Get ready, because Killing Floor 3, the much-anticipated next chapter in the thrilling first-person action horror series, is scheduled to launch on March 25th. Tripwire Interactive, riding high on the success of the previous entries, is aiming to elevate player excitement with a refreshing take on the combat system in this new installment.
The game is set in the distant future of 2091, marking a 70-year leap from the events of Killing Floor 2. This significant time gap has allowed the developers to push the boundaries of their world-building and create more evolved adversaries. To glean insights into these changes, Game Rant had an insightful conversation with Bill Munk, the lead combat designer and co-founder of Tripwire Interactive. Below, we provide a transcription of this interview, edited slightly for clarity and conciseness.
Understanding Killing Floor 3’s Combat
Evolving the Combat Experience
Q: Can you share how the design of Zeds is changing with Killing Floor 3?
A: We felt it was essential for players of the earlier games to feel instantly familiar when they dive into Killing Floor 3—that sense of, "Ah, this is Killing Floor." Rather than reinventing the wheel with all-new Zeds, we chose to enhance the existing ones, magnifying their battlefield roles. Our focus was on improving their presence and dynamics while keeping them recognizable to long-time fans. We’re also working on new ideas for future updates, but those remain under wraps for now.
One particularly noticeable change is with Zed’s limbs and our enhanced hit detection system, like the one used for the Scrake. In Killing Floor 2, headshots were the main strategy, but we’re taking it up a notch. Now, Zeds have multiple critical spots, making combat feel richer and more rewarding. Take out these zones on boss Zeds like Scrakes and Fleshpounds, and they might even turn into walking grenades, taking nearby Zeds with them in one explosive moment.
Q: The series has always felt quite visceral. How did you approach designing the combat for Killing Floor 3, maintaining that distinctive feel?
A: A satisfying game needs guns that provide instant gratification through cause and effect. The pleasure of pulling the trigger and seeing the impact is crucial, especially in our game where it’s a central activity. We’ve worked to ensure that this action remains addictive and varied, avoiding monotony. Each weapon’s damage and ammo type leaves a visible mark on the Zeds. Burn one, and you’ll see charred marks remain. Shock, poison, or acid will visibly alter them too, enhancing the visceral satisfaction of battle.
Mobility was another area we focused on. In previous titles, movement felt heavy and often resulted in frustrating deaths, like getting trapped on small obstacles. So, we’ve revamped mobility, allowing skilled players to dash or slide out of danger. During Zed Time, for instance, I enjoy charging toward the horde, pulling off daring slides and racking up kills—all of which feel more dynamic. Zed Time itself is now consistently rewarding, always making the game feel cooler, letting you move faster, jump further, and unload clips at real-time speed.
Customizing Weapons in Killing Floor 3
Q: How do weapon modifications work, and what’s the main objective with their design?
A: Customization has been a long-standing dream for both us and our fans. Players want their weapons to feel personal. As you progress, you gather schematics from fallen Zeds and collect components through spy cameras and terminals. These are used to build over 180 unique mods that alter your weapon’s capability and behavior.
Crafting variations of a basic weapon is a strategy I love. For early waves, I avoid over-customizing to save on cost since mods come with a price. Imagine multiple setups with distinctive names and personal skins. Plus, trinkets like dangling Clot heads can be added for a touch of personality, so it’s unmistakably your gun.
We also introduced an operational budget. Your experience level raises your budget, allowing you to enhance starting weapons. With each mod, once you’ve crafted it, you can upgrade it three times, eventually unlocking special stats. It’s a haven for those who love optimizing. Players might discover surprising overpowered combinations, which we might need to adjust later. It’s all part of the co-op fun and challenge, especially on the brutal "Hell on Earth" difficulty.
Q: How does combat feel for different experience levels of players?
A: We want veterans of the franchise to feel instantly at home. While it’s easy to jump into, mastering it remains challenging—especially on higher difficulties. The game scales to keep things exciting for max-level players even on Normal mode.
Q: What role do gadgets play in the game?
A: Gadgets are crucial for survival, truly leveling the game. Each class has a tool for those tight spots. They’re not just add-ons but essential elements that balance the intense enemy onslaughts, expanding the chaos players know and love.
Q: Beyond gadgets, what do you think is the standout difference in this installment?
A: The overall badassery is amped up significantly. Once players experience Killing Floor 3, my hope is they say, "I can’t go back to the earlier games."
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