The game features: - Co-op game mode for up to six players obliterating multiple waves of specimens - Solo game mode for offline play - Watch those crucial and violent creature deaths in slomo 'ZEDtime', even in multiplayer - 9 different monster types trying to eat your face off, armed with everything from teeth and claws, through to chainsaws, chainguns and rocket-launchers - 12+ weapons for the players to chose from, ranging from knives and fire-axes up to pump shotguns, rifles and a flamethrower - Add in a welder, medical tools and body armor to help the players survive - Persistent Perks system, allowing players to convert their in-game achievements into permanent improvements to their character's skills and abilities - Players choose which Perks to play with, so they can best balance out a co-op team to survive the horrors - Open, non-linear play areas: choose when and where to fight – or run; weld doors closed to try and direct the monster horde - Full support for Steamworks features, including Steam Achievements and Friends - Fully-configurable, allowing players to change things as simple as the difficulty level or number of creature waves, or go so far as to set up their own favorite waves of monsters - Includes SDK for the creation of new levels and mods
Is this a British Left 4 Dead? That's what people will think when they hear the premise. Of course I could point out that the original mod version of Killing Floor came out in 2005, so maybe Left 4 Dead is an American version of Killing Floor. But seriously, Left 4 Dead is definitely a great game and casts a very long shadow. As Valve has always done they have crafted a very fun, highly polished, high production value game. When we decided to do this game last year even before L4D was released we knew there would be many comparisons. It is not that dissimilar to the comparisons between our Red Orchestra: Ostfront and Call of Duty. RO was able to be very successful with sales approaching 400,000 copies, and even three years after release is still one of the most played PC multiplayer games in the world--quite an accomplishment for an indie game with almost no publisher promotion. The reason for RO's success was because we offered gamers a completely different take on WWII--rather than the Hollywood-style WWII game that all the others were offering we gave them a gritty, brutal, and realistic take on the genre. In much the same way, Killing Floor offers a different take on the co-op survival horror genre. To put it in terms that zombie movie fans will get, L4D is like big production zombie movie--think I Am Legend or 28 Days Later. Killing Floor is more like Dead Alive meets The Re-Animator; it's a grindhouse exploitation horror film. It is sort of like George Romero meets sci-fi. L4D goes for the constant, frantic, in-your-face fast moving zombie shock value. On the other hand, Killing Floor works to build a palatable sense of dread as a wave of specimens. The enemies in KF shamble towards you. That's not to say it's not action packed; I'd just say there is more of a variety in pacing and in the types of enemies you fight.