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UI could be better as well in the trader screen. Havent played enough to really call it bad but I will say, the experience I have had so far makes me want to play KF2.
Not to mention the gritty art style of the first two games is gone, KF1 had West London, KF2 had Paris, KF3 has... sterile corpo Unreal Store asset sci-fi tech demo maps.
There's not a shred of soul in this game whatsoever, it's every popular live service slop rolled into one with the unfortunate title of Killing Floor.
Problem is, Tripwire is no longer a small indie developer, they have had 10 years to come up with a respectable sequel, however it falls short in many areas.
For a new player who has no idea what Killing Floor is than yes, this game is an OK game, its not so horrible that it doesn't deserve a play, its just that it doesn't live up to its franchise name.
1) Gunplay - Gunplay feels flat, empty and stale. Note, we are in 2025, if this type of gunplay was out 10-15 years ago it can be considered not bad, but its just very average. I would say its slightly WORSE than Killing Floor 2.
2) Sound - They have no taken the right amount of time to flesh out the sound design. Some guns don't feel like the sound fits the weapon (E.g you're expecting one sound, instead you hear something completely unexpected). Most weapons dont that "Punchy oompf" that previous instalments had.
3) Weapon Models - The weapons don't make any sense. It feels like they were all modeled after the same template. As if they are all variants of the same weapon. The design is square, blocky and too big for what the gun actually does. You can't really tell apart a shotgun from an assault rifle because they all use the same blocky template. I don't understand why Tripwire decided to go with this art direction. Most of these weapons also don't exist, they aren't built of pre-existing modern guns (except maybe for the SCAR) If you want an decent example of futuristic weapons you can look at COD advanced warfare or Delta Force. It seems that the game is based much further in the future, however, they could have just done a 10year timeskip from the previous game and kept the weapons recognizable. One of the key points is to keep things familiar but still fresh enough to bring in new players. Some of these weapons just don't make sense.
4) Animations - KF2 animations/gun animations were done using mocap, and this is why they look soo good when shooting/reloading/zed time. KF3 animations are OK, but thats it. Alot of the animations are janky and not fleshed out. I would expect this from an indie dev, but not from TRIPWIRE. They have so much experience under their belt, how do they end up making something so average?
5) Graphics & Performance - I'm running a RTX 3080 but still get fps drops/spikes constantly. My honest opinion of the graphics is that it looks perhaps 30-40% better than KF2 which was made 10 years game. The game also run on UE5, so I don't understand why the performance is so bad for a game that looks so average. Have you seen the fire effects in this game? They look like 10 PNGs stitched together then copy and pasted everywhere. It just doesn't make sense.
NOTE: Alot of people have been complaining that KF3 shouldn't be compared to KF2 or KF1 and that it is it's own game. I highly disagree with this. When you buy an IPHONE you expect the quality of an IPHONE, when you upgrade to the next generation you EXPECT the phone to be better or ATLEAST on-par with the previous phone. People purchase something due to association. Why use the Killing Floor name if you're not wanting to sell to people that KNOW or have EXPERIENCED what Killing Floor is? New players won't care if it's called Killing Floor or Zombie Gunner. A sequel is MENT to improve on the previous game in areas that were lacking, improve and innovate in a direction that is relevant and makes sense. TRIPWIRE had a good forumula but decided to change it completely. I really don't understand this and I don't know (and very curious) to where the hell THEY are pulling their DATA from to give them an INFORMED decision that changing a well built formula is going to work better than improving on the previous. It's a high risk low reward scenario.
The bosses looked cool though & I liked the weapon animations
Maybe they'll change something in the future to make it more fun for people, or maybe they won't & it will be another flopped AAA(A) game
My Favorite Person on Steam, Just Don't Tell Anyone
Good Luck & Have Fun
Dude you have almost 20 years using Steam, you are a legend !
Let's just say from a design standpoint, especially after the previous games & mod:
It does not instill confidence in the direction it's going.
One example is the reliance of "dashing" and "sliding" to avoid attacks now, but the enemies are also a bit overtuned on their attack tracking capabilities. So it makes it feel almost pointless.
-Tacking on characters as "specialists".
-The UE5 "effect" shows. (Basically it's that type of situation where you can tell it was made in UE)
-Enemy animation & priority has jank to it. (For example using Nakata's ability gets overwritten if a Scrake decides to do their pull DURING your animation against them)
-Enemies changed where majority of them are focused now to be constantly in your face. (Not like normal setup, but actually bum-rushing you).
-The constant stun abilities by bosses and some enemies. (Example: Chimera with the pull and then HUGE AOE where you're basically guaranteed to take damage.)
-The trickle-in material effect for weapon upgrades.
-The severe lack of weaponry.
-Having the battle pass available and "ready to go".
There's a bunch of additional factors listed here, but it really does feel like the Payday 2 -> Payday 3 situation all over again.
Sure, game runs like ♥♥♥♥, but I still enjoy it.
Lights are too bright, flashlight is flat, no shadows from flashlight, jagged shadows and low res fidelity for objects out of immediate teach, zeds all look alike, blocky and grey guns. Its bad, its really bad.