Killing Floor 3 review

What do you get when you cross a monster artist with a Nolan film, shove it into a blender with a chainsaw and call it a sequel? Apparently, Killing Floor 3. It’s cleaner, leaner, and significantly less drunk than its predecessors – it’s great fun, even if you miss the chaos of welding your mate into a room full of zombies.

Gaming Heaven

Despite the fanbase initially treating it like someone had just defaced a Banksy with poster paint, KF3 has more substance than it gets credit for. There’s a decent arsenal of satisfying weapons, newly added traversal options (yes, you can now slide into battle like you’re late to a barbecue), and “gadgets” that are basically ultimate abilities, but without the smug self-awareness of a hero shooter.

Monster designs are appropriately revolting, especially the redesigned Crawlers – imagine if a centipede and a corpse had a baby, then gave it rabies. The bosses are nightmarish, in that “what if Cronenberg directed an episode of Bake Off” kind of way. And the M.E.A.T system returns, so yes, you can still shoot enemies until they come apart like a wet piñata.

The map variety alone trounces KF2’s launch offering, so at least you won’t be stuck in Biotics Lab for eternity this time.

Gaming Hell

It’s lost some of its character – literally. Perks are no longer tied to beloved weirdos with dodgy accents. The tone is less “scrapheap apocalypse” and more “NHS-funded space lab.” The homebase is so empty you’ll wonder if it’s a tax write-off. And no, you can’t weld your friend into a supply closet anymore. Tragic, really.

Final Judgement

Killing Floor 3 is like a blood-drenched IKEA flatpack. It’s not what you remember, some parts are missing, and you’re pretty sure it’ll make sense eventually – but for now, it still somehow holds together. With time, it might even become the monster it was meant to be.