Something Killing Floor 3 reminded me of was just how much I used to love Horde Modes in games. I’ve mentioned before how my brother and I used to bond over Horde Modes in games like Gears of War 2, Halo: Reach, and, to a certain extent, Left 4 Dead—which wasn’t really a Horde-based game but certainly had the feeling of one. But the more I thought about it, the more it seemed like multiplayer Horde Modes were something of a staple of Xbox 360-era gaming, and they’ve somewhat disappeared as of late.
It was fortunate that Tripwire Interactive invited CGMagazine to an exclusive first-look and hands-on with Killing Floor 3 because I didn’t realize how much I had missed this kind of game until I sat down and played it. As someone who had always heard great things about the Killing Floor series but never really got around to trying it, I was eager to see what all the hype was about, and I’ve got to say it didn’t let me down.

Unlike a lot of these previews, Tripwire was less interested in telling us about the game and instead was much more eager to show us. After a brief rundown of the Killing Floor series and a few of the ways Killing Floor 3 was going to be bigger and bloodier than its predecessors, we were in the game, getting ready to face the hordes of Zeds. Unlike previous entries where players squad up and drop right into a match, Killing Floor 3 adds a starting base where players can upgrade their Specialists or weapons before choosing a mission.
“Killing Floor 3 doesn’t really lock players into any one weapon loadout.”
Naturally, as CGM’s resident Ninja, I went straight for the new Ninja Specialist class. Initially, I wondered how a character that was melee-focused would fare in a game about facing massive hordes where health is scarce and survival is fleeting. However, despite his focus on melee combat, the Ninja has a few nifty tricks up his sleeve to make him as effective as any ranged-based Specialist.
Not only does the Ninja have a solid amount of versatility in his main moveset—being able to swing wildly, block and charge up a heavy attack—but his starting loadout also contains shurikens that, while a bit weak, can be thrown at lightning fast speeds and retrieved from downed Zeds, giving the Ninja a bit of breathing room. On top of this, his special attack is a grappling hook lightning punch—yes, you read that correctly—that can really turn the tide in a tight situation.

However, Killing Floor 3 doesn’t really lock players into any one weapon loadout. In between every round, players can spend the money they’ve earned on upgrades to their current weapons or restocking ammo, shields or health, but they can also purchase weapons from other Specialist loadouts, giving them a greater amount of freedom and customization. I’ve always liked the idea of the Samurai Cowboy, so I decided to give my Ninja a combination of Katana and revolver—making him pretty deadly at a distance and even deadlier up close.
“Tripwire Interactive has taken everything that was good or beloved from their first two games and built upon them in a serious way with Killing Floor 3.”
But I hear you say, “Ninjas are pretty cool, but what about the actual game?” And to that, I say, it’s pretty intense. Even if you haven’t played Killing Floor before, it’s pretty approachable for newcomers and experts alike. Players are placed in a large arena and forced to navigate between zones while facing hordes of genetic abominations called Zeds. Similar to Left 4 Dead. these range from your standard cannon-fodder ghouls to bigger and more complex special Zeds—culminating in a final boss confrontation with a truly terrifying monster Zed.
It creates a really unique atmosphere since, rather than moving through a level and needing to adapt to each new scenario, players can easily familiarize themselves with their surroundings while considering how best to strategize, be it positioning, setting up traps or using the environment to their advantage. It plays into the three pillars of Killing Floor 3—adapt, survive and advance—but in a way that doesn’t feel unfair or overwhelming to the player. While player coordination and communication are still necessary, they provide players with a lot of unique ways to address problems without pulling too much focus from enemy advancement.

On top of that, there’s a good sense of visceral feedback as you chop through Zeds or pump them full of lead. Weapons all feel like they have a good sense of weight behind them—particularly the melee offerings—and taking enemies down has a satisfying chunkiness to it. Killing Floor 3 does a really good job of keeping you alert at all times so you’re always in the thick of the action in the best possible way.
Tripwire Interactive has taken everything that was good or beloved from their first two games and built upon them in a serious way with Killing Floor 3. It has a great sense of atmosphere, the M.E.A.T system has been advanced, so kills feel more gruesome and persistent throughout the match, and player advancement feels more satisfying over long-term play. At launch, the game is set to have seven maps, three difficulty modes and six unique Specialists, with many more coming after launch.
I really think Killing Floor 3 has an incredible foundation to build upon, so much so that even someone like me who never really got into the series could easily jump in and really start connecting with it. If Tripwire keeps this up, I can really see this becoming a must-play for fans and newcomers alike!