Let's Play Killing Floor 2 - Early Access - Volter Manor First Look with Purple Fantum (1080p)
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Let's Play Killing Floor 2 - Early Access - Volter Manor First Look with Purple Fantum (1080p)
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I was invited to play the Closed Beta for Killing Floor 2. More Videos to come soon!
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-=-=-=-=-=-=-=-=-=-=-Game Summary-=-=-=-=-=-=-=-=-=-=-=
Killing Floor 2 (abbreviated as KF 2) is an upcoming video game developed by Tripwire Interactive. It is a sequel to the 2009 video game Killing Floor, which was originally released as an Unreal Tournament 2004 mod in 2005.[1] The game utilizes Epic Games' Unreal Engine 3 and will be released for Microsoft Windows, Linux and PlayStation 4 in 2015.
Killing Floor 2 is being developed by Tripwire Interactive, who began work following the release of their 2011 video game Red Orchestra 2: Heroes of Stalingrad. The game was announced for Microsoft Windows and Linux by PC Gamer on 8 May 2014. Tripwire president John Gibson stated that KF 2 is the first time that they had been able to develop a game with what he thought was a reasonable team size and budget. The original Killing Floor was developed by ten people in a three-month period; by 2014 the studio had expanded to a team of fifty employees.[5] The game is being developed using Unreal Engine 3, the developers considered using Unreal Engine 4 but decided against it as they didn't want to scrap their current work in progress and because of concerns that the game might not scale down to run on lower end computers.[6] The team plans to launch the game in Steam's Early Access program to get feedback from players on weapon and perk balance.[7]
The increased budget meant that this was the first project where Tripwire could use motion capture.[5] Motion capture was recorded in San Diego at Sony Computer Entertainment's motion capture studio and the process was used for creature animations and weapon animations in both first- and third-person perspectives.[5][8] This allowed them to record high frame rate weapon animations for additional detail and fidelity in Zed Time, a slow motion mechanic used in the series. The team aimed to designs guns that feel realistic but capture the authenticity of game's they had previously developed. They researched firearm speed reloading to create multiple reload animations, and matched the rate of fire of the game guns to their real life counterparts.[3]
Three focal points of the game's initial design were bullets, blades, and blood. These pillars lead to the creation of the M.E.A.T. (massive evisceration and trauma) system to depict dynamic gore and detailed graphic violence. Art and creative directors, David Hensley and Bill Munk both cited Soldier of Fortune 's GHOUL system as an inspiration for the M.E.A.T. system employed by Tripwire.[7][9] Bloodstains are a permanent fixture on maps in KF 2. Instead of blood being rendered as a texture that is projected onto objects in the world, they created a system which, in real time, modifies splatter map textures covering the map to display blood with little rendering overhead.[7][10] In the original KF each of the enemy specimens had five individual points of dismemberment; in KF 2 this number of points has been increased to twenty-two to provide substantially more variety in the dismemberment animations.[9] In Zed time, all colours except red become desaturated to enhance the visuals of the blood and gore.[10]
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Please watch: "Rampage Knights - First Look and Impressions - Indie Game - Coop with Purple"
➨ https://www.youtube.com/watch?v=UzpSCDx5-Ow
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