Killing Floor is one of arguably one of the greatest zombie slaying games of all time. If not for its gameplay or fun factor, then at least in the sales department, and the fact that it is still one of the most played games on Steam, despite releasing as a free mod in 2005 and then re-released as a standalone game in 2009. Tens of thousands of players are still regularly connected to it. And it is still printing money.
So from at least a financial sense, it makes sense to bring that experience to other platforms. In this particular case, the Ouya.
Tripwire Interactive, developer (sort of) and publisher of the retail version of Killing Floor, have given the go for Dwarfs!? co-developer, Robin Flodin's team, to work on a top down shooter edition of the classic zombie slaying experience, Killing Floor: Calamity.
But wait! One may shout. Why is it top down?
I honestly consider this a bizarre choice, as well. KF was a highly praised first person shooting game, and the departure from that formula seems incredibly drastic, even if it is a spinoff. However, bizarre doesn't have to inherently mean "bad." Just "different."
So I'm going to explain how its possible that this seemingly largely different game may be (or may not be) the horrifying success that spawned it.
How It Can Survive
What really matters is how different KF:C (you read that right) is from its "predecessor." Team Fortress 2 was a massive departure from the original Team Fortress, and not only in its visual aspects. Not many fans of the original were all too happy with the changes, but it was still, undeniably, an entry in the Team Fortress series. All the defining features of the game were still there, minus the grenades, and even though there was a lot missing, TF2 added in a whole lot more to make it interesting.
As long as KF:C retains its defining features, then it is sure to be a success, though possibly not on the Ouya platform. For the record, those defining features aren't the gunplay. Sure, the gunplay sets itself apart from a game such as CoD: Zombies in its more realistic control (it was worked on by the makers of Red Orchestra). Things like no crosshairs, but high accuracy regardless of aim, realistic sniper scopes where only the scope zooms in and not the whole screen, or even the gun bobbing way more if you move while crouching. But Killing Floor defines itself with a number of other things.