It’s not just little extras, Tripwire’s redesigned Killing Floor’s core systems to let you play how you want. He was quite superb in the mo-cap studio in San Diego.” “The guy we worked with on that, Jackamo Harvey, was a great find. Wilson tells me the guy they’ve used for mo-cap is a major cause of the enemies’ new found menace. He’s been beefed up considerably to become more threatening but the way he holds himself is terrifying.
Many of the infected from Killing Floor are back and more hideous than before. As you kill your way through the ten waves the clean level texture is dynamically wiped away to reveal the blood-coated one beneath. Tripwire’s made two versions of every map, one clean and one bloody.
Besides the dismemberment points that will see maps become cluttered with bits of body, each level can become painted in blood. Killing Floor 2’s set to become the bloodiest games on PC, too. Weapons are animated at insane 200+ frame-rates so they feel even better than before, especially in Zed time. The sequel adds “production values”, Tripwire’s vice president, Alan Wilson tells me.