Killing Floor 2 developers Tripwire Interactive have released a new dev diary, detailing their all new gore system, affectionately dubbed M.E.A.T or Massive Evisceration and Trauma. In the diary developers explain their reasoning behind focusing so much on a new gore system. Saying a good gore system is important in a game like Killing Floor 2, where players are mowing down hordes of Zeds (zombies) constantly. A good gore system provides instant visceral player feedback whenever they land a shot.
When designing this new M.E.A.T system developers drew upon Sam Peckinpah’s movies as well as numerous games. In particular they drew inspiration from the game Soldier of Fortune, Including the idea of giving their own gore system a memorable name. Soldier of Fortune’s gore system was called Ghoul, and at the time of release was leagues ahead of its time. M.E.A.T is looking to be just as far ahead of its time as well.
The technical details for M.E.A.T are impressive, each creature boasts 22 dismemberment points. The head of any given creature has as many dismemberment points as an entire creature model did in the original Killing Floor, which was just five. In Killing Floor 2 each creature also has 90 animations for bullet impact. Each body part and dismemberment point is assigned a set of animations to deal with bullet impact, and these are used randomly. So shooting a creature in the leg could cause it to respond in any given number of ways. Animations also seamlessly flow from one to another so that if you shoot a creature in the leg and then the head, it will have its own unique mix of animations as it tries to respond to both wounds. By blending animations so well, Tripwire Interactive have ensured that shooting a zed looks and feels natural. In Killing Floor 2, no two creatures should animate exactly the same when struck by gunfire.
The developers also tease what they call obliteration technology. A system that ensures when you completely vaporize a creature that its soft tissues and organs are left lying about for the players to walk through. Tripewire Interactive seems to be looking for just the right amount of squish factor, as soft tissues and organs pile up.
Only Part 1 of this particularly dev diary has been released, so be sure to follow @APGNation for more gaming news and reviews.