I have my VR legs, so the fewer comfort restrictions I have placed on me, the better. I understand the need for comfort to allow a more broad audience to enjoy the experience, though I wish games would have comfort settings as a part of the setup during the tutorial. Switching these on allows the movement to work similar to Skyrim VR’s free movement, which I far preferred to the teleportation mechanic (teleportation is actually available in tandem with free movement, so I’m confused why anyone would want it inaccessible when toggled off). Late in the game, I discovered that there are free movement and smooth turning options buried in the settings. It’s less fun and more fighting with design flaws inherent to the platform. Particularly during boss encounters, attempting to teleport away, turn, do some damage, and continue to get away while being relentlessly pursued tends to be quite frustrating. To combat this (and to account for comfort), Incursion will actually limit the distance you can jump to short bursts if you do it too often too quickly. The fast paced frenetic action is uncercut by the fact that you are basically a super hero that can warp away at will. The main teleportation system is the one advertised, and while it works well enough, it also takes a lot away from the game. Once again, as happens with too many potentially great VR games, it’s a case of a developer being so keen on comfort that it negatively impacts the gameplay experience. Movement is Killing Floor: Incursion’s biggest limitation. It was like a light switch getting flipped on and off to toggle between them. These moments were enjoyable, but the cadence of mass enemy encounters to puzzles felt off. Some brilliant ones require scouring that Paris office building for secret codes to enter on a panel, while others have the player using a special flashlight to discover secrets tucked away in the environments. Things went from dark forest to a brightly light Paris office building, and then to the stereotypical bio lab that every one of these types of games tends to end up in.īreaking up the Zed incursion are a few simply puzzles that I wish the game would have doubled down on. It’s not long before the horror aspect fell away as I got more and more used to the Zeds. An early level sent me through the hallways of a dilapidated haunted house, having me cautiously checking every corner. Having the haunting, gaunt-faced Zeds wandering towards me from the darkness of the trees makes it so that nowhere feels safe. The opening of Killing Floor: Incursion goes for a horror vibe, and it managed to get me feeling pretty unsettled. Want to beat them with their own heads, arms, or even that massive sword that’s coming out from between that one guy’s split in half forearm? Those are all totally options, not to mention playing with the working mechanics of an elbow joint tends to be grotesquely entertaining. After pouring rounds of ammunition into Zeds, if one gets too close, simply pistol whip it with the butt of your gun to finish it off. Interaction in VR happens just like you might expect it to in real life. Mindless killing of foul beasties can be quite fun, and for the most part, Killing Floor: Incursion retains an air of entertainment that is undeniable. And when it happens again, and again, and again, it’s quickly realized that the depth of the gameplay remains a shooting and slicing gallery in a few different environments. The relentless zombie-like mutants provide the perfect cannon fodder to be both terrifying and delightful to shoot, stab, and hack at, either alone or with a friend. What it doesn’t do away with is the dumb fun that slaughtering Zeds can bring. Incursion does away with numbers to let you know that there are no prerequisites. If you’ve never played Killing Floor or its sequel (the aptly titled Killing Floor 2), don’t worry.
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