineer feels great, as does slicing them into finer pieces as the Ninja. I personally prefer giving Zeds a quick cremation with Firebug, each character has compelling perks and versatile loadouts at the start.
Killing Floor 3 offers great evolutionary changes over Killing Floor 2, though it doesn’t change the fact that defeating zombie waves is an idea done to the absolute death. You’re still clearing through waves as they appear across a series of well-designed expansive maps, while stocking up on goods between missions from trading stations feels cleaner and more streamlined. The core idea remains intact while boasting significantly improved visuals, boosted further by welcome user interface changes.
Tripwire’s brought back the Massive Evisceration and Trauma system, or M.E.A.T., for added visual flair to these enjoyably brutal kills. Special abilities are useful in a pinch when Zeds suddenly surround you, though a lengthy cooldown means you can’t rely on this too heavily. Dismembering heads and limbs alike soon becomes utter carnage with the suitably excessive blood splatter as you tear down these well varied enemies. Grotesque acid spewing Bloats still haunt these maps, Sirens are terrifying screamers, and who on earth thinks to give these cursed creatures a chainsaw?
I’m also enjoying how Killing Floor 3 implements its light narrative through assignment challenges, something Tripwire aims to use for an evolving story. You can safely ignore these if all you want is plow through more hordes, yet giving you optional criteria to hit during a mission provides that little extra for those who’d like it. Granted, the endless hordes can become relatively irritating as you try searching for particular parts, though it’s a welcome inclusion regardless.
I’m also pleased by the horde balancing depending on your team size; playing with a group of four or playing solo all feels adequately scaled. My big concern is that the action will become stale during longer sessions, so I’m pleased Tripwire’s introduced gameplay modifiers that kick in across rounds.Changing criteria like ensuring only crawlers try to attack you ensures these threats remain sufficiently varied.
There’s a lot I’ve yet to see, so I’m hesitant to make any definitive calls yet on Killing Floor 3. The launch game features seven maps, three difficulty modes, six specialists and different levels for customizing your character, and Tripwire plans post-launch similar to Killing Floor 2. So far, I’ve only tried three maps and half the specialists, while the store didn’t include finalized item pricing.
Still, it’s a promising start. Plowing through Zed hordes is nothing particularly new, yet Killing Floor 3 feels like it’s doing enough to compellingly refresh this familiar format. Whether it can maintain that momentum long-term is another matter, but I’m ready for more when Killing Floor 3 launches on March 25 for PC, Xbox Series X/S, and PS5. The closed beta kicks off next week from February 20 to February 24.