Tripwire Interactive Tagged Articles RSS Feed | Tripwire Interactive RSS Feed on en Launch Media Network Tripwire Interactive Releases New Content for KILLING FLOOR 2 Sat, 27 Aug 2016 14:03:19 -0400 Alex Anderson_0905

On August 25, 2016 Tripwire Interactive released "Tactical Response" for KILLING FLOOR 2, its sci-fi horror FPS game.

"Tactical Response" will fix several in-game bugs, such as issues where players could not melee while running with no weapon equipped and
the Boss Defeat camera not being properly adjusted and moved. The update will also add new weapons, SWAT perks, and a new map.

In KILLING FLOOR 2, players take on an outbreak caused by a failed experiment by Horzine Biotech in continental Europe. The game takes place one month after the events of the first KILLING FLOOR

The update includes the following:

  • New SWAT Perk and associated weapons:
    • FN P90
    • MP7
    • MP5RAS
  • Early Access Loyalty Rewards:
    • Horzine Mark 7 Elite Armor
    • IJC 9MM Weapon Skins
  • New Map – Award Winning Community-made map, Infernal Realms joins the lineup of official maps
  • 14 New Achievements
  • New Crates and USBs
    • 1 new cosmetic crate
    • 2 new weapon skin USBs
  • Revised Resistances and Perks – Tweaked perks, talents and resistances, adjusted spawn groups, and more
  • New Character Cosmetic Bundle – Introducing the Cardboard Knight armor
  • Improved Drop Rates – More items, more often!

The full list of addition content, bug fixes and patch notes can be found on the Official KILLING FLOOR 2 Game group on Steam.

KILLING FLOOR 2 is available via Steam Early Access for $29.99 and will be available globally on November 18, 2016.

Killing Floor 2 "Bulls-Eye" Content Pack and VR Game Shown at E3 PC Gaming Show 2016 Tue, 14 Jun 2016 05:13:09 -0400 Pierre Fouquet

During the E3 PC Gaming Show, John Gibson, President of Tripwire Interactive, shuffled onto to stage to reveal details about an upcoming "Bulls-Eye" content pack for the still-in-Early-Access game, Killing Floor 2.

"Bulls-Eye" gives players more weapons (like a new railgun), more ways to kill Zeds (the monsters), and, for the first time without mods, you can play as the Zeds. Also announced was a new perk called Sharpshooter, and so was a new character named Rae Higgins -- blonde woman with a bun, red dress, and presumably heels. Not the best combination when trying to kill Zeds, but you do look stylish while doing it.

"Bulls-Eye" will also be the start of Tripwire taking the best community maps, polishing them up, and then turning them into official maps. These maps come from the Grindhouse mapping contest, which ended in February 2016, with Containment Station being the first to release. The "Bulls-Eye" update is live right now, with a free Killing Floor 2 weekend from Thursday June 16th, till the following Monday.

Killing Floor 2 is aiming to come out of Early Access in the fall of 2016.

Also briefly shown off is Killing Floor: Incursion, a VR game coming to Oculus touch. Gibson emphasized that this is an entirely new game built for VR headsets, with the Touch controllers in mind.

Zeds vs. Survivors coming to Killing Floor 2 Fri, 25 Mar 2016 14:05:32 -0400 Ian Ilano

Tripwire, the company behind the zombie survival shooter, Killing Floor 2, has just announced the development of Versus Survival — a new player vs. player game mode.

Released last year, Killing Floor 2 has been a little slow in receiving updates. The development team has taken quite a bit a time to address the various bugs and balance issues that plague the current version of the game. It's been a year since release and we have still yet to see a decent amount of new content. But finally, the wait pays off. When the next update releases, players will get the chance to play as one of the eleven Zed characters.

Sound familiar? 

Left 4 Dead had a similar survival game mode. Four players would play as the Infected, and four would play as the Survivors. Simply put, the primary goal of the Infected was to make the Survivors' journey to the safe-house a living hell. I have often attributed this game mode to Left 4 Dead's longevity — it was fun. There was a lot of enjoyment to get from strangling another player with my tongue, or knocking them off of hospital rooftops.

It looks like Killing Floor 2 will be following that same formula. Players will be able to choose from eleven different Zeds — each coming with their own unique abilities and play-style.

As of now, there isn't much we know about the game mode. All we do know is that it is currently in development, and that there will be eleven different Zeds to choose from. But keep your eyes peeled, this is definitely something to look out for.


Killing Floor 2 PC Requirements and Digital Deluxe Edition Announced Wed, 15 Apr 2015 22:26:15 -0400 Pierre Fouquet

Tripwire Interactive recently announced that Killing Floor 2 will be getting a Digital Deluxe Edition. Naturally it will be priced slightly higher than the base game.

The Digital Deluxe Edition will feature:

  • DJ Scully character, with unique voice pack and set of face/body skins
  • Cosmetic items (with multiple variants):
    • Scullyphones headphones for DJ Scully, Mr Foster, Hayato Tanaka and Donovan Neal
    • 3D Glasses for Ana Larive and Hayato Tanaka 
    • Bowler Hat for Mr. Foster and Reverend Alberts
  • Killing Floor 2 Soundtrack 
  • Killing Floor 2 Digital Artbook (which is over 200+ pages)
  • The original game, Killing Floor 1

It will set you back $39.99/£26.99/€36.99.

The system requirements are:


  • CPU: Core 2 Duo E8200 2.66GHz or Phenom II X2 545
  • GPU: GeForce GTS 250 or Radeon HD 4830
  • RAM: 3GB
  • OS: Win7 64


  • CPU: Core 2 Quad Q9550 2.83GHz or Phenom II X4 955
  • GPU: GeForce GTX 560 or Radeon HD 6950
  • RAM: 4GB
  • OS: Win7 64

The specs are very reasonable so for the average PC gamer there's nothing to worry about.

Killing Floor 2 will cost $29.99/₤19.99 /€26.99 for the basic game, and is coming to Early Access on April  21st 2015.

7 Days To Die Caught Stealing Assets From Killing Floor Wed, 23 Oct 2013 13:14:37 -0400 GabrielKross

Fun Pimps, the devs behind the game 7 Days to Die were caught red-handed with assets from Tripwire's Killing Floor. After discovering the infringement, Tripwire tracked the source back to a seller on the Unity assets store. Other than being banned, no details on legal actions have been released in relation to the seller.

As far as 7 Days to Die, the game has been removed from Steam. Although Fun Pimps claim the asset was just a placeholder, legal actions are in the works. Fun Pimps is working on an update to remove the asset so the game no longer infringes on Tripwire's Killing Floor. Following that update, it's likely we will see 7 Days to Die return to Steam after talks with Valve and Tripwire are resolved.

To the right you can see the original Killing Floor model and compare it to the 7 Days to Die model in the header.

I guess the lesson to be learned from all this is to be wary of the assets you purchase and do some research into them first. This could have been easily avoided if Fun Pimps had done some research beforehand. It sounds like it will be a quick and easy resolution, so here's to hoping fans of 7 Days to Die get some good news in the near future.

Takedown: Red Sabre Review - How about a Kickstopper? Wed, 25 Sep 2013 05:31:21 -0400 The Examined Life (of Gaming)

If you've ever spent some time on ModDB, you've probably seen your share of unfinished conversions for popular games. These projects start out as ambitious mods, but real life gets in the way, and eventually the modders release the work in progress files as a sample of what could have been.

Now imagine that same barely functional, work in progress mod was released as a full, standalone game with delusions of legitimacy. Imagine that instead of a guy in a dorm room working nights and weekends, it was produced by a real developer with over $250,000 in funds from a Kickstarter campaign, and imagine it was released by an absolute monolith of a publisher.

You've just imagined Takedown: Red Sabre.

This is not a good game. It's not even close. First, some backstory.

Takedown: Red Sabre is a game from Serellan LLC; a company created by Christian Allen, the lead designer of several Ghost Recon games, and Halo: Reach. Combine that pedigree with 505 Games, the publisher behind the recent (and excellent) PayDay 2, and it's easy to see why Takedown managed to garner some hype leading up to its release. 

Takedown aims to return to the halcyon days of the tactical shooter; that golden age of the late 90s when Rainbow Six and SWAT 3 provided a methodical, realistic alternative to Quake and Unreal. The promotional material for the game laments about how homogeneous shooters have become, and how far from tactical the industry standard "third person cover based shooter" is. They're not wrong about this; I miss the tactical shooters of the past. I've spent more time with Rainbow Six: Rogue Spear than I have the entire Call of Duty franchise, and I'm the kind of person who complains when a shooter's firearms handling isn't realistic enough.

It was with more than a bit of excitement that I bought Takedown on Steam immediately after launch, for what seemed like the very reasonable price of $15 USD. Unfortunately, it seems we've been cursed with another War Z.

That is not a statement I make lightly.

In it's current state, Takedown: Red Sabre is garbage.

Technical issues and bugs abound.

Audio desync issues, brain dead AI, poor hit detection, and connection troubles plagued the game at launch, and as of this writing exactly NONE of them have been fixed. 

It seems alarmingly light on content and features.

Even if Takedown is aggressively updated and patched in the coming weeks, and all of these technical issues are ironed out, it still will not be an experience worth having for even the most die-hard of tactical shooter purists. There is so little going on in Takedown, it's hard to imagine what the point of it is. If it really is an homage to the glory days of the tactical shooter, why is it so bereft of features? Aside from the weapon selection, and a rudimentary bullet penetration model, Takedown has nothing to offer in comparison to games that are now getting on 15 years old. The aforementioned Rainbow Six and SWAT 3 have so much more complexity and depth to them. 

Unlike those older games, Takedown has no squad command system.

The barebones single player campaign allows you to take a squad of three operatives, but your only interaction with them is telling them to hold position or follow you. They exist purely as extra bodies for you to hop into when you're killed. The missions are similarly barren; Takedown has only 5 levels, which claim to be huge and detailed, but are actually repetitive and bland. They're so huge that your mission objectives require you to conduct a scavenger hunt for small inconsequential items, like looking for a half dozen external harddrives in a massive office complex. Forget useful features like an objective marker or a map, those are the hallmark of those samey, modern, handholding shooters like Rainbow Six (1998), or SWAT 3 (1999).

The mission structure isn't compelling in the slightest, and neither is the narrative.

Almost no story or framework is provided; you play as the titular Red Sabre squad, who are just a crew of private military contractors. There is no backstory, and no overarching goal to the game. You clearly don't play as the good guys, since the missions all involve sinister corporate wetwork, but it's not an angle the game expands on. Any chances for an interesting, morally gray story are squandered.

Takedown invites comparison to older tactical shooters, but it is not a favorable comparison.

Rainbow Six for example had an amazingly detailed pre-mission planning phase. Before embarking on a mission you could plan out the movements of up to four squads via a tactical map, and then execute multiple complex strategies simultaneously. Rainbow Six was released in 1998. Takedown: Red Sabre doesn't have a feature that even approximates this. It doesn't even try.

The things it does try are executed so poorly it's hard to tell if they're even in the game at all.

I can't verify the claims of advanced enemy AI, because they appear to run around randomly. After making contact with your squad and killing one of them, enemies will often turn around and stop moving, exhibiting no situational awareness at all. They'll often shout about "retreating" or "flanking," and then move stiffly and randomly to a poorly chosen spot, and face in the wrong direction when they get there.

Graphically, Takedown is a mixed bag.

Some of the lighting effects and level geometry look decent, but the game is very clearly modeled on the Unreal Engine. The whole feel of the game is wrong, especially the way ragdolls slump about and clip through themselves. Dead bodies will often fold up and collapse in on themselves, thanks to knee joints that have as much articulation as a pair of nunchuks. The weapons are realistically modeled at least, but too many of them are minor iterations of the same basic platform, so they look and behave almost identically.

Multiplayer is utterly broken.

Judging from what I've read on forums, and on the fast growing petition to get Steam to take down Takedown, the multiplayer is the real focus of the game. If this is true, it leaves me with two questions.

First: why do the game's website and Steam store page spend so much real estate hyping up the campaign mode?

Second: why is the multiplayer broken on launch?

Since I have yet to successfully play a game online, I can't speak to the quality of the multiplayer experience. I am however familiar with the mechanics of the game, and they are simplistic and terrible; I cannot imagine they lend themselves well to multiplayer.

Takedown: Red Sabre is a travesty.

Do not, under any circumstances, buy this game.

I wanted a throwback tactical FPS like the games I played in the 90s, and evidently so did many others since the project managed to raise so much money on Kickstarter. Clearly something went wrong between the game's inception and release, because the current product is an unfinished, buggy mess of a game with basically no standout features. It doesn't feel like any effort went into Takedown after the initial concept was finished; do not under any circumstances buy this game.

If you want a realistic tactical shooter on a budget, Tripwire's Red Orchestra 2 and Rising Storm are around the same price, but a hell of a lot better.


Courage, Honor, & Accidental Teamkilling - Review of Red Orchestra 2: Heroes of Stalingrad Mon, 23 Sep 2013 22:00:02 -0400 Zachary Welter

You're running through the dense fog, boots softly crunching on the snow. Your position was captured by the enemy, and you are now on the run. Only 80 meters to the treeline where it is safe.

Suddenly, shots are fired from behind you. The bullets hit the snow just a few inches from your legs. You won't make it to the treeline if you don't keep running.

Two more shots. One of them connects with your upper leg. With the last of your stamina, you dive behind a crater. You hurriedly and clumsily bandage your wound and turn to face the enemy. But you won't be the one doing the killing today. As he approaches your position, you hear a soft whistling in the distance. Half a second later, all that's left of the Bolshevik that nearly killed you is a stain on the ground. But you don't have time to enjoy this small victory, for the shells will kill both Friendly and Enemy troops. You once again start running towards the treeline, your retreat covered by mortar shells.

You make it to the treeline and expect to see your allies greeting you and congratulating you on your safe retreat. But all that meets you is a single bullet between the eyes.

Seems your allies mistook you for a Russian.

This, my friends, is Red Orchestra 2: Heroes of Stalingrad, which centers around the Nazi invasion of Russia and subsequent counter-offensive by the Red Army, in its full glory. Inside the shell of buzzwords such as "Hardcore" and "Unforgiving", lies a gooey, creamy filling of "Fun" and "Intense".

This game walks the line between Battlefield and ArmA. And while it isn't for everyone, its appeal is certainly not restricted to the Hardcore Realistic Shooter crowd.

This game walks the line between Battlefield and ArmA. And while it isn't for everyone, its appeal is certainly not restricted to the Hardcore Realistic Shooter crowd. It can be enjoyed by anyone who has ever played a military shooter. Even the more competition-based titles like Call of Duty.

At its Core, a Very Simple Game

You have your standard Elimination and Team Deathmatch modes, along with the Territory mode, which is by far the most popular.

In Territory, there is an attacking and a defending team, and the pressure is on the attackers to capture every point (unless the map is a dual-attack map, in which case victory will be decided based on who has the most captured points) or exhaust the defenders' reinforcements before time runs out. This game mode is one of the most intense I've experienced in any game. As a defender, you will constantly be getting pushed back, attempting to delay the inevitable until time runs out. And as an an attacker, you will be constantly facing an entrenched enemy, racing against the clock. Players can respawn after a set amount of time on their Squad leader, or on a preset Spawn Point. Every player counts as a reinforcement; and when reinforcements reach zero, players will no longer be able to spawn. The maximum number of people in a server is 64, which makes for some pretty hectic battles.

Well Balanced Gameplay

There are many different classes, from Squad Leader, Machine Gunner, Sniper, and Tank/Anti-Tank Crew to the lowly Rifleman. But Rifleman is where you will spend most of your time playing. Other classes have very limited populations (usually from 3 to 9), yet Rifleman usually has 22 slots. Which means you had better learn how to work a bolt-action and work it well. You will often find yourself in situations where you are pinned down by machinegun fire, and you might think this is unfair. But you can always call for help, try to run, or make sure you stick with your Squad (no matter how good he is, he can't target everyone at once, can he?).  

Above all, cover should be your number one priority in this game. Once you're a few hours in, you'll most likely get used to looking for cover subconciously, without having to stop and scour the area, and it will save your life countless times. The firefights are short and intense, lasting between one and two shots. Accuracy is of utmost importance: you miss, and the enemy gets a free shot at you.

Shines When it Comes to Sound

From the sounds of the battle to the death screams of the soldiers, to the pleas of soldiers under fire (when you hear a German scream "I'm not supposed to die!", you'll know it's time to take a smoke break). And the graphics help with the immersion, even at lowest settings. They are done well and there are very few, if any, out-of-place textures. Though the game has its quirks, and can run sluggishly one some machines.


Red Orchestra 2 fills the niche for WW2 gamers and Realistic Shooter fans without sacrificing its fun. It is a very intense shooter that can provide hundreds of hours of replayability, and I highly recommend it.

Tripwire Interactive Does Not Like Call of Duty Thu, 14 Mar 2013 12:26:18 -0400 Wokendreamer

The Call of Duty franchise is easy to hate for a myriad of reasons.  The games are effectively the definition of big-budget, with millions being spent on promotions and marketing to cover the tremendous cost associated with pumping out a new(ish) version of the game at least once a year.

The games always sell in numbers that would have any other game franchise squealing with glee.  Somehow we still hear complaints that the games don't make enough money, which seems to imply that something is being done wrong on the development side with the number of indie games and even other major titles pulling in good profits with less sales.

Tripwire Interactive hates the franchise for an entirely different reason.  They hate how Call of Duty "takes individual skill out of the equation."

While they were putting together Red Orchestra 2, the people at Tripwire spent a lot of time talking to test groups of gamers to get an idea of game modes to design to appeal to a wide range of audiences.  They already knew that they would need to come up with a game mode that was more in tune with what the regular Call of Duty crowd were used to, but even with that assumption they were surprised by the feedback they got.

In an interview with PC Gamer, Tripwire Interactive President John Gibson explained the many things that he had to listen to from a particular batch of testers.

...just listening to all the niggling, pedantic things that they would complain about, that made them not want to play the game, I just thought, “I give up. Call of Duty has ruined this whole generation of gamers.”

The testers in question were specifically chosen because they were extremely avid Call of Duty players.  The things they were complaining about were essentially the elements that were different from their chosen franchise, including momentum mechanics and weapons with less of a spray.

These are mechanics that Gibson describes as being designed to reduce the skill gap between players.  Instant acceleration and guns that reward spray-and-pray gameplay narrow the distance in overall ability between skilled players and unskilled or new players, and Gibson adamantly feels that is stunting the ability of players to actually get better at the games they play.

Call of Duty compressed their skill gap so much that these guys never needed to get good at a shooter. They never needed to get good at their twitch skills with a mouse.

The argument is a familiar one to long-term players of MMOs, which have had people ranting about how much easier they've become for years.  The gaming industry as a whole has been shifting steadily towards appealing to mainstream markets, markets that tend to want more hand-holding than the original niche market video gaming was born in.

Hearing someone within the industry, specifically someone who designs (good) shooters, complaining about the same things warms my heart just a little.


Maybe not that warm.
Tripwire Giving Killing Floor Players a New Holiday Package in 2012 Tue, 25 Dec 2012 09:37:40 -0500 Wokendreamer

Ho-Ho-Horzine has a new batch of goodies

Tripwire Interactive has earned a reputation for coming out regularly with new content for its fabulously bloody cooperative zombie shooter: Killing Floor.  With events that introduce new weapons, unlockable character models, and new looks for all the game's enemies to coincide with various holidays (previous ones including a circus-themed batch of goodies during the summer and the Hillbilly Horror batch this past October) the game keeps giving everyone excuses to come back and play again and again.

Da map

This year we have a new map to enjoy.  Evil Santa has apparently fortified himself on the moon, giving a very technologically advanced stage to mow through the undead on.  What's new and exciting about it?  How about low gravity?  Everyone can jump higher and weapons with knockback can send enemies and allies alike flying through the air, with the heavier shotguns even confirmed as having enough recoil action to actually act as miniature jump-jets.

Da gunz

The holiday update is also promising several new weapons for players to enjoy, most notable among them being a lightning gun with attached motion-sensor (very reminiscent of Aliens) and a Dwarvish axe for the melee-oriented.  Even more exciting, one of these new weapons is actually an event, requiring the players to roam the map and collect weapon parts to actually unlock it (permanently) for all the players in the session.

Keep your eyes open, everyone.  This should be going live soon, and as with any good holiday excitement, won't be around for long.