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lore-relevant objective mode soon?

Drassel

Grizzled Veteran
Jun 7, 2013
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Canada
So yeah, I know this was somewhat announced back in 2015 when the game wasn't even released yet. Any pointers towards any lore-filling objective modes?
Right now I know that the setting is kinda shallow as it is, but there's potential to add some kind of personality to this game.
I know this space-ninja RPG that got extra-rad as soon as it developed some lore-driven quests.
 
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The lore of this game seems pretty much abandoned by TWI at this point. It's only event maps now. Summer, Halloween, Christmas, Summer, Halloween, repeat.
The last lore based map was maybe DieSector, but I don't know where that would bring the story and it was released half a year ago. The last REALLY story based map was The Descent, where we could explore Volter's manor a bit more. But that was released in March 2017. 17 months ago.
 
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Imma just throw some ideas.

We know that chronologically-speaking, Burning Paris is the first map of the KF2 arc. Since the events take place right after KF1's Transit, I think it would be interesting to have an objective map that takes place inside the train that the survivors took to get into France and somehow explains how the Zeds and Patty got to follow them under the Channel. Maybe a new Farm-like map in Nord-Pas-de-Calais where they exit and almost destroy the Old Patriarch, like by dropping a nuke on him or something like that, and would explain his new look, and why he had to reconstruct himself in the new Biotic Labs. Defeating him would unlock the Classic Patriarch in the Survival mode, and anyone who got the achievement can share the content just like we got with the Chivalry sword.
Then we would need to fill the hole as to how they got to Paris, and why it got destroyed. We could get a nice objective where we have to cross the Seine to reach the train towards Belgium in order to destroy Patty before he regenerates, but only to see the Eiffel tower and Seine bridge get destroyed, forcing the survivors to find a way trough the Catacombs.

Then we have to bridge the gap as to how and why they had to travel to Germany, Denmark, Russia and Switzerland. This is where the plot could divide and tell the story of at least 3 different survivor groups as they are sent to destroy Zed-producing labs.


missing_trigger;n2323624 said:
Just port incursion campaign

Maybe, but I consider Incursion as something similar to an OVA. I think there's enough content in the KF2 setting to craft some original story out of it. The devs just need to eventually decide to exploit it.
 
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Drassel;n2323626 said:
Maybe, but I consider Incursion as something similar to an OVA. I think there's enough content in the KF2 setting to craft some original story out of it. The devs just need to eventually decide to exploit it.

I mean TWI hadn't done ANYTHING AT ALL about lore(steampunk is cute, but didn't count), porting would be easier task.
 
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Kosake;n2323637 said:
I'd love to see a full-fledged single player campaign, but then again, game didn't cost 60+ bucks, so I guess you have to cut some corners here or there...

I know really polished F2P games that went multigenre, with space-battles, RPG elements, real cutscenes and voice-acting, with their main source of income being cosmetics and in-game currency microtransactions.

And yeah, that's the only promise that hasn't been kept so far. I remember watching the Dev diaries and them mentioning going deeper into the plot. The setting is a literal fertile ground for an interesting plot. It genuinely stands out from the overused zombie setting in the apocalypse genre. The world is there, just underdevelopped...in my opinion.
 
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Drassel;n2323626 said:
Imma just throw some ideas.

We know that chronologically-speaking, Burning Paris is the first map of the KF2 arc. Since the events take place right after KF1's Transit, I think it would be interesting to have an objective map that takes place inside the train that the survivors took to get into France and somehow explains how the Zeds and Patty got to follow them under the Channel. Maybe a new Farm-like map in Nord-Pas-de-Calais where they exit and almost destroy the Old Patriarch, like by dropping a nuke on him or something like that, and would explain his new look, and why he had to reconstruct himself in the new Biotic Labs. Defeating him would unlock the Classic Patriarch in the Survival mode, and anyone who got the achievement can share the content just like we got with the Chivalry sword.

Back when Transit was in progress, we had a bit of what-if lore draft. Note, it was not accepted into canon, so it was just a passing idea; don't take it too seriously. It went, Hans and Strasser were medical students at the same Sudetenland school, at the start of the war. Hans was working on blocking pain, to keep soldiers fighting, but it lead to madness. Strasser was working on life extension. The war put them on very different and opposing paths. Hans created the early zeds, gorefasts, by inducing horrible pain, resulting in maniacal violence and endless adrenal energy. He also experimented on himself. Strasser went into hibernation under a secret forest lab.

After the war, intelligence people found Han's work and allowed a little of it to trickle into post war industry - pain medicines, skin grafts and so on, but the source was kept secret. Horzine rose on those discoveries to become a powerful biotech firm. Clamley became the CEO and with top level clearance, was finally able to track the science back to the source - Hans, still living, if you could call it that.

Kevin soon started to experiment on himself. He created a series of imperfect clones with increasingly experimental modifications. In time, one of the better looking clones took over, holding the real Clamely hostage and replacing him at the company. That clone poured company funds into facilities around Europe, secretly producing more zeds. When their numbers are sufficient, the mad Clamely clone releases them on London.

When Transit begins, daughter Rachel is trying to find her estranged father in the chaos of the London outbreak. She finds his private cloning facility where patriarchs are made. The player battles 2 of them, but another escapes on the Chunnel train to the continent. Players follow, to find Paris Burning and a few of the secret Outposts and Biotics facilities. Somehow, the events awakes and revives Strasser. The last Patriarch hides himself in a lab for repairs and more cloning. In his absence, his mentor, Hans, lead the zed attacks. The new Patriarch finally emerged and that is where we find ourselves today.
 
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Foster Parent;n2323749 said:

Thanks for the clarification.

I think a format that TWI might want to explore with that regards is randomly selecting 1 out of 6 players at the start of the campaign to play as the protagonist of the story with one of the main objective as "keep Rachel alive".

Escort missions with AI VIPs are mundane, but assigning the VIP role to a player will give the VIP more relevance than "this asshat that walks 1.5ft/sec and runs into every Zed ever without a drop of brain". Perhaps the VIP also has an arsenal that is not normally accessible to players in Survival (e.g. a stronger starting pistol) as an added bonus.

It sounds that TWI has a semblance of a lore going on, would be a waste to have the architecture exist but receive no utility.
 
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Foster Parent;n2323749 said:

That actually does make some sense except for the Strasser part, which I know got rewritten if I look at his character biography.

This gives me a great idea thought. How about a story-driven mode where the player teams up with another scientist(s) that is(are) the antagonist of Hans and the Patriarch and has dedicated his(their) life to stopping the invasion? You'd have a real-time map, a bit like a strategical map, which at the start of the story would be red with the Zed invasion. As you progress and liberate areas (destroy facilities) the map would change colors to your camp. You'd reuse the Survival maps but with an added story like nuke the thing, cooperation puzzles, VIP rescue, steal protected data, etc... And to spice things up, how about objectives changing in the middle of the game, like say you went in to nuke the facility, but then you discover there was a surviving scientist who may hold valuable data about the outbreak? I can already see the player infiltrating Hans's Manor to steal data but then finding Strasser still frozen in a remote room. You'd have the option to leave him for dead or save him. I'll let you think about possible rewards for it.

The information you retrieve would then be transferred to an in-game database which you can access from the menu.
 
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Foster Parent;n2323749 said:
In time, one of the better looking clones took over, holding the real Clamely hostage and replacing him at the company. That clone poured company funds into facilities around Europe, secretly producing more zeds. When their numbers are sufficient, the mad Clamely clone releases them on London.

HA! I KNEW IT! Now, you MUST bring this: https://www.youtube.com/watch?v=h5eQtXvPvrM

YOU JUST SHOULD
 
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Another way to incorporate lore into the game (hopefully to a lesser extent than being the main way of dropping lore, since interactivity is more enticing than passive reading) is to add a "dropped notes" element to trinkets on each level.

Being that trinkets were already a thing on most maps, perhaps collecting trinkets (in addition to achievements/collectibles) will also unlock a page of narrative from the perspective of a civilian, antagonist or protagonist corresponding to the map, e.g. a diary page or letter to someone, if you will, that players can read from in their menu-screen inventory.
 
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