Killing Ground 3 has a superb headshot. It’s the sort of frisson-inducing gun/baddie interplay that the majority FPS video games try for and fail: by some means crisp and explosive directly, like popping a balloon filled with marriage ceremony china. There’s a deliciously tangible sense {that a} metallic cylinder has launched out of your fingers at a number of instances the pace of sound and shattered all the existence of the snarling cannibal clone in entrance of you, a tactile deal with that KF3’s waves of mutant males will fortunately feed you again and again. Bloody good headshot, I say.
I simply want that, after hours and hours, this recreation would produce one thing else that excites as a lot as its dome-blasting. Or, no less than, balances that prompt gratification with extra enduring causes to maintain tooling up and delivery out. As a substitute, it finally ends up coasting on gunfeel, and when requested for one thing new or one thing recent, can solely level in the direction of pages of tedious stats.
Out within the subject, this sequel treads the identical bloodied floor as the primary two video games: workmanlike capturing of more and more ugly Zeds, with a cash-for-gore system that permits the shopping for of heavier weaponry between waves. A lot grumbling has occurred over the change from the perk system of previous to KF3’s new specialists. (Beforehand, any beauty participant skins may very well be matched with any perk, or class. However now every Sharpshooter, Medic and so forth is a hero shooter-style named character.)
But apart from the truth that builders Tripwire plan to undo this alteration post-release, locking perks to personalities doesn’t really intrude with the enterprise of Zed slaying to any important diploma. It’d be good to play Firebug with out listening to the Firebug character’s fixed, sub-Marvel quipping, positive. However the one actual change is every specialist’s rechargeable final capacity, such because the Commando’s acid-spitting drone buddy or the Ninja’s grapple gun, and people are solely good for a couple of kills per spherical, out of probably tons of that want clearing.
If something, the specialists are a missed alternative to make this co-op shooter extra co-operative. I’ve spent over 100 hours within the authentic Killing Ground, a lot of it stabbing medical syringes into teammates or serving to to weld a door shut as a horde, roughly the dimensions of the inhabitants of Wales, batters into the opposite aspect. There’s little of that right here. Medics are medics, and the Engineer can erect ziplines or open armour lockers for friends to make use of, however as teamplay has change into actually extra specialised, it’s additionally change into rarer general. Most squad comps subsequently appear like a band with 5 lead guitarists and one poor Medic on drums, the place everybody – together with Medics and Engineers, the truth is – will get a extremely deadly final and a choice of damage-boosting upgrades that make solo play far much less dangerous.
Granted, hardly anybody is daft sufficient to get lost throughout a boss struggle, and most gamers have the wherewithal to gang up the chunkier late-wave specimens. The Zeds themselves, although, are an excessively acquainted bunch at this level. There are fewer complete varieties than in Killing Ground 2 and, outdoors of the three new bosses, none that haven’t appeared earlier than. All three of these climax monsters, in the meantime match a broadly comparable template of ‘Massive factor wot jumps at you’. Tripwire have tried to boost fights by instructing the previous Zeds new tips, most efficiently with the flame-chucking Husk: he’ll now jetpack as much as vantage factors the place he can lob fireballs down like a fleshy mortar, deviously escaping the efficient vary of shotguns and launchers. Sadly, that’s the one instance I can consider the place new Zed ways may drive a change in your personal. Ultimately, Killing Ground 3’s capturing is precision-heavy, but simple: all issues are greatest solved by booming away at weakpoints, be they the Husk’s unstable backpack or, extra seemingly, a head.




Like I say, there are many events when this straightforward act of clicking on physique elements will burst the dopamine banks. Flattening a complete crowd of specimens with successive on-target bang-bang-bangs, say. Or spinning round and reflexively snap-shooting a Zed whose enamel had been closing the ultimate few inches in your neck. And it’s not simply the weapons both: each of the Ninja’s sword choices are impressively weighty, and able to bisecting most Zeds (with nearly Steel Gear Rising: Revengeance ranges of chopping accuracy) in a single slash. A few of OG Killing Ground’s horror pressure is misplaced with the addition of I-frame bumsliding, although you’re hardly acrobatic, and even sprinting has a sluggishness to it that retains standing and preventing a extra suitably inevitable prospect.
There are, sadly, two methods wherein KF3 undermines its personal gunplay. The bosses are, excuse the phrase, an enormous one. Even on regular issue, they’re such stolidly absorbent bullet sponges that every one the enjoyment of bursting abominations with well-placed pictures utterly evaporates, changed by rhythmless, hipfiring, full-auto chaos. These fights are difficult, however they’re not often enjoyable.
Second is the inconsistency with which particular firearms ship that headshot satisfaction. Tripwire are up there with the perfect within the enterprise at crafting arm-breaking rifles and bone-shaking shotguns, and KF3 is wealthy in each. However decide a specialist that practices in SMGs or beam weapons, and also you’ll discover them noticeably missing in the identical sort of multisensory punch. Medics, specifically, are pressured to start out with a dinky machine pistol with all of the heft of a Completely satisfied Meal toy, and solely marginally extra life-ending potential than the accompanying chips.

KF3 really has a solution for its personal underwhelming weapons: an attachment crafting system. The thought is that simply as you earn XP to degree up perks, you collect crafting supplies throughout every recreation, then spend them again at base on stat-boosting {hardware} customisations. You received’t essentially spawn in with these tailor-made items, however they’ll take the place of the random upgraded weapons you’d in any other case discover within the inter-round store.
I’ve no drawback with the overall idea, and have fortunately slapped higher sights or prolonged mags on the weapons I often purchase anyway. However the accessible add-ons are a bizarre mixture of clear upgrades and devices that make such boringly minute stat shifts that I can barely muster the passion to provide an instance. How a few laser sight that provides a complete 4% accuracy? Think twice, although, as a result of it’s both that or a foregrip that solely provides 2%, however has a widowmaking -5% recoil bonus.
There are possibly some devoted, max-difficulty sickos to whom this crafting malarkey may present an edge. For the remainder of us, it’s busywork, with no sense {that a} juicy powerspike is on the playing cards for those who can simply collect up a couple of extra jars of clone goo. And albeit, it’s laborious to not really feel the identical in regards to the perk upgrades too. A whole lot of these do ship way more beneficiant bonuses, like boosting your grenade or therapeutic syringe capability – potential lifesavers, in some situations – however shifting up by way of the ranks requires a lot expertise, and passing by way of so many extra junk expertise that solely present measly share boosts to current skills, that I can’t see them as a cause to maintain enjoying in themselves.

Additionally feeding the ennui is a medley of technical points. Efficiency is languid – I get between 45-60fps utilizing Prime quality on my RTX 3090, as soon as the god-king of graphics playing cards, and that’s simply on 1440p with Balanced DLSS. On high of that, it’s not unusual to get sudden, substantial stutters when an enemy wave spawns in. Zeds themselves are frequent glitch victims, too: I’ve seen them pop into being subsequent to spawnpoint vents as an alternative of crawling out, fall by way of surroundings after being nonlethally bashed backwards, and briefly snap into the dreaded A-pose when navigating uneven terrain. “Poor issues”, I muse, racking a shotgun with a -3% unfold choke.
I respect that I’m coming to Killing Ground 3 with the collection’ staples firmly entrenched, if not particularly recent, in my thoughts. Maybe if all this dosh-earning clone slaughter is new to you, its (principally) agreeable heaviness will maintain you for longer.
Personally, I have a look at it and see a recreation that solely barely iterates, even slipping backwards on gun design and tech constancy, and that’s simply not an interesting method throughout what usually looks as if a golden age for extra formidable co-op shooters. Helldivers 2 deftly balances large-scale warfare with slapstick comedy. Warhammer 40,000: Darktide is a deceptively deep and immaculately introduced horde brawler. And Deep Rock Galactic has good-natured teamplay right down to a science, thanks partially to its personal intelligent arsenal of sci-fi instruments and weaponry. Killing Ground 3? That has headshot and a plus-2% foregrip.