I was gunned down by hundreds of my fellow players, but not once did I feel like they used anything other than my own lack of common sense to do so. Two of the bigger problems - hit detection and an abundance of cheaters - have had extra-special attention, to seemingly positive effect. The game has had regular patches over the past few months to add new features and fix issues. It’s the very best thing about KotK, and a feature that all games should adopt immediately.įellow developers would also do well to copy Daybreak’s update schedule. Not only for the lurid T-shirt or gun skin contained inside, but for the actual act of opening them: a process that involved shooting them with an assault rifle in a menu-screen microgame. KotK’s crates don’t offer any in-game benefits - all items contained within are entirely cosmetic - but I felt like they were worth earning. Points are awarded for staying alive, but also for gunning down opponents, and go toward an experience system that spits out crates every five levels. KotK is kill-or-be-killed with the emphasis on the kill. ![]() People just weren’t coming to my impromptu murder emporiums - I had to be more proactive. With so many houses, and so many weapons, it’s both harder and much less important to set up a defensible base. I did that for a time: find a house with a high top storey, lie on its floor, train my gun on the staircase. If I found a more secluded location, let the herd of 170-odd players thin itself out, and grabbed one of the nine million guns on offer, I could reliably stay alive until there were only a scattered handful of survivors left. There was a simple rule for me: if I saw someone else drop in the same area, I was toast. Alone, it can be a more measured experience - if, that is, you can avoid the crowds. Graham and Brendan discovered as much when they delved into two-player KotK earlier this year. Players leap over fences and between rooftops, sprinting between houses like hyperactive murder children, all hopped up on death sugar and Wrestlemania and gunsgunsGUNS! It’s almost comedically fast at times, with a default mouse sensitivity that meant I was performing pirouettes while trying to shoot down a target, and kill notifications that started to appear before I’d landed from the pre-game parachute drop. Every outhouse and lean-to looks like the home of a profligate doomsday prepper, with four AK47s, two revolvers, and a flashbang arranged casually in one corner of the living room alone. KotK, on the other hand, crams every structure in its world with more heavy duty weaponry than you could ever carry. PUBG’s best guns are relatively scarce, scattered between its handful of houses. But there are other key differences, too. That Insane Clown Posse aesthetic is one of the major visible differences between King of the Kill and its big rival, the current lord of Battle Royale-’em-ups, PlayerUnknown’s Battlegrounds. Has H1Z1: King of the Kill been improved by recent patches, and is it yet worth your time and money? ![]() ![]() I braved all this and more in order to appraise the game's current condition. They’ve killed me with luminous green shotguns and pearlescent assault rifles, and rather than pause to consider the emotional impact of taking another life, they’ve stood over my limp body, crotch-chopping like 1990s WWF wrestler. I’ve been killed by people in tie-dye leggings, by people in unicorn masks, and by one particularly memorable opponent who seemed to be cosplaying as a gorilla. In a world where everyone very quickly gets their hands on some form of weapon, I’d want to take lessons from that Hunger Games kid and dress up as a rock, or - at the very least - find a nice pair of neutral khakis that would help me blend into the environment.īut the player-controlled murderers of H1Z1: King of the Kill don’t subscribe to that kind of wisdom. I had assumed that, were I trapped in a kill-or-be-killed nightmare future Battle Royale-type dealie, camouflage would be important. Update Night is a new fortnightly column in which Rich McCormick revisits games to find out whether they've been changed for better or worse through ongoing development.
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